Sorcery: Artillery Spells V
This post covers Gate and Light & Darkness artillery spells.
Hell Zone
Keywords: Area (Leveled).
Full Cost: 80 points for level 1 + 8
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
“Softens up” local space-time for
hostile extradimensional entities: elemental spirits, demons, nightmares from
the Dream World, goateed mirror-universe selves, Things Man Was Not Meant To
Know, or worse. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss.
These attack everyone in the area with
an effective skill of 12 from the safety of their native realm(s). Every turn, roll
for each victim:
Direction (Roll 1d)
|
|
1
|
Behind!
Normally, no defense possible.
|
2-3
|
Left
(2) or right (3) side. Defenses are at -2. Shield or weapon on opposite side
cannot defend
|
4-5
|
Above
(4) or below (5). Defenses are at -2.
|
6
|
Front.
Defend normally.
|
Allowed Defenses (Roll 1d)
|
|
1-3
|
Dodge,
parry, or block.
|
4-5
|
Dodge
or block.
|
6
|
Dodge
only.
|
Damage Type (Roll 1d)
|
|
1
|
Direct
injury (DR ineffective)
|
2
|
Impaling
|
3
|
Cutting
|
4
|
Crushing
|
5
|
Burning
|
6
|
Toxic
|
If the victim fails to defend in the
permitted fashion, the attack inflicts 2d damage of the relevant type to a
random hit location.
Statistics: Impaling
Attack 2d (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Cosmic,
Irresistible Attack, Unreliable, 8, +180%; Nuisance Effect, Random Defenses,
-10%; Persistent, +40%; Random Damage Type, +40%; Sorcery, -15%; Surprise Attack,
Random, +120%; Variable, Area, +5%) [80]. Additional levels add Area Effect
(+50%/level) to the advantage [+8]. Note: Impaling was chosen because it is
the most expensive damage type of the ones in the table.
Null Sphere
Keywords: Area (Fixed), Missile,
Obvious.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack
(Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
You throw sphere of black
nothingness – a tiny gate to another dimension. Use Innate Attack (Projectile)
to hit, applying normal range penalties, but at +4 for targeting an area.
On striking its target, the sphere
collapses, momentarily exposing this universe to the alien one beyond the gate.
This realm has natural laws inimical to the very existence of regular energy
and matter.
Everyone within six yards of that
spot must roll against HT at +1 per yard from the point of impact. This checks
structural integrity, not vigor; it’s unaffected by Fit/Very Fit or types of
Resistant that aren’t explicitly effective against disintegration (notably, Resistant
to Metabolic Hazards does nothing).
Failure means the victim suffers 2
HP of injury multiplied by margin of failure. The only DR that protects is that
of a reality-stabilized force screen (GURPS
Ultra-Tech, p. 192). If damage type matters (say, for Vulnerability), treat
this as corrosion – the target is partially disintegrated.
Statistics: Corrosion
Attack 2 points (Area Effect, 6 yards, +125%; Cosmic, Irresistible Attack, +300%; Dissipation,
-50%; Margin-Based, +200%; Resistible, HT, -30%; Sorcery, -15%) [32].
Splat
Keywords: Area (Leveled).
Full Cost: 108 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
Briefly opens a connected pair of
portals in the area: one atop horizontal surfaces in the area, one above them. To
place the effect at a distance, use Innate Attack (Gaze), with normal range
penalties, but at +4 for affecting an area. Anyone on the ground or an
inanimate object “falls” through the lower door, emerges from the upper one,
falls again, and so on, accelerating under gravity – and then the portals
close, slamming victims into whatever was supporting their weight a moment ago.
Treat this as a five-yard (velocity
10) fall, usually onto a hard surface; see Collisions
and Falls (pp. B430-431). This deals 2d crushing to victims with HP 8-12,
plus an extra 1d per +5 HP; e.g., 3d at HP 13-17. This is standard falling
damage – Hit Location from a Fall (p.
B431) applies and armor counts as “flexible.” For those on chairs, tables, etc.,
maximum falling damage equals DR + HP of the furniture; this much damage also
breaks the object.
As victims have no idea where the ground
is until it suddenly appears, it’s difficult to use Acrobatics to mitigate this
fall. Roll at a basic -10, but being on the receiving end of this spell in the
past gives +1 per experience until the penalty is just -5. On landing, victims
who remain capable of standing have to roll against Body Sense, Acrobatics, or
DX. Success lets them land on their feet and act normally. Failure means falling
down and being forced to Do Nothing next turn; critical failure, falling down
physically stunned!
Statistics: Affliction
1 (DX; Accessibility, Legs and similar supportive body parts only, -20%; Area
Effect, 2 yards, +50%; Based on DX, +20%; Cosmic, Irresistible Attack, +300%; Fixed
Duration, +0%; Link, +10%; No fatigue loss from Seizure, -20%; No Signature,
+20%; Seizure, +100%; Stunning, +10%; Reduced Duration, 1/180, -40%; Sorcery,
-15%; Variable, Area, +5%) [52] + Crushing Attack 2d (Area Effect, 2 yards,
+50%; Cosmic, Treat Armor as Flexible, +200%; Environmental, Ground, -20%; HP-Based,
+200%; Link, +10%; Magical, -10%; No Signature, +20%; Variable, Area, +5%) [56].
Further levels add Area Effect (+50%) to both advantages [+10].
Sunburst (2)
Keywords: Area (Leveled), Resisted
(HT).
Full Cost: 57 points for level 1 + 20
points/additional level.
Casting Roll: None. Use Innate
Attack (Projectile) to aim.
Range: 100 yards.
Duration: 5 seconds.
You throw a ball of sunlight that
expands to cover an area. Use Innate Attack (Projectile) to hit, applying
normal range penalties, but at +4 for targeting an area. Each creature in the
area resists with its HT, and is blinded for 5 seconds on a failed resistance
roll. Creatures with Protected Vision resist at +5. This attack has 1/2D of 50
yards.
Creatures with a Weakness to bright
light or sunlight, or that suffer extra harm from light-based attacks (e.g.,
due to Vulnerability), take 6d burning damage on top of the flash effect. This
is large-area injury (p. B400). Wounding multipliers from Vulnerability or
equivalent flaws increase any injury caused.
Statistics:
Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Fixed
Duration, +0%; Increased 1/2D, x5, +10%; Link, +10%; Reduced Duration, 1/30,
-30%; Sorcery, -15%; Vision-Based, +150%) [33] + Burning Attack 6d (Accessibility,
Only on creatures with Vulnerability to sunlight, -80%; Area Effect, 2 yards,
+50%; Increased 1/2D, x5, +10%; Link, +10%; Magical, -10%) [24]. Additional
levels add Area Effect (+50%) to both advantages [+20].
Sun’s Arc
Keywords: Obvious.
Full Cost: 16 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
You shoot a beam of searing light from
one hand. The spell spreads to affect everyone in a cone-shaped area. The cone’s
length is 10 yards. Maximum cone width is 5 yards. This spell has no 1/2D range.
Use the rules under Cone Attacks (p. B413) to position the
swarm, rolling vs. Innate Attack (Beam) to strike the target point. This
doesn’t guarantee hitting everyone and everything, though. Going from left to
right or right to left (caster’s choice), roll vs. Innate Attack (Beam) to hit
each target in the affected wedge. Anybody completely screened from the caster
is behind cover. When in doubt, ask whether there would be penalty to hit with
a ranged attack; see Firing Through an Occupied
Hex (p. B389). If not, the target is valid.
Otherwise, treat these attack rolls
as melee attacks, as if attacking with an unusually long Flame Jet or a Light
Jet. Valid hit locations are fuzzier than usual: “high” (face, at -5), “middle”
(torso, at no penalty), or “low” (legs, at -2). Targets may dodge or block
normally.
The beam is too narrow to inflict
large-area injury, but sufficiently broad that if it hits the face, beings with
eyes must roll vs. HT if they suffer any injury. Failure means being blinded; treat
this as a crippling injury for recovery purposes (p. B420). If the ray plays
across the legs, roll damage separately for each leg – but maximum injury to a
leg is a crippling wound, and the beam cannot cause dismemberment.
The beam deals 1d tight-beam burning
damage per level of this spell.
Statistics:
Burning Attack 1d (Cone 5, +100%; Cosmic, Roll separately for each leg, +150%; Based
on Innate Attack (Beam), +20%; Blockable, -5%; Bombardment, Skill-14, -5%; Increased
1/2D, x10, +15%; Jet, Variant, +0%; Nuisance Effect, Dodgeable, -5%; Nuisance
Effect, Vague Hit Locations, -5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [16/level].
No comments:
Post a Comment