Sorcery: Elemental Weapon Transformation Spells
And here are more spells based on transformational imbuements. Burning/Corrosive/Frost/Fulminating Weapon turn the target weapon to fire, acid, cold, or lightning, respectively.
Burning 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 turns the weapon or projectiles
it fires to flame, converting the damage of a non-burning attack from its usual
damage type to burning. For impaling or piercing weapons, you end up with a tight-beam
burning attack, which can target vital areas.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Burning
Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [36]. Notes: “Burning Weapon” is 26 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). This spell is based on the Burning Strike imbuement skill.
Corrosive Weapon
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 +
16 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell turns the weapon to acid,
converting the damage of a non-corrosion attack from its usual damage type to
corrosion. The damage is reduced according to the following table.
Level
|
Damage
|
Level
|
Damage
|
1
|
50%
|
4
|
80%
|
2
|
60%
|
5
|
90%
|
3
|
70%
|
6
|
Full damage
|
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Corrosive
Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Corrosive Weapon” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). Each additional level removes -2 in penalties [+16]. This spell is based
on the Corrosive Strike imbuement skill.
Frost Weapon
Keywords: Weapon Buff.
Full Cost: 45 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell turns the weapon into a weapon
of chilling negative energy. Roll damage as usual but interpret it as fatigue
damage that works like the FP loss described for Cold (p. B430), which is
difficult to recover from. Alternatively, the wielder may decide to inflict
burning damage that cannot start fires (as it comes from extreme cold, not
heat), instead of fatigue damage.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Frost Weapon,
+350%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [45]. Notes: “Frost Weapon” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p. 11)
+ Frost Strike (Magical, -10%) [1]. This spell is based on the Chilling Strike
imbuement skill.
Fulminating Weapon
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 40
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell turns the weapon to raw
lightning. Damage becomes burning and gains the surge modifier (p. B105). It
now treats metallic armor with DR over 1 as DR 1. Any target that suffers even
1 point of damage from it must make a HT roll, at -1 per 2 points of
penetrating damage, or be physically stunned. The damage is reduced according to
the following table.
Level
|
Damage
|
1
|
-2 per die
|
2
|
-1 per die
|
3
|
Full damage
|
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fulminating
Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Fulminating Weapon” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). Each additional level removes -5 in penalties [+40]. This spell is based
on the Fulminating Strike imbuement skill from Pyramid #3-60.
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