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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