Magic: Laser Spells
In high-tech games missile spells usually are very ineffective compared to the available firearms. Let's expand the selection of Light & Darkness missile spells with lasers, taking inspiration from GURPS Ultra-Tech. Note that these spells should only be available in high TL games.
Blue-Green Laser
Missile
Fire a blue-green laser beam from
one hand. Use Innate Attack (Beam) to hit. This has 1/2D 400, Max 1,200, Acc 1.
Laser eye injuries are especially dangerous. If an eye takes enough laser
damage to cripple it, the result is always permanent crippling.
A blue-green laser’s underwater
range depends on the water’s clarity. The maximum Range can never exceed 150 yards
in crystal-clear water, 60 yards in average water, or 15 yards in murky water.
It is possible to fire into or out of water (out to normal ranges) as long as
the maximum range through the water
is not exceeded.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d-1(2) tight-beam burning damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt, Colors.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,500.
Usable only by mages.
Blue-Green Laser Sword
Regular
Creates a blue-green laser blade in
the caster’s hand. The sword inflicts burning damage, has a (2) armor divisor
and Reach 1. Use Force Sword to wield.
Duration: 10
seconds.
Cost: Any
amount up to your Magery level per second, for three seconds. The sword does
1d(2) burning damage per energy point.
Time to Cast:
2 seconds.
Prerequisites:
Magery 1, Blue-Green Laser.
Blue-Green Pulse Laser
Missile
Fire a wide pulse of high-energy
coherent blue-green light from one hand. Use Innate Attack (Beam) to hit. This
has 1/2D 800, Max 2,400, Acc 1.
A blue-green laser’s underwater
range depends on the water’s clarity. The maximum Range can never exceed 300 yards
in crystal-clear water, 120 yards in average water, or 30 yards in murky water.
It is possible to fire into or out of water (out to normal ranges) as long as
the maximum range through the water
is not exceeded.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d-1 crushing explosive damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt, Colors.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,500.
Usable only by mages.
Electrolaser
Missile; Resisted by HT-4
Fire an ultraviolet laser beam from
one hand that transmits an electric charge. Use Innate Attack (Beam) to hit. This
has 1/2D 40, Max 80, Acc 1. The laser beam inflicts 1d-3 burn damage. It
needn’t penetrate to carry the charge. Smoke, fog, rain, or clouds give extra
DR equal to the visibility penalty. For example, if rain gives a penalty of -1
per 100 yards, a target 200 yards away gets an extra DR 2.
An electrolaser’s shock is a
HT-based affliction attack with a (2) armor divisor (each 2 DR on the location
struck provides +1 to HT). Add +3 past 1/2D range. If the victim fails to
resist with HT-4, the shock stuns him. He may roll against HT every turn at the
same penalty (but without the DR bonus) to recover. Electrolasers also affect
machines that are Electrical.
Electrolaser produces a “zap” sound,
no louder than a silenced pistol, and the beam is visible. The spell is most
effective in dry climates. In humid conditions it is less accurate; the
electrical bolt jumps off the laser path to paths of lower resistance. This
gives a -2 to hit in moist, humid environments, and a -6 to hit in rain,
drizzle, or heavy fog. In a vacuum or trace atmosphere, there is no air to
ionize; the electrolaser only inflicts 1d-3 burn damage from the laser, with no
additional linked effect.
Cost: 3.
Time to cast:
2 seconds.
Prerequisites:
Magery 1, Lightning, Ultraviolet Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,200.
Usable only by mages.
Gamma-Ray Laser (VH)
Missile
Fire a gamma-ray laser beam from one
hand. Use Innate Attack (Beam) to hit. This has 1/2D 10 mi, Max 30 mi, Acc 1 in
vacuum. Range drops to 70/200 yards in a standard atmosphere. (For thinner or
thicker atmospheres, divide this range by the relative air pressure.) Gamma-ray
lasers have no range underwater. Laser eye injuries are especially dangerous.
If an eye takes enough laser damage to cripple it, the result is always permanent
crippling. Gamma-ray laser beams are silent and invisible, but in dusty air,
there will be a slight glow from incinerated dust particles.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d(10) tight-beam burning surge damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 3, X-Ray Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 2,400.
Usable only by mages.
Gamma-Ray Laser Sword
Regular
Creates a gamma-ray laser blade in
the caster’s hand. The sword inflicts burning damage with the surge modifier,
has a (10) armor divisor and Reach 1. This spell does not work underwater. The
sword is silent and invisible, but in dusty air, there will be a slight glow
from incinerated dust particles. Use Force Sword to wield.
Duration: 10
seconds.
Cost: Any
amount up twice to your Magery level per second, for three seconds. The sword
does 1d+1(10) burning surge damage per 2 energy points.
Time to Cast:
2 seconds.
Prerequisites:
Magery 3, Gamma-Ray Laser.
Gamma-Ray Pulse Laser
(VH)
Missile
Fire a wide pulse of high-energy
coherent gamma-ray light from one hand. Use Innate Attack (Beam) to hit. This
has 1/2D 20 mi, Max 60 mi, Acc 1 in vacuum. Range drops to 140/400 yards in a
standard atmosphere. (For thinner or thicker atmospheres, divide this range by
the relative air pressure.) Gamma-ray lasers have no range underwater. Gamma-ray
laser beams are silent and invisible, but in dusty air, there will be a slight
glow from incinerated dust particles.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d(5) crushing explosive damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 3, X-Ray Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 2,400.
Usable only by mages.
Infrared Laser
Missile
Fire an infrared laser beam from one
hand. Use Innate Attack (Beam) to hit. This has 1/2D 200, Max 600, Acc 1. Laser
eye injuries are especially dangerous. If an eye takes enough laser damage to
cripple it, the result is always permanent crippling. Infrared laser beams are
silent and invisible, but in dusty air, there will be a slight glow from
incinerated dust particles. Infrared laser beams cannot penetrate more than a
few inches of water, which reduces their underwater Range to 0/1.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d-1(2)
tight-beam burning damage per energy point.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,100.
Usable only by mages.
Infrared Laser Sword
Regular
Creates an infrared laser blade in
the caster’s hand. The sword inflicts burning damage, has a (2) armor divisor
and Reach 1 (Reach C while underwater). The sword is silent and invisible, but
in dusty air, there will be a slight glow from incinerated dust particles. Use
Force Sword to wield.
Duration: 10
seconds.
Cost: Any
amount up to your Magery level per second, for three seconds. The sword does 1d(2)
burning damage per energy point.
Time to Cast:
2 seconds.
Prerequisites:
Magery 1, Infrared Laser.
Infrared Pulse Laser
Missile
Fire a wide pulse of high-energy
coherent infrared light from one hand. Use Innate Attack (Beam) to hit. This
has 1/2D 400, Max 1,200, Acc 1. Infrared laser beams are silent and invisible,
but in dusty air, there will be a slight glow from incinerated dust particles. Infrared
laser beams cannot penetrate more than a few inches of water, which reduces
their underwater Range to 0/1.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d-1
crushing explosive damage per energy point.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,100.
Usable only by mages.
Laser Sight
Regular
This spell lets the caster project a
low-powered eye-safe laser beam out of his eyes, placing a laser spot at the
point where the gaze attack will hit. This spell gives a +1 to skill when used
out to the attack’s 1/2D range, provided the dot is visible to the caster. This
bonus only works for attacks that use the Innate Attack (Gaze) skill.
Duration: 10 minutes.
Cost: 2 to cast. 1 to maintain.
Prerequisites: Light Jet.
Item
Goggles;
always on. Energy cost to create: 200.
Lethal Electrolaser
Missile; Resisted by HT-4
Fire an ultraviolet laser beam from
one hand that transmits a potentially deadly electric charge. Use Innate Attack
(Beam) to hit. This has 1/2D 40, Max 80, Acc 1. The laser beam inflicts 1d-3
burn damage. It needn’t penetrate to carry the charge. Smoke, fog, rain, or
clouds give extra DR equal to the visibility penalty. For example, if rain
gives a penalty of -1 per 100 yards, a target 200 yards away gets an extra DR
2.
An electrolaser’s shock is a
HT-based affliction attack with a (2) armor divisor (each 2 DR on the location
struck provides +1 to HT). Add +3 past 1/2D range. If the victim fails to
resist with HT-4, the shock stuns him. He may roll against HT every turn at the
same penalty (but without the DR bonus) to recover. Electrolasers also affect
machines that are Electrical. If the resistance roll fails by 5 or more, it
triggers the Heart Attack mortal condition (p. B428). For electrical machines, a
“heart attack” results in the target’s electrical systems burning out until
repaired.
Electrolaser produces a “zap” sound,
no louder than a silenced pistol, and the beam is visible. The spell is most
effective in dry climates. In humid conditions it is less accurate; the
electrical bolt jumps off the laser path to paths of lower resistance. This
gives a -2 to hit in moist, humid environments, and a -6 to hit in rain,
drizzle, or heavy fog. In a vacuum or trace atmosphere, there is no air to
ionize; the electrolaser only inflicts 1d-3 burn damage from the laser, with no
additional linked effect.
Cost: 8.
Time to cast:
2 seconds.
Prerequisites:
Magery 3, Lethal Lightning, Electrolaser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,200.
Usable only by mages.
Rainbow Laser (VH)
Missile
Fire a polychromatic laser beam from
one hand. Use Innate Attack (Beam) to hit. This has 1/2D 600, Max 1,800, Acc 1.
Laser eye injuries are especially dangerous. If an eye takes enough laser
damage to cripple it, the result is always permanent crippling. A rainbow laser
beam appears as a needle-thin line of blue-white light.
It is effective in atmospheres with
a density ranging from very thin through superdense. In vacuum or trace
atmospheres, the laser defocuses. Its range is divided by 10, and its damage
loses its armor divisor. Rainbow lasers have an underwater range of only two
yards.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d(3) tight-beam burning damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 2, Blue-Green Laser, Infrared Laser, Ultraviolet Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 2,000.
Usable only by mages.
Rainbow Laser Sword
Regular
Creates a polychromatic laser blade
in the caster’s hand. It looks like a thin line of blue-white light. The sword
inflicts burning damage, has a (3) armor divisor and Reach 1. Use Force Sword
to wield.
Duration: 10
seconds.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The sword
does 1d+1(3) burning damage per 2 energy points.
Time to Cast:
2 seconds.
Prerequisites:
Magery 2, Rainbow Laser.
Ultraviolet Laser
Missile
Fire an ultraviolet laser beam from
one hand. Use Innate Attack (Beam) to hit. This has 1/2D 600, Max 1,800, Acc 1.
Laser eye injuries are especially dangerous. If an eye takes enough laser
damage to cripple it, the result is always permanent crippling. Ultraviolet
laser beams are silent and invisible, but in dusty air, there will be a slight
glow from incinerated dust particles.
UV lasers are mainly used for space
combat and on airless worlds. In atmosphere, the Range cannot exceed 500 yards
divided by atmospheric pressure.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d-2(2)
tight-beam burning damage per energy point.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt, Colors.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,500.
Usable only by mages.
Ultraviolet Laser
Sword
Regular
Creates an ultraviolet laser blade
in the caster’s hand. The sword inflicts burning damage, has a (2) armor
divisor and Reach 1. The sword is silent and invisible, but in dusty air, there
will be a slight glow from incinerated dust particles. Use Force Sword to
wield.
Duration: 10
seconds.
Cost: Any
amount up to your Magery level per second, for three seconds. The sword does 1d(2)
burning damage per energy point.
Time to Cast:
2 seconds.
Prerequisites:
Magery 1, Ultraviolet Laser.
Ultraviolet Pulse Laser
Missile
Fire a wide pulse of high-energy
coherent ultraviolet light from one hand. Use Innate Attack (Beam) to hit. This
has 1/2D 1,200, Max 3,600, Acc 1. Ultraviolet laser beams are silent and
invisible, but in dusty air, there will be a slight glow from incinerated dust particles.
UV lasers are mainly used for space
combat and on airless worlds. In atmosphere, the Range cannot exceed 1,000
yards divided by atmospheric pressure.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d-2
crushing explosive damage per energy point.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Sunbolt, Colors.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 1,500.
Usable only by mages.
Walk on Beams
Regular
The subject becomes able to walk on
any coherent beams of light as if on solid ground. He is unharmed by the beam.
Roll Acrobatics-2 to traverse a beam.
Duration: 10
minutes.
Cost: 2 to
cast. 1 to maintain.
Time to cast:
3 seconds.
Prerequisite:
Light Jet.
Item
Jewelry or boots. Always on. Energy cost to create: 200.
X-Ray Laser (VH)
Missile
Fire an X-ray laser beam from one
hand. Use Innate Attack (Beam) to hit. This has 1/2D 5.5 mi, Max 17 mi, Acc 1
in vacuum. Range drops to 7/20 yards in a standard atmosphere. (For thinner or
thicker atmospheres, divide this range by the relative air pressure.) X-ray
lasers have no range underwater. Laser eye injuries are especially dangerous.
If an eye takes enough laser damage to cripple it, the result is always permanent
crippling. X-ray laser beams are silent and invisible, but in dusty air, there
will be a slight glow from incinerated dust particles.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d(5) tight-beam burning surge damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 2, Spectrum Vision, Ultraviolet Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 2,000.
Usable only by mages.
X-Ray Laser Sword
Regular
Creates an X-ray laser blade in the
caster’s hand. The sword inflicts burning damage with the surge modifier, has a
(5) armor divisor and Reach 1. This spell does not work underwater. The sword
is silent and invisible, but in dusty air, there will be a slight glow from
incinerated dust particles. Use Force Sword to wield.
Duration: 10
seconds.
Cost: Any
amount up twice to your Magery level per second, for three seconds. The sword
does 1d+1(5) burning surge damage per 2 energy points.
Time to Cast:
2 seconds.
Prerequisites:
Magery 2, X-Ray Laser.
X-Ray Pulse Laser (VH)
Missile
Fire a wide pulse of high-energy
coherent X-ray light from one hand. Use Innate Attack (Beam) to hit. This has
1/2D 11 mi, Max 34 mi, Acc 1 in vacuum. Range drops to 14/40 yards in a
standard atmosphere. (For thinner or thicker atmospheres, divide this range by
the relative air pressure.) X-ray pulse lasers have no range underwater. X-ray
laser beams are silent and invisible, but in dusty air, there will be a slight
glow from incinerated dust particles.
Rain, fog, smoke, snow, and similar
weather or atmospheric conditions interfere with all high-energy lasers, adding
extra DR to the target equal to the vision penalty (per yard). Thus, if a yard
of smoke would be -10 to vision, then each yard gives DR 10; if every 100 yards
of haze gives -1 to vision, then 1,000 yards provides DR 10. A high-energy
laser beam can pass through material transparent to its particular frequency of
light, which includes most glass, plastic canopies, etc. Increase the laser’s
armor divisor to (10) when it strikes glasses, visors, windows, etc. unless the
material was specifically designed to be laser-resistant.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The ray
does 1d(3) crushing explosive damage per 2 energy points.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 2, Spectrum Vision, Ultraviolet Laser.
Item
Staff or wand – the beam is fired from the end
of the item. Energy cost to create: 2,000.
Usable only by mages.
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