Sorcery: Weapon Buffs
And here we have 3 more imbuement-based spells. These were easy to make, as there are no levels.
Fatiguing Weapon
Keywords: Weapon Buff.
Full Cost: 36 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell imbues the weapon with
life-draining qualities. It converts the damage of a non-fatigue attack from
its usual damage type to fatigue.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fatiguing
Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [36]. Notes: “Fatiguing Weapon” is 26 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). This spell is based on the Fatiguing Strike imbuement skill.
Toxic Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
This spell makes the target weapon
exude deadly energies. This converts the damage of a non-toxic attack from its
usual damage type to toxic. Toxic damage only harms living things and has no
special damage effects – but it also leaves no bruises or, in this case, any
other evidence!
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, ‑20%; Advantage, Toxic Weapon, +220%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [32]. Notes: “Toxic Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the
Toxic Strike imbuement skill.
Withering Weapon
Keywords: Weapon Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell makes the weapon
desiccating. The weapon penetrates DR as usual but leaves no wound. Instead, it
visibly drains the target’s vital bodily fluids. Roll damage as usual but interpret
it as fatigue damage that works like the FP loss under Dehydration (p. B426).
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Withering
Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Withering Weapon” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). This spell is based on the Withering Strike imbuement skill.
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