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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