Sorcery: Antimagic Spells
Here we have some spells to counter other spellcasters. Dispelling Weapon enchants a weapon with dispelling qualities, but due to some trickiness with the imbuement skill it is based on, it is better used when the user can attack at least twice per round. Otherwise it can be used to debuff enemy warriors, because the weapon loses its ability to deal damage. Antimagic Field nullifies all magic in an area. Protection from Magic protects the subject from magical attacks, even those based on Malediction.
Antimagic Field
Keywords: Area (Leveled).
Full Cost: 70 points for level 1 + 15
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
This spell creates a zone that
negates magic. It completely prevents all magical powers from affecting anything
in the area. Antimagic Field affects friendly and hostile abilities equally.
Antimagic Field only interferes with
attempts to affect creatures and objects in the area directly. For instance, a mage
could not cast Mental Stun on a creature in the area, but he could cast
Poltergeist outside the area to throw rocks at the creature in the area.
Statistics:
Static (Magic; Area Effect, 2 yards, +100%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%) [68] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1]. Additional levels increase Area Effect (+50%) [+15].
Dispelling Weapon
Keywords: Weapon Buff.
Full Cost: 44 points or 76 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the weapon
neutralize magic instead of causing damage. If the attack hits, roll its usual
damage dice. Treat the result as the effective skill of the “dispel.” If the
attack was made by the caster, he adds his Talent. Roll a Quick Contest of this
“dispel skill” vs. the skill used to activate each ongoing magical effect on
the target; victory means that a temporary effect (like most spells) is
dissipated for good while a permanent one (like an enchantment) ceases to work
for minutes equal to margin of victory. If the target has active, ongoing magical
effects due to advantages, also roll a Quick Contest against his Will. Victory
means that all such advantages are shut off until he reactivates them.
This spell offers a unique option:
if the user is capable of two or more attacks per turn with his Dispelling
Weapon, and one of these hits and wounds the target, then he can waive a later
attack on that turn to roll the Quick Contests above. Effective skill of the
“dispel” is the earlier attack’s basic damage roll or the injury that attack
caused, whichever is higher.
The basic (44-point) version
attempts to dispel all ongoing effects on the target. The improved (76-point)
version lets the user target one specific ongoing effect.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Dispelling
Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Dispelling Weapon” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). The improved version buys off the -4 penalty [+32]. This spell is based on
the Strike of Negation imbuement skill.
Protection from Magic
Keywords: Buff.
Full Cost: 19 points for level 1 + 7
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The subject, and all of his carried
gear, is protected from magical damage, both direct and indirect. This
increases his DR by the level of this spell (e.g., Protection from Magic 3 adds
DR 3), cumulative with that from actual armor. This DR protects even against
Malediction-based attacks.
Statistics:
Affliction 1 (HT; Advantage, Protection from Magic 1, +70%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Additional
levels add further Protection from Magic to the Advantage enhancement [+7].
Note: Each level of “Protection from Magic” is Damage Resistance 1 (Force
Field, +20%; Limited, Magic, -20%; Magical, -10%; Malediction-Proof, +50%) [7].
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