Saturday, 4 November 2017

Sorcery: Weapon Buffs II

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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