Saturday, 17 February 2018

Sorcery: Stone Spells

Sorcery: Stone Spells

Here we have several spells converted from D&D/PF. Meld into Stone allows the caster to become one with a discrete stone. Repel Stone creates a zone of stone repulsion. Stone Spikes makes a stone surface dangerous. Stoneskin is a powerful protection spell. Wall of Stone conjures a stone barrier.

Meld into Stone
Keywords: None.
Full Cost: 102 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

You can meld into stone, like a dryad merging with her tree. This works only on discrete objects – a rock (not a planet), etc. Once melded, you can use your senses from or step out of the object at any point along its interior or exterior surfaces, and can breathe if any part of it is touching air. Take a Ready maneuver to shift viewpoints or exit the object. If the object takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP rock results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts Afflictions: add the difference between its SM and yours to your resistance roll. If you have attacks that affect those touching or standing near you, like Emanations, they’re “spread thin” if you merge with a large object: scale down damage in proportion to HP (to 1/10 normal, in the above example), and add the difference between the object’s SM and your own to rolls to resist your Afflictions.
You carry objects, including clothing and armor, up to your Light Encumbrance, when you meld. If dropped, they “pop” into open space at the point where you entered the object. You cannot leave things inside solid matter!
Statistics: Permeation (Stone; Can Carry Objects, Light, +20%; Meld 1, +150%; Sorcery, -15%) [102].

Repel Stone
Keywords: Area (Leveled).
Full Cost: 42 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You can create a zone of stone repulsion anywhere within 100 yards of you. To place the zone at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. An intangible force moves stone objects within the area without touching them. The force can move any stone object it has strength enough to lift, at a Move equal to your Repel Stone ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Repel Stone can only move things directly from its center. It simply causes stone objects to move until they’re in contact with the border of the spell’s area, whereupon they are free to move or they’re held there against a hard obstacle with Repel Stone’s telekinetic ST until the duration runs out. Objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Repel Stone ST.
The basic (42-point) version of this spell lets you affect an area up to 2 yards across and has ST 5. Each additional doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.
Repel ST
2 yards
4 yards
8 yards
16 yards
32 yards
64 yards
128 yards
5
42 points
54 points
67 points
79 points
92 points
104 points
117 points
10
83 points
108 points
133 points
158 points
183 points
208 points
233 points
15
124 points
162 points
199 points
237 points
274 points
312 points
349 points
20
165 points
215 points
265 points
315 points
365 points
415 points
465 points
Statistics: Telekinesis 5 (Accessibility, Stone, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
* Calculate the total cost, then round down.

Stone Spikes
Keywords: Area (Leveled).
Full Cost: 9 points for level 1 + 3 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may temporarily transform a two-yard-radius area of stone or rock surface into spikes. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
Every creature moving through the area takes 1d large piercing damage to their feet. A creature that falls in the area takes the same amount of damage to a random hit location.
The basic (9-point) version of this spell covers a two-yard radius. For each additional 3 points, you may double this radius; e.g., four yards for 12 points, 8 yards for 15 points, or 16 yards for 18 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Large Piercing Attack 1d (Accessibility, Only against moving or falling creatures, -10%; Area Effect, 2 yards, +50%; Environmental, Ground, -20%; Fixed Duration, +0%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect (+50%) to the advantage [+3].

Stoneskin
Keywords: Buff.
Full Cost: 54 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject’s skin becomes resistant to damage, like if made of stone. The subject gains DR 10 that covers his whole body, including the eyes. This DR is semi-ablative - every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: Affliction 1 (HT; Advantage, Stoneskin, +420%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [54]. Note: “Stoneskin” is DR 10 (Magical, -10%; Semi-Ablative, -20%) [35] + Nictitating Membrane 10 (Magical, -10%; Semi-Ablative, -20%) [7].

Wall of Stone
Keywords: Obvious.
Full Cost: 140 points for level 1 + 25 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.

This spell conjures a wall of stone. You do not have to concentrate to maintain it, Wall of Stone is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall has a certain number of HP and dissipates once those are exceeded (or the duration runs out).
To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology - Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wall of Stone 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wall of Stone 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
Each wall has DR 30 and HP 5. The DR is semi-ablative - every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR.
Statistics: Crushing Attack 10d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Semi-Ablative, -20%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [140]. Additional levels increase Area Effect (+50%) [+25].

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