Friday, 10 November 2017

Sorcery: Weapon Buffs VII

Sorcery: Weapon Buffs VII

Probably the last imbuement-based spells for now. Dazzling Weapon penalizes vision around the weapon. Deafening Weapon penalizes hearing in the same way. Underwater Weapon makes it easier to wield the affected weapon underwater. Vine Arrow transforms a ranged attack into a Binding.
  
Dazzling Weapon
Keywords: Weapon Buff.
Full Cost: 36 points or 76 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell enchants a weapon, converting its damaging attack to Obscure (p. B40) directed at vision. A melee weapon becomes a shaft of brilliance, affecting a two-yard radius or a radius equal to its Reach, whichever is larger; this effect is centered on the wielder. A projectile fills a two-yard radius with glare where it hits, which lasts 10 seconds.
Roll your usual damage dice and halve the result (round down). Read this as the Vision penalty, to a maximum of -10. No actual damage occurs.
The basic (36-point) version penalizes the wielder’s Vision as well. The improved (76-point) version does not affect the wielder.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Dazzling Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Dazzling Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved removes a -5 penalty [+40]. This spell is based on the Dazzling Display imbuement skill.
  
Deafening Weapon
Keywords: Weapon Buff.
Full Cost: 36 points or 76 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell enchants a weapon, converting its damaging attack to Obscure (p. B40) directed at hearing. A melee weapon hums, affecting a two-yard radius or a radius equal to its Reach, whichever is larger; this effect is centered on the wielder. A projectile fills a two-yard radius with humming where it hits, which lasts 10 seconds.
Roll your usual damage dice and halve the result (round down). Read this as the Hearing penalty, to a maximum of -10. No actual damage occurs.
The basic (36-point) version penalizes the wielder’s Hearing as well. The improved (76-point) version does not affect the wielder.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Deafening Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Deafening Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved removes a -5 penalty [+40]. This spell is based on the Deafening Display imbuement skill.

Underwater 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 negates all penalties associated with using a melee or ranged weapon underwater, or in similar conditions where the presence of denser-than-air fluids make attacks more difficult and/or less effective. See GURPS Fathom Five in Pyramid #3/26: Underwater Adventures for a detailed treatment of underwater combat.
Reach and Bulk of affected weapons is limited by the spell level.
Level
Reach
Bulk
1
C
-
2
1
-1
3
2
-2
+1
+1
-1
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Underwater Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Underwater 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 Underwater Strike imbuement skill from Pyramid #3-36.
  
Vine Arrow
Keywords: Weapon Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell converts a damaging ranged weapon’s attack into a Binding (p. B40). The projectile trails vines, tying up the target. Roll the usual damage dice and read the result as the Binding’s ST – no actual damage occurs. The Binding’s DR is ST/3, rounded down.
Statistics: Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Vine Arrow, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Vine Arrow” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Binding Shot imbuement skill.

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