Monday 5 October 2020

Sorcery: Earth Spells V

Sorcery: Earth Spells V

Let's make some earth spells for all you geomancers and terramancers out there. Destroy Earth is useful for digging and removing stone obstacles. Earthbind is a powerful binding spell. Rockwalking lets the subject cling to stone walls. Resist Earth and Mass Resist Earth should be useful when fighting earth elementals, stone golems, or neanderthals. Sandstrider and Mudwalker are two spells that should be helpful when traversing difficult terrain. Walk on Dust is a specialized form of Walk on Air. Digger is a fantastic movement option.

Destroy Earth
Keywords: None.
Full Cost: 22 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

This spell allows you to destroy earth (including stone, sand, mud, and dust). To destroy earth, you must touch it, take a Concentrate maneuver, and pay 1 FP. Then make an IQ roll. Success means the target is gone. This spell only affects inanimate objects.
    The destroyed earth can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Statistics: Create Earth (Destruction Only, +0%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].

Digger
Keywords: Buff.
Full Cost: 56 points for level 1 + 11 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject becomes able to dig tunnels wide enough for them to pass through by just walking through the earth at Move equal to twice this spell’s level. This does not require the use of hands. The subject may tunnel through stone at half normal Tunneling Move. The GM may wish to assess a chance that the tunnel collapses behind the subject. Roll each minute vs. the highest of Engineer (Mining), Prospecting-3, and IQ-4 to dig a stable tunnel, modified by Talent. This can be modified upward for hard rock and downward for soft rock or loose earth. Each halving of the subject’s Tunneling Move gives +1 on this roll.
Statistics: Affliction 1 (HT; Advantage, Digger 1, +440%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [56]. Note: “Digger 1” is Tunneling (Move 2; Hands-Free, +20%; Magical, -10%) [44]. Each additional level adds 2 to Tunneling move [+11].

Maw of the Earth
Keywords: Obvious.
Full Cost: 24 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Permanent, until destroyed, or until the victim breaks free.

You cause a victim to be engulfed by the earth he is standing on standing on (dirt, stone, or mud). Roll DX or an unarmed combat skill to touch your subject. On a hit, your victim is pinned (see B370) and rooted in place. They cannot move his limbs or speak; their only options are to use purely mental abilities, to attack the earthen bonds with an Innate Attack, or to try to break free using ST (not Escape skill). The ST of this effect is equal to 15.
    To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If they try to break free and fail, they lose 1 FP and are only allowed a repeated attempt every 10 seconds. On a 17 or 18, they become so entangled that they cannot escape on their own! Alternatively, they may try to destroy the earthen bonds with an Innate Attack (they hit automatically). External attacks on the earthen bonds take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, B392).
    The earthen bonds have DR 5. Each point of damage reduces ST by one. At ST 0, the earthen bonds are destroyed and the victim is freed.
Statistics: Binding 15 (Engulfing, +60%; Environmental, Earth, -20%; Melee Attack, Reach C, Cannot Parry, -35%; One-Shot, -10%; Sorcery, -15%) [24].

Mass Resist Earth
Keywords: Area (Leveled), Buff.
Full Cost: 72 points for level 1 + 5 points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.

Cast on an area, this spell protects all creatures within from earth and stone. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject becomes resistant to damage dealt by earth and stone. He and all of his gear have DR 10 against earth and stone – including not only Missile and Jet spells, but also to spells that bypass normal DR to cause direct, internal damage. Resistible earth effects other than damage simply fail, as though the subject had successfully resisted.
    If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400).
    By default, the DR equals to 10. More potent versions of this spell are available, as show below.

DR

Full Cost

10

72 points for level 1 + 5 points/additional level

20

112 points for level 1 + 5 points/additional level

30

152 points for level 1 + 5 points/additional level

Statistics: Affliction 1 (HT; Advantage, Mass Resist Earth 1, +490%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [86]. Notes: “Mass Resist Earth 1” is Damage Resistance 10 (Force Field, +20%; Limited, Earth/Stone, -40%; Magical, -10%) [35] + Immunity to Noxious Earth Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Earth/Stone, -40%; Magical, -10%) [5]. Additional levels add Area Effect (+50%) [+5]. Variants increase both DRs by 10 [+40]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Mudwalker
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject does not suffer DX or Move penalties for traversing through mud.
Statistics: Affliction 1 (HT; Advantage, Mudwalker, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Mudwalker” is Terrain Adaptation (Mud; Magical, -10%) [5].

Resist Earth
Keywords: Buff.
Full Cost: 65 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject becomes resistant to damage from earth and stone. He and all of his gear have DR equal to (spell level)x10 against earth and stone – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible earth effects other than damage (e.g., the Earthbind spell or a blinding effect of the Sand Jet spell) simply fail, as though the subject had successfully resisted.
Statistics: Affliction 1 (HT; Advantage, Resist Earth 1, +490%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65]. Additional levels add further Resist Earth to Advantage (+400%) [+40]. Notes: “Resist Earth 1” is Damage Resistance 10 (Force Field, +20%; Limited, Earth/Stone, -40%; Magical, -10%) [35] + Immunity to Noxious Earth Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Earth/Stone, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+40]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Rockwalking
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject can walk or crawl on walls and ceilings made of rock or stone. They can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one they can cling to. Move while clinging is half the subject’s Basic Move.
    If the subject is falling and tries to grab a vertical surface to break their fall, the GM must first decide whether there is anything in reach. If there is, the subject makes a DX roll to touch the surface, and then makes a ST roll at -1 per 5 yards already fallen. If they succeed, they stops their fall. Otherwise, they continue to fall – but they may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Statistics: Affliction 1 (HT; Advantage, Rockwalking, +100%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Rockwalking” is Clinging (Magical, -10%; Specific, Stone and Rock, -40%) [10].

Sandstrider
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject does not suffer DX or Move penalties for traversing through sand.
Statistics: Affliction 1 (HT; Advantage, Sandstrider, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Sandstrider” is Terrain Adaptation (Sand; Magical, -10%) [5].

Walk on Dust
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Airborne dust is like solid ground beneath subject’s feet, allowing them to walk on them at their ground Move. If the subject gets knocked down or slips, they fall! The subject may attempt one DX roll per second of falling. If they succeed, they stop in the dust, unharmed, if there is still any dust beneath them. Otherwise, they hit the ground for normal falling damage (see Falling, p. B431).
Statistics: Affliction 1 (HT; Advantage, Walk on Dust, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Notes: “Walk on Dust” is Walk on Air (Magical, -10%; Specific, Dust, -40%) [10].

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