Monday, 6 November 2017

Sorcery: Weapon Buffs III

Sorcery: Weapon Buffs III

More imbuement-based spells. Banefire Weapon is a ridiculously expensive spell that infuses a weapon with decaying flames. Mana Leech allows the weapon to heal the wielder's mana reserve. Vampiric Weapon drains life out of living creatures. Explosive Weapon makes the weapon produce a shockwave.
   
Banefire Weapon
Keywords: Weapon Buff.
Full Cost: 57 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The target weapon is sheathed in banefire – sickly green fire from the Realms of the Dead - that deals 1d follow-up burning damage to living enemies and ages them 1d years. The banefire sticks to the target, damaging him again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out. The wielder will find the weapon hot to the touch, but not uncomfortable to use. The weapon also will give off light as a torch.
StatisticsAffliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Banefire Weapon, +470%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [59]. Note: “Banefire Weapon” is Ageing Attack 1d (Accessibility, Only on living, -10%; Follow-Up, This weapon, +0%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Magical, -10%; Resistible, Will, -30%; Visible, -10%) [38] + Burning Attack 1d (Accessibility, Only on living, -10%; Follow-Up, This weapon, +0%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Magical, -10%; Resistible, Will, -30%; Visible, -10%) [8] + Illumination (Magical, -10%) [1].
  
Explosive 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 allows the weapon to produce shockwaves. With a melee weapon, the wielder drives it into the ground. This causes a blast that is centered on the wielder but doesn’t harm him; the wielder makes a combat skill roll to execute this move, but does not attack a specific foe. For a ranged weapon, the projectile blows up or causes a massive shockwave wherever it hits; check for scatter (p. B414).
Treat the weapon’s damage as if it had the Explosion modifier (p. B104), regardless of damage type. Divide damage by three times the distance in yards to each target. This divisor may be reduced by taking additional spell levels, as shown on the table below.
Level
Damage Division
1
By three times the distance in yards
2
By twice the distance in yards
3
By the distance in yards
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Explosive Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Explosive 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 Shockwave imbuement skill.

Mana Leech
Keywords: Weapon Buff.
Full Cost: 84 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 infuses a melee weapon with mana-draining properties. This converts the injury the wielder inflicts with the weapon into a “mana drain” that can “heal” his own Energy Reserve (Magic). For every full 3 HP of injury the weapon inflicts on a living victim, the wielder heals 1 ER (Magic). He can’t raise his ER (Magic) above normal. The draining rate increases with the spell level
Level
Drain
1
1 ER (Magic) per full 3 HP of injury
2
1 ER (Magic) per full 2 HP of injury
3
1 ER (Magic) per 1 HP of injury
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Mana Leech, +740%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [84]. Notes: “Mana Leech” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) + a bought off -5 penalty [+40]. Each additional level removes -5 in penalties [+40]. This spell is based on the Vampiric Weapon imbuement skill.

Vampiric 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 infuses a melee weapon with vampiric properties. This converts the injury the wielder inflicts with the weapon into a “life force drain” that can heal his own injuries. For every full 3 HP of injury the weapon inflicts on a living victim, the wielder heals 1 HP. He can’t raise his HP above normal. The draining rate increases with the spell level
Level
Drain
1
1 HP per full 3 HP of injury
2
1 HP per full 2 HP of injury
3
1 HP per 1 HP of injury
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Vampiric Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Vampiric 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 Vampiric Weapon imbuement skill.

2 comments:

  1. i think mana leech have the wrong cost probally a typo. if the advantage cost 34pts, should be +340% right?

    ReplyDelete
    Replies
    1. It also includes a bought off -5 penalty that adds 40 more points.

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