Sorcery: Artillery Spells VIII
This post covers Necromantic and Plant artillery spells.
Devil’s Dust
Keywords: Area (Leveled).
Full Cost: 15 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 5 seconds.
You may fill an area with a cloud of
magically allergenic pollen. To place the cloud at a distance, use Innate
Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The
initial attack roll places the effect. The cloud doesn’t persist for long
enough for displacement or dissipation by wind to become an issue.
Living beings in the area must roll
vs. HT every second to avoid 1d toxic injury; DR has no effect. After losing 1/3
of their HP this way, victims get a -2 penalty to DX until the injury is healed
above that threshold. This is a contact agent; it needn’t be inhaled to be
harmful. Thus, Doesn’t Breathe, Filter Lungs, and breath-holding are
ineffective! Resistant and Immunity to Poison don’t help against Devil’s Dust.
Resistant to Metabolic Hazards does add its bonus to resist, and Immunity to
Metabolic Hazards or Sealed grants immunity.
The basic (15-point) version of this
spell covers a two-yard radius. For each additional 2 points, you may double this
radius; e.g., four yards for 17 points, 8 yards for 19 points, or 16 yards for 21
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics: Toxic
Attack 1d (HT; Area Effect, 2 yards, +50%; Contact Agent, +150%; Fixed
Duration, +0%; Persistent, +40%; Reduced Duration, ½, -5%; Resistible, HT, -30%;
Sorcery, -15%; Symptoms, 1/3 HP, -2 to DX, +60%; Variable, Area, +5%) [15]. Further
levels add Area Effect (+50%) to the advantage [+2].
Ironweed
Keywords: Area (Leveled).
Full Cost: 17 points for level 1 + 1
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Causes the ground to sprout pointy,
iron-hard shoots that behave as a dense field of miniature caltrops. These
spring from soil like ordinary plants, appear as though shaped from a wooden
floor, force their way up between bricks or cobbles, and create cracks in porous
stone or concrete. Only seamless, nonporous ground in the area – like a sheet
of metal, glass, or plastic flooring – remains unaffected. To place the effect
at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4
for affecting an area.
Each turn, everybody on foot in an
Ironweed field automatically steps on one spike plus one per yard traveled
within the area. Falling down among the barbs means being stabbed SM+4 times;
e.g., four times for an SM 0 human or five for an SM +1 ogre. There are no rolls
to avoid these fates – the shoots are too closely packed! Each sprout does
thrust-3 impaling damage, based on the victim’s ST, to a randomly chosen foot –
or, on a fall, to a random hit location. Minimum basic impaling damage is 1
point per attack (p. B378). Any DR protects normally. Impaling damage isn’t
doubled against limbs or extremities (such as the feet); see p. B399. Maximum
injury is 2 HP per barb, but keep track of it – accumulated wounds (p. B420) can
cripple.
The basic (17-point) version of this
spell covers a two-yard radius. For each additional 1 point, you may double this
radius; e.g., four yards for 18 points, 8 yards for 19 points, or 16 yards for 20
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics: Impaling
Attack 1 point (Accessibility, Only against moving or falling creatures, -10%; Area
Effect, 2 yards, +50%; Cosmic, Additional damage on falls, +300%; Cosmic, Once
per yard, +300%; Environmental, Ground, -20%; Fixed Duration, +0%; Persistent,
+40%; Sorcery, -15%; ST-Based, Reversed, +100%; Variable, Area, +5%) [17]. Further
levels add Area Effect (+50%) to the advantage [+1].
Self-Destruct
Keywords: Obvious.
Full Cost: 6 points/level.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
This spell blows up the caster at
once. This is a crushing explosion that does 6d damage level of this spell. The
caster is reduced to -10xHP regardless of damage inflicted, and cannot be
resurrected – while everyone else divides damage by distance in yards from the
caster (not triple that). Everyone within five yards also risks being hit by
bones, teeth, shattered gear, and so on, for 1d cutting damage; see Fragmentation Damage (pp. B414-415). The
fate of gear is up to the GM. Most equipment is destroyed, but for anything
important, assess damage against DR and HP.
This is also a Fire and a
Necromantic spell.
Statistics: Crushing
Attack 6d (Backlash, Disadvantage, Fragile (Enhanced Unnatural) and Heart
Attack, -400%; Emanation, -20%; Fragmentation, [1d cut], +15%; Explosion 3,
+150%) [6/level]. Notes: Fragile
(Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore,
since Heart Attack reduces the target’s HP to 0, the target dies. This spell
originally appeared in GURPS Magic:
Artillery Spells.
Spirit Incursion
Keywords: Area (Fixed).
Full Cost: 5 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Fills a 2-yard-radius area with conjures
evil spirits. To place the effect at a distance, use Innate Attack (Gaze), with
normal range penalties, but at +4 for affecting an area. This spell conjures
evil spirits related to those called by Skull-Spirit (GURPS Magic, p. 151). But instead of a single entity that serves
obediently for 24 hours and is free to roam, this spell brings an indeterminate
number of spirits that stay for mere seconds, are bound to a place, and don’t
distinguish friend from foe. Each turn, every living creature in the area suffers
1 HP of toxic injury, which bypasses all DR.
Attempts to battle the entities this
spell conjures are pointless – the magic brings a steady stream of spirits that
partially materialize where the victim cannot see them, take a “bite,” and then
vanish into the Spirit World. Neutralizing a small number would change nothing.
However, Repel Spirits excludes these beings unless Spirit Incursion can beat
it in a Quick Contest, while Astral Block prevents them from partially
materializing to attack. Either situation means people inside the area of the
defensive spell are safe
Statistics: Toxic
Attack 1 point (Accessibility, Only on living beings, -10%; Area Effect, 2 yards,
+50%; Cosmic, Irresistible Attack, +300%; Nuisance Effect, Spirit Resistance,
-5%; Persistent, +40%; Sorcery, -15%) [5].
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