Sorcery: Technological Spells II
The newest Pyramid (issue #3-115) has quite a few new interesting spells that deal with energy and technology. Let's convert them to Sorcery. Jam Radio blocks one radio source. Interference blocks all radio sources in an area. Redline doubles the vehicle's cruising speed. Laser Eyes is a variant of Sunbolt.
Interference
Keywords: Area (Leveled).
Full Cost: 28 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may fill a two-yard-radius area
with radio noise. To place the area at a distance, use Innate Attack (Gaze),
with normal range penalties, but at +4 for affecting an area. Outside radio operators
get a -10 penalty on their Electronic Operation (Comm) skill when attempting to
transmit signals to the affected area, and the radio sources inside the area
take the same penalty when attempting to communicate with an outside receiver.
The basic (28-point) version of this
spell covers a two-yard radius. For each additional 10 points, you may double this
radius; e.g., four yards for 38 points, 8 yards for 48 points, or 16 yards for 58
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Obscure Radio 10 (Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [28]. Further
levels add Area Effect (+50%) to the advantage [+10].
Jam Radio
Keywords: Buff.
Full Cost: 26 points for level 1 + 14 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The caster blocks a single subject
from receiving or transmitting radio signals. Outside operators get a -5
penalty per level of this spell on their Electronic Operation (Comm) skill
against the subject. If they did not require making such skill rolls before,
they have to make such rolls once per minute to communicate with the subject.
If the subject is a radio or have Telecommunication (Radio), then he gets the
same penalty to communicate with others via radio.
Statistics:
Affliction 1 (HT; Advantage, Jam Radio 1, +140%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Additional levels add
more levels of Jam Radio (+70%) [+14]. Note: Each level of “Jam Radio” is
Obscure 5 (Radio; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [14].
Laser Eyes
Keywords: Missile, Obvious.
Full Cost: 4 points/level.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: Instantaneous.
Same as Sunbolt (GURPS Thaumatology: Sorcery, page 19), but the projectile originates from the eyes, changing the skill required to hit.
Statistics:
Burning Attack (Nuisance Effect, Reflective, -5%; Sorcery, -15%) [4/level].
Notes: The beam counting as sunlight is not a modifier, simply the attack’s
description. The Nuisance Effect covers the collective rules for mirrors, which
are slightly more punitive than useful.
Redline
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
The subject vehicle’s cruising speed
is doubled without affecting its endurance. This has no effect on Move or Top
Speed in combat. At the end of the spell’s duration, make a HT roll for the
vehicle. On a failure, users take -2 to all operation skill rolls until the
vehicle is repaired.
Statistics:
Affliction 1 (HT; Accessibility, Only on vehicles, -30%; Advantage, Redline, +60%;
Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Sorcery, -15%) [27]. Note: “Redline” is Enhanced Move 1 (Only
to determine overland movement, -50%; Magical, -10%; Nuisance Effect, Breakage,
-10%) [6].
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