Saturday, 26 May 2018

Sorcery: Forgotten Weapon Enchantments

Sorcery: Forgotten Weapon Enchantments

While rolling up some treasure using GURPS Dungeon Fantasy 8 - Treasure Tables, I have noticed three new weapon enchantments that are described, but not detailed as spells. Converting them to Sorcery spells should be possible.
  
Blood Drinker
Keywords: Weapon Buff.
Full Cost: 33 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

The weapon draws life energy from the damage it does. For every attack that penetrates DR and does damage, the weapon gains a point in an energy reserve. The maximum capacity is 5. However, the energy can only be used for mundane physical exertion such as extra effort, long-distance running, and making up for lost sleep – not for spellcasting, chi-related efforts, or other more-or-less supernatural efforts.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Blood Drinker, +110%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Blood Drinker” is ER 5 (Physical; Affects Others 1, Only the wielder, +50%; Magical, -10%; Special Recharge, -70%) [11].

Dismembering Weapon
Keywords: Weapon Buff.
Full Cost: 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 3d of follow-up (p. B105) cutting damage on limb, extremity, and neck hits, but only if the weapon deals cutting damage. This additional damage causes no blunt trauma and no knockback.
Statistics: Affliction 1 (HT; Accessibility, Only on cutting weapons, -40%; Advantage, Dismembering Weapon, +110%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Dismembering Weapon” is Cutting Attack 3d (Accessibility, Only on limb, extremity, and neck hits, -10%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%) [11].

Vital Seeker
Keywords: Weapon Buff.
Full Cost: 15 points or more.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The weapon is enchanted to seek out important targets. It gets a +1 bonus per level of this spell (maximum 3) that offsets hit location penalties for targeting vitals (including through chinks in armor).
Level
Cost
1
15 points
2
19 points
3
24 points
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Vital Seeker 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Each additional level adds more levels of Vital Seeker. Note: Each level of “Vital Seeker” is Higher Purpose 1 (Hit vitals; Magical, -10%) [5].

No comments:

Post a Comment