Sorcery: Weapon Buffs II
Another batch of imbuement-based weapon buffs. Bladestorm effectively makes a high RoF melee weapon. Brilliant Energy Weapon is very dangerous to parry. Forceful Weapon doubles knockback. Traumatic Weapon doubles blunt trauma.
Bladestorm
Keywords: Weapon Buff.
Full Cost: 44 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
Attacks with the enchanted melee weapon
become storms of blows. The wielder hits an extra time per 2 points of margin
of success in his attack roll. A successful defense roll avoids one attack,
plus one extra attack per point of margin of success. All hits from this attack
do half damage (rounded down), but see the table below. The 1st
level of this spell limits this effect to a single extra hit, but you can
increase this by taking additional levels, as shown on the table below.
Level
|
Cost
|
Effect
|
Level
|
Cost
|
Effect
|
1
|
44 points
|
1 additional hit
|
4
|
108 points
|
4 additional hits
|
2
|
68 points
|
2 additional hits
|
5
|
124 points
|
5 additional hits
|
3
|
84 points
|
3 additional hits
|
6
|
204 points
|
5 additional hits + full damage
|
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Bladestorm,
+340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Bladestorm” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes
-2 (for levels 3 and 5) [+16], -3 (for levels 2 and 4) [+24], or -10 [+80] in
penalties. This spell is based on the Multistrike imbuement skill from Pyramid #3-60.
Brilliant Energy 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 into a
blade of destructive brilliant energy. The affected damaging melee weapon
automatically gets to roll its usual damage against any weapon that parries it
– in effect, it’s destructive for parrying purposes, just like a force sword.
Roll its damage normally and apply it to the parrying weapon (or body part, if
your opponent made an unarmed parry).
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Brilliant
Energy Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Sorcery, -15%) [36]. Notes: “Brilliant Energy Weapon” is 26
points, per Enhances or Transforms an
Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Annihilating Weapon imbuement
skill.
Forceful Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell enhances the weapon’s
knockback. The attack effectively gains the Double Knockback modifier (p.
B104). For a crushing weapon, use double the damage rolled to find knockback.
For other weapons, calculate knockback as if using a regular crushing weapon.
Damage type and amount are unaffected.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Forceful
Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [32]. Notes: “Forceful Weapon” is 22 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). This spell is based on the Forceful Blow imbuement skill.
Traumatic Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell enhances a damaging
weapon’s blunt trauma (p. B379). In effect, the attack gains the Double Blunt
Trauma modifier (p. B104). Crushing weapons do 1 HP of blunt trauma per 2
points of basic damage resisted by flexible armor. Cutting, impaling, and piercing
ones cause 1 HP of blunt trauma per 5 points of basic damage. Other weapons
only inflict 1 HP of blunt trauma per 10 points of basic damage.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Traumatic
Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [32]. Notes: “Traumatic Weapon” is 22 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). This spell is based on the Traumatic Blow imbuement skill.
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