Tuesday, 7 November 2017

Sorcery: Weapon Buffs IV

Sorcery: Weapon Buffs IV

Even more imbuement-based spells. Delay Damage allows the wielder to decide when the damage is dealt. Invisible Weapon makes the weapon harder to notice. Sorcerous Silencer makes the weapon harder to hear. Telescoping Weapon alters the weapon's reach.
   
Delay Damage
Keywords: Weapon Buff.
Full Cost: 36 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell gives the weapon a type of Delay enhancement (p. B105). Resolve the weapon attack normally and work out what injury or other baneful effects your victim would suffer, given the damage roll, DR, damage type, etc. But don’t apply these when the wielder deals the blow! Instead, they happen on the wielder’s command, at any future point and from any distance. This pending effect can be neutralized with the Remove Curse spell or a similar effect. The wielder can always cancel the pending effect permanently at any time, from any distance, instead of activating it. The pending effect does not expire when the spell expires.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Delay Damage, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Delay Damage” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Sudden Death imbuement skill.

Invisible Weapon
Keywords: Weapon Buff.
Full Cost: 32 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 blurs the weapon, giving a -2 to all Vision rolls to notice the attack per spell level, up to the maximum of -10, which makes the weapon invisible.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Invisible Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Invisible Weapon” is 22 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 Stealthy Attack imbuement skill.

Sorcerous Silencer
Keywords: Weapon Buff.
Full Cost: 32 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 silences the weapon, giving a -2 to all Hearing rolls to notice the attack per spell level, up to the maximum of -10.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Sorcerous Silencer, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Sorcerous Silencer” is 22 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 Stealthy Attack imbuement skill.
  
Telescoping Weapon
Keywords: Weapon Buff.
Full Cost: 32 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 increases or reduces a melee weapon’s Reach by up to 1 yard per spell level. Final Reach must fall within the C-4 range. Allowed Reach categories are, in order: C, 1, 2, 3, and 4.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Telescoping Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Telescoping Weapon” is 22 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 Telescoping Weapon imbuement skill.

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