Sorcery: Glass Spells III
Even more glass spells. Almost done with them. Flesh to Glass vitrifies the victim. Glass Missile is a negative armor divisor cutting missile. Rain of Glass is an area variation of the former spell. Glass Vision lets the subject see through any glass.
Flesh to Glass
Keywords: Resisted (HT).
Full Cost: 61 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
“Vitrifies” a living subject (and
all his gear!), turning that person into glass. If he fails to resist, his body
and anything he is carrying become glass. This cannot be undone via Dispel
Magic (GURPS Thaumatology: Sorcery, p.
21); countering it requires Remove Curse (GURPS
Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53). Stone to Flesh
removes this effect with a -4 penalty, unless the person attempting to remove
the effect also knows Flesh to Glass.
Statistics:
Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration,
Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant,
+150%; Sorcery, -15%) [61].
Glass Missile
Keywords: Missile, Obvious.
Full Cost: 3.5 points/level*.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
You throw a shard of glass at a
single target. Use Innate Attack (Projectile) to hit, applying normal range
penalties. It does 1d(0.5) cutting damage per level of this spell. The missile
can be blocked. The GM must determine what the maximum level available in the
campaign is.
Statistics: Cutting
Attack (Armor Divisor, (0.5), -30%; Blockable, -5%; Sorcery, -15%) [3.5/level*].
* Calculate the cost, then round up.
Glass Vision
Keywords: Buff.
Full Cost: 15 points for level 1 + 3
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
glass even if it is stained or warped. Each level of this spell allows the
subject to see through up to six inches of glass. The subject can just barely
see the outline of the substance he is looking through – not enough to impair
vision in any way. This spell automatically works in conjunction with all of
the subject’s other vision advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Glass Vision 1, +30%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional
levels add further Glass Vision to the Advantage enhancement [+3]. Note: Each
level of “Glass Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Glass,
-60%) [3].
Rain of Glass
Keywords: Area (Leveled).
Full Cost: 14 points (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.
You cause shards of glass to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d(0.5) cutting damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the damage or the area affected.
The basic (14-point) version of this spell lets you affect an area up to 2 yards across. Each additional doubling of area adds to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. The upgraded (24-points) version increases the damage to 2d-1(0.5). This is summarized in the table below.
Damage |
2 yards |
4 yards |
8 yards |
16 yards |
32 yards |
64 yards |
128 yards |
1d |
14 points |
18 points |
21 points |
25 points |
28 points |
32 points |
35 points |
2d-1 |
24 points |
30 points |
36 points |
42 points |
48 points |
53 points |
59 points |
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