Thursday 19 November 2020

Sorcery: Elemental Whips

Sorcery: Elemental Whips

GURPS Magic has the Lightning Whip spell. Let's make other elemental-flavoured whip spells.

Acid Whip
Keywords: Obvious.
Full Cost: 23 points.
Casting Roll: None. Use Force Whip to hit.
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster has a whip of acid in their hand. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a Ready maneuver) and inflicts swing corrosion damage every time it strikes.
    Statistics: Natural Weapon (Corrosion; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [23].

Fire Whip
Keywords: Obvious.
Full Cost: 12 points.
Casting Roll: None. Use Force Whip to hit.
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster has a whip of fire in their hand. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a Ready maneuver) and inflicts swing burning damage every time it strikes.
    Statistics: Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [12].

Sonic Whip
Keywords: Obvious.
Full Cost: 14 points.
Casting Roll: None. Use Force Whip to hit.
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster has a whip of sound in his hand. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a Ready maneuver) and inflicts swing non-incendiary burning damage every time it strikes. 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: Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; No Incendiary Effect, -10%; Side Effect, Stunning, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [14].


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