Monday, 30 October 2017

Sorcery: Gunman Spells

Sorcery: Gunman Spells

Here we have 3 spells that would be useful not only for gunmen, but also for archers and crossbowmen. Arching Weapon lets the gunman shoot at targets hiding behind cover. Automatic Reloading speeds up reloading. Returning Weapon can make ammunition effectively unlimited.
  
Arching Weapon
Keywords: Weapon Buff.
Full Cost: 40 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell lets a ranged weapon arch up over the target and strike from the top, regardless of its normal ballistics. Effects are identical to Overhead (p. B107): the attack bypasses any cover that doesn’t offer overhead protection, negates penalties to hit for low target postures, and gives the victim -2 to defend the first time he’s attacked (after that, he’ll be on the lookout!).
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Arching Weapon, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Arching Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Arching Shot imbuement skill.

Automatic Reloading
Keywords: None.
Full Cost: 7 points/level.
Casting Roll: None.
Range: 1 yard.
Duration: Indefinite.

While this spell is active, the caster effectively has a second pair of hands with ST equal to (4*spell level) that can only be used to reload bows, crossbows, or firearms. The weapon being reloaded and the ammunition must be within 1 yard of the caster. This will allow him to draw an arrow and Ready a bow in 1 second, reload a crossbow in 2 seconds, etc.
Statistics: Telekinesis 4 (Independent, +40%; Reduced Range, 1/10, -30%; One Task, Reloading, -60%; Sorcery, -15%) [7]. Each additional level adds Telekinesis 4 [+7].
  
Returning Weapon
Keywords: Weapon Buff.
Full Cost: 40 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Projectiles fired by the affected weapon dematerialize and reform in your possession. When cast on a thrown weapon, it appears directly in your hands, and ammo appears – intact – in your quiver, magazine, or equivalent. Any single-use effect on the projectile is still expended, though. If the weapon has RoF greater than 1, then the number of returned projectiles is equal to the spell level.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Returning Weapon 1, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Each additional level adds more Returning Weapon to the Advantage enhancement (+80%) [+8]. Notes: “Returning Weapon 1” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.

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