Sorcery: Artillery Spells VI
This post covers Making & Breaking and Meta artillery spells.
Explosive Mine
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: Permanent or until
discharged.
A small patch of ground – one hex on
a battle map – becomes magically unstable. There’s no mundane way to spot the
trap, but it’s obvious to Detect Magic, Mage Sight, and so on.
The first time anyone or anything
weighing at least 5 lbs. moves onto the subject hex, the ground itself explodes
and the spell ends. This does 1d crushing explosive (see Explosions (p. B414) for rules for explosive damage) damage per
level of this spell, plus incidental fragmentation (1d-4 cutting per fragment)
to everyone within five yards.
Falling onto an Explosive Mine is
deadly! This is a contact explosion, meaning the victim takes maximum possible damage
(but protects others with “cover DR” equal to torso DR + HP).
Also roll the spell’s damage dice
against the ground or floor itself. If this reduces the surface to 0 or fewer
HP, it leaves a crater that counts as bad footing. If there’s open space
underneath, this is an actual hole to the level below, 2” in diameter per
damage die.
Statistics: Crushing
Attack (Environmental, Ground, -20%; Explosion 1, +50%; Fragmentation, [1d-4
cut], +10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Triggered
Delay, Stepping, +50%; Sorcery, -15%) [8/level].
Mana Storm
Keywords: Area (Fixed), Resisted
(Will).
Full Cost: 74 points.
Casting Roll: Will (against subjects
with Magic Resistance, see below). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds (Magic
Resistance loss lasts 30 seconds, see below).
This spell fills a 4-yard-radius
area with intense magical fluctuations that tear away at the magical essence of
anything that has an “aura.” To place the effect at a distance, use Innate
Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
Every living, undead, or animated by a spirit creature with IQ 1+ has an aura
and is affected. This spell does not affect inanimate beings, illusions,
creations, and creatures with IQ 0.
Every second, such creatures in the
area take 1 point of injury regardless of their DR. However, if a subject has
Magic Resistance (p. B67) (even with the Improved enhancement), the caster must
roll a Quick Contest of Will with it. If the caster wins, the subject loses one
level of Magic Resistance for 30 seconds. This effect is cumulative, and when the subject runs out of Magic Resistance, they
begin taking damage from this spell normally.
Statistics: Affliction
1 (Will; Accessibility, Only on beings with an aura, -5%; Area Effect, 4 yards,
+100%; Based on Will, +20%; Cumulative, +400%; Fixed Duration, +0%; Link, +10%;
Negated Advantage, Magic Resistance 1 (Improved), +5%; Persistent, +40%;
Reduced Duration on Disadvantage, 1/6, -15%; Sorcery, -15%) [64] + Crushing Attack
1 point (Accessibility, Only on beings with an aura and no Magic Resistance,
-10%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Link,
+10%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Persistent,
+40%) [10]. Note: This spell
originally appeared in GURPS Magic:
Artillery Spells.
Minefield
Keywords: None.
Full Cost: 14 points or more.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Permanent or until
discharged.
Mines an area at random – even the
caster has no idea where the mines are! There’s no mundane way to spot the
trap, but it’s obvious to Detect Magic, Mage Sight, and so on. The first time
anyone or anything weighing 5 lbs. or more moves onto an affected hex, roll 1d.
On 1-3, nothing happens; there’s no mine there. On 4-6, there was a mine but
there isn’t any more, because it explodes. This does 1d crushing explosive (see
Explosions (p. B414) for rules for
explosive damage) damage per level of this spell, plus incidental fragmentation
(1d-4 cutting per fragment) to everyone within five yards. Either way, mark the
hex as cleared.
Falling onto a mine is deadly! This
is a contact explosion, meaning the victim takes maximum possible damage (but
protects others with “cover DR” equal to torso DR + HP).
Also roll the spell’s damage dice
against the ground or floor itself. If this reduces the surface to 0 or fewer
HP, it leaves a crater that counts as bad footing. If there’s open space
underneath, this is an actual hole to the level below, 2” in diameter per
damage die.
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 2.5 to basic cost; the GM sets the cap on this increase, but 128
yards is the recommended maximum. For an additional +5 to base cost, the damage
can be upgraded by 1 die. 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
|
16 points
|
19 points
|
21 points
|
24 points
|
26 points
|
29 points
|
2d
|
27 points
|
32 points
|
37 points
|
42 points
|
47 points
|
52 points
|
57 points
|
3d
|
41 points
|
48 points
|
56 points
|
63 points
|
71 points
|
78 points
|
86 points
|
4d
|
54 points
|
64 points
|
74 points
|
84 points
|
94 points
|
104 points
|
114 points
|
5d
|
68 points
|
80 points
|
93 points
|
105 points
|
118 points
|
130 points
|
143 points
|
6d
|
81 points
|
96 points
|
111 points
|
126 points
|
141 points
|
156 points
|
171 points
|
7d
|
95 points
|
111 points
|
130 points
|
147 points
|
165 points
|
182 points
|
200 points
|
8d
|
108 points
|
128 points
|
148 points
|
168 points
|
188 points
|
208 points
|
228 points
|
9d
|
122 points
|
144 points
|
167 points
|
189 points
|
212 points
|
234 points
|
257 points
|
10d
|
135 points
|
160 points
|
185 points
|
210 points
|
235 points
|
260 points
|
285 points
|
Statistics: Crushing
Attack 1d (Area Effect, 2 yards, +50%; Environmental, Ground, -20%; Explosion 1,
+50%; Fragmentation, [1d-4 cut], +10%; No Signature, +20%; Nuisance Effect,
Once per hex, -5%; Persistent, +40%; Triggered Delay, Stepping, +50%; Unreliable,
10, -20%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Additional
level add more levels of (Area Effect, +50%) [+2.5]. Damage can be improved by
increasing the base cost by 5.
Punishment Circle
Keywords: Area (Fixed).
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.
Creates a 4-yard-radius area that
inflicts pain and injury upon magical creatures. To place the effect at a
distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for
affecting an area. This spell affects any being that’s summoned or could be
summoned (e.g., angels, demons, elementals, and other spirits), beings called
into existence by magic (creations, illusions, etc.), magically animated
constructs, the undead, and creatures with Dependency on mana or Weakness to
its absence.
The spell’s area is surrounded by a
glowing, rune-edged circle. This is obvious to all kinds of vision and to the
special senses (Detect, Magery, Scanning Sense, etc.) of magical creatures.
This circle must be unbroken – if this area overlaps a no-mana zone, the
casting fails automatically.
For as long as the spell endures,
magical creatures that remain in the area lose 1 HP per second. This injury is
extremely painful – the shock penalty is doubled (to -2 for creatures with no
High Pain Threshold or Low Pain Threshold).
Statistics: Crushing
Attack 1 point (Accessibility, Only on magical beings, -20%; Area Effect, 4
yards, +100%; Cosmic, Doubled shock penalty, +50%; Cosmic, Irresistible Attack,
+300%; Extended Duration, 3x, +20%; No Knockback, -10%; Nuisance Effect, Area
cannot overlap a no-mana zone, -5%; Persistent, +40%; Sorcery, -15%) [12]. Note: This spell originally appeared in GURPS Magic: Artillery Spells.
No comments:
Post a Comment