Sorcery: Cyclic Elemental Spells
Here we have several elemental cyclic spells. Adhesive Acid/Electric Burn/Frostburn/Sticky Flame create a projectile that continues to damage the target after the initial strike. Chill Touch is a touch fatigue-damaging spell.
Adhesive Acid
Keywords: Missile, Obvious.
Full Cost: 69 points.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: 10 seconds.
This spell conjures a sticky glob of
acid, which will adhere to and corrode any creature it strikes. This missile
can be dodged or blocked. Use Innate Attack (Projectile) to hit, applying
normal range penalties. It does 1d-1 corrosion damage. The acid sticks to the
target, damaging him again every second for 9 seconds. The cycles can be
stopped only by washing the acid off with water.
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own adhesive acid!
Statistics: Corrosion
Attack 1d-1 (Blockable, -5%; Cyclic, 9 cycles, 1 second intervals, +900%; Nuisance
Effect, Dangerous to be parried, -5%; Sorcery, -15%) [69].
Chill Touch
Keywords: Obvious.
Full Cost: 61 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: 10 seconds.
The caster must touch the subject to cast this spell. The subject begins to freeze from within, taking 1d-1 fatigue damage each second for 10 seconds, ignoring DR. Each second the subject may resist the damage by making a successful HT roll. If the roll is a critical success, then the spell stops. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, B430). Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Only living beings are affected by
this spell.
Statistics: Fatigue Attack 1d-1 (Accessibility, Only on living, -10%; Cosmic, Irresistible Attack, +300%; Cyclic, 9 cycles, 1 second intervals, Resistible, +450%; Freezing, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Resistible, HT, -30%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [61].
Electric Burn
Keywords: Missile, Obvious.
Full Cost: 48 points.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: 10 seconds.
You fire a coruscating discharge of
electricity that does 1d-1 burning surge damage. The electric charge continues
to jump and sparkle across the target’s body, damaging him again every second for
9 seconds. The cycles stop if the target physically touches another conductive
target, making it suffer the remaining cycles. Metallic armor counts as DR 1
against this spell, but nonmetallic armor protects normally. Targets stuck by
this spell must make an HT roll, at -1 per 2 points of penetrating damage, or
be physically stunned. On subsequent turns, they can roll HT to recover. Electric
Burn behaves unpredictably around conductors; see Lightning (GURPS Magic,
p. 196) for more details.
Statistics:
Burning Attack 1d-1 (Cosmic, Contagious Cycles, +50%; Cyclic, 9 cycles, 1 second
intervals, +900%; Nuisance Effect, Behaves erratically around conductors, -5%;
Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [48].
Frostburn
Keywords: Missile, Obvious.
Full Cost: 43 points.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
This spell conjures an orb of frost, which will adhere to and freeze any creature it strikes. This orb can be dodged or blocked. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d-1 burning damage. This damage comes from extreme cold, not heat, so it cannot set anything on fire. The frost sticks to the target, damaging him again every second for 9 seconds. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). The cycles can be stopped only by taking a point of burning damage from fire.
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own orb of frostburn!
Statistics:
Burning Attack 1d-1 (Blockable, -5%; Cyclic, 9 cycles, 1 second intervals, +900%; No Incendiary Effect, -10%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [43].
Sticky Flame
Keywords: Missile, Obvious.
Full Cost: 39 points.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
This spell conjures a sticky glob of
liquid fire, which will adhere to and burn any creature it strikes. This
missile can be dodged or blocked. Use Innate Attack (Projectile) to hit,
applying normal range penalties. It does 1d-1 burning damage. The flame sticks
to the target, damaging him again every second for 9 seconds. The cycles can be
stopped only by fully immersing the victim in water.
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own sticky flame!
Statistics:
Burning Attack 1d-1 (Blockable, -5%; Cyclic, 9 cycles, 1 second intervals,
+900%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [39].
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