Monday, 15 June 2020

Sorcery: Air Spells VI

Sorcery: Air Spells VI

Even more air spells. Sparks is an area attack based on the eponymous spell from the Might & Magic series.  Aerial Flight and Personal Aerial Flight are variants of the Flight spell that only let the subject fly in the air, but not through water. This is made to make these spells belong more to the Air College than the Movement College. Aerial Entombment is a variant of Entombment and Arboreal Immurement. Resist Air is a defensive buff spell (and a very expensive one). Clean Breath is a useful spell for polluted cities. Shimmering Fields is a stronger, non-drifting variant of Spark Cloud.
   
Aerial Entombment
Keywords: Resisted (HT).
Full Cost: 112 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

If the subject fails to resist, he is instantly elevated into the clouds where he is imprisoned in a windy sphere. He remains in suspended animation (doesn’t need to breathe, drink, eat, doesn’t age) until somebody frees him (just flying into the clouds and pulling him out of the sphere physically is enough). A mage who casts Aerial Entombment on himself may elect to stay awake, but this is unwise unless he is able to fly! This spell can only be cast outdoors.
Statistics: Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Outdoors, -20%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition, Freeing physically, -10%; Sorcery, -15%) [112]. Note: “Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging (Magical, -10%) [14].

Aerial Flight
Keywords: Buff.
Full Cost: 46 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, the subject will need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). He cannot fly in a trace atmosphere, vacuum, or water.
The subject’s flight Move is Basic Speed x 2 (drop all fractions). Aerial Flight includes the ability to hover at Move 0 as well.
Statistics: Affliction 1 (HT; Advantage, Flight, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [46]. Note: “Flight” is Flight (Environmental, Air, -5%; Magical, -10%) [34].
   
Clean Breath
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject’s respiratory system becomes able to filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). The subject suffers no ill effects from such things.
Statistics: Affliction 1 (HT; Advantage, Clean Breath, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Clean Breath” is Filter Lungs (Magical, -10%) [5].

Personal Aerial Flight
Keywords: None.
Full Cost: 32 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

You can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). You cannot fly in a trace atmosphere, vacuum, or water
Your flight Move is Basic Speed x 2 (drop all fractions). Personal Aerial Flight includes the ability to hover at Move 0 as well.
Statistics: Flight (Environmental, Air, -5%; Sorcery, -15%) [32].

Resist Air
Keywords: Buff.
Full Cost: 85 points for level 1 + 60 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject becomes virtually immune to air attacks. He and all of his gear have DR equal to (spell level)x10 against air and wind – including not only Missile and Jet spells, but also to effects and spells that bypass normal DR to cause direct, internal damage, such as attacks that steal breath and deal FP damage by draining air from the lungs. In addition, subtract this DR from the damage for the purpose of determining knockback. Resistible air effects other than damage (e.g., a spell that paralyses the subject with winds or causes embolism) simply fail, as though the subject had successfully resisted.
Statistics: Affliction 1 (HT; Advantage, Resist Air 1, +690%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [85]. Additional levels add further Resist Air to Advantage (+600%) [+60]. Notes: “Resist Air 1” is Damage Resistance 10 (Absorbs Knockback, +40%; Force Field, +20%; Limited, Air/Wind, -40%; Magical, -10%) [55] + Immunity to Noxious Air Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Air/Wind, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+60].
  
Shimmering Fields
Keywords: Area (Leveled).
Full Cost: 17 points for level 1 + 2.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

Creates a storm of electric discharges. It does not block vision, but it inflicts burning surge damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
Every creature in the area takes 1d burning surge damage per turn. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.
Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; Persistent, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, Area, +5%) [17]. Further levels add Area Effect (+50%) to the advantage [+2.5*].
* Calculate the total cost and then round down (because the base ability costs just 16.5 points before rounding).

Sparks
Keywords: Area (Leveled), Obvious.
Full Cost: 12.5 points for level 1 + 2.5 points/additional level*.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

You fire electrical sparks around yourself. Everyone within the area is attacked with an effective skill of 12. Everyone who gets hit takes 1d burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Sparks behave unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; Bombardment, Skill 10, -15%; Emanation, -20%; Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, Area, +5%) [12.5]. Additional levels add more Area Effect (+50%) [+2.5*].
* Calculate the total cost and then round down (because the base ability costs just 13.5 points before rounding).

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