Friday 3 November 2017

Sorcery: Gunman Spells II

Sorcery: Gunman Spells II

Yet another set of spells, based on imbuements. Conic Blast transforms the attack into a cone. Far Shot increases range. Multi-Shot increases the rate of fire. Recoil Compensation reduces recoil.
  
Conic Blast
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell lets the affected ranged weapon convert ranged attacks into a cone that originates from the weapon, similar to a blast of grapeshot; see Area and Spreading Attacks (p. B413). The 1st level of this spell gives a cone that’s RoF yards wide at the attack’s Max range. High RoF weapons get broader cones – not multiple cones. Each additional spell level increases the maximum width by 1 yard.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Conic Blast, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Conic Blast” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Conic Blast imbuement skill.

Far Shot
Keywords: Weapon Buff.
Full Cost: 36 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 gives a ranged weapon more range, according to the following table. The progression is open-ended – one can determine the range modifiers for higher levels, if necessary.
Level
1/2D and Max
Level
1/2D and Max
1
x2
4
x20
2
x5
5
x50
3
x10
6
x100
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Far Shot, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Far Shot” is 26 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 Far Shot imbuement skill.
   
Multi-Shot
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell imbues the weapon with the ability to supernaturally split its projectile(s) in midair, increasing RoF by the spell level. For missile weapons, this uses up only the usual number of shots. For thrown weapons, you just need to have one weapon to hurl. In either case, the additional shots last for long enough to do harm and then vanish.
Muscle-powered ranged weapons lack an Rcl stat. Use Rcl 1 for weapons with Bulk 0 to -2, Rcl 2 for weapons with Bulk -3 or -4, Rcl 3 for weapons with Bulk -5 or -6, and so on. Increase Rcl by 2 for weapons that deal Swing damage.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Multi-Shot, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Multi-Shot” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Multi-Shot imbuement skill.

Recoil Compensation
Keywords: Weapon Buff.
Full Cost: 36 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 gives enchants the target weapon, allowing it to increase the stability of its projectiles in flight. Reduce the Rcl by the spell level. If the spell level is enough to reduce the Rcl to 1 and there are at least 2 levels of the spell left “unused” (for example, if Recoil Compensation 2 is enough to reduce the Rcl to 1, but you have Recoil Compensation 4 or higher), the attack becomes a Very Rapid Fire attack. This prevents attacking multiple targets or an area with spraying fire or suppression fire – you can only ever attack one target – but you get two extra hits per point by which you make your attack roll.
Muscle-powered ranged weapons lack an Rcl stat. Use Rcl 1 for weapons with Bulk 0 to -2, Rcl 2 for weapons with Bulk -3 or -4, Rcl 3 for weapons with Bulk -5 or -6, and so on. Increase Rcl by 2 for weapons that deal Swing damage.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Recoil Compensation, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Recoil Compensation” is 26 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 Stabilized Shot imbuement skill from Pyramid #3-60.

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