Friday, 4 May 2018

Sorcery: Glass Spells III

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

    Statistics: Cutting Attack 1d (Armor Divisor, (0.5), -30%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Improved versions add Area Effect (+50%/level) and/or improve to Cutting Attack 2d-1.

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