Sorcery: Moon Spells
Moon Path
Keywords: Buff, Obvious.
Full Cost: 136 points for level 1 + 10 points/additional level (or more).
Casting Roll: Will. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip that acts as Utter Wall (GURPS Sorcery: Protection and Warning Spells, p. 14).
To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. However, the strip can only be from 1 to 3 yards wide as you decide. (You can vary the width over the ribbon's length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair. A moon path must be straight, continuous, and unbroken when formed. If its surface is broken by any object or creature, the spell fails. The bridge version of the spell must be created flat. The stair version cannot rise or descend any more sharply than 45 degrees.
At the time of casting, you designate creatures to receive extra protection while standing on or moving along the moon path. All these creatures must be visible to you, must be within the casting range, and must all be within 2 yards of each other. Protected creatures can cling to the moon path with any body part, as if they had the Clinging advantage (p. B43). In addition, they are protected by a sanctuary-like effect. Any creature within 8 yards of a protected creature must roll a Quick Contest of Will with the protected creature every second. If the victim fails, it can only attack the protected creature in self-defense until it leaves the area and for margin of failure seconds after leaving it. If any protected creature attacks any opponent, this ability ceases to function for 1 minute for all protected creatures. A creature loses both benefits immediately when it leaves the path.
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 moon path has DR 12 and HP 2. However, more potent versions are available that multiply DR, HP, and cost by the same amount:
DR |
HP |
Full Cost |
12 |
2 |
136 points for level 1 + 10
points/additional level |
24 |
4 |
196 points for level 1 + 20
points/additional level |
36 |
6 |
256 points for level 1 + 30
points/additional level |
60 |
10 |
376 points for level 1 + 50
points/additional level |
120 |
20 |
676 points for level 1 + 100
points/additional level |
Statistics: Affliction
1 (HT; Advantage, Moon Path, +450%; Area Effect, 2 yards, +50%; Cosmic, No die
roll required, +100%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; Link, +10%; Magical, -10%; No Signature, +20%; Selective Area,
+20%; Terminal Condition, Leaving the moon path, -15%) [76] + Crushing Attack
4d (Accessibility, Only a 1-3-yard-wide horizontal plane or stair, -30%; Affects
Insubstantial, +20%; Area Effect, 2 yards, +50%; Cosmic, Interferes with
spellcasting, +50%; Extended Duration, 30x, +60%; Link, +10%; No Wounding, -50%;
Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [60].
Additional levels increase Area Effect (+50%) to the Crushing Attack [+10].
More powerful versions multiply dice and Full Cost by 2, 3, 5, or 10. Notes: “Moon Path” is Affliction 1
(Will; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Disadvantage,
Pacifism (Self-Defense Only), Only against the subject, +10%; Magical, -10%; Malediction
1, +100%; Melee Attack, Reach C, -30%; Nuisance Effect, Stops if any subject
attacks, -10%; Reduced Duration, 1/60, Only when the target leaves the area,
-30%) [38] + Clinging (Attraction, +25%; Magical, -10%; Specific, Moon Path,
-80%) [7]. As a special effect, the DR subtracts from the casting roll rather
than forcing a resistance roll.
Moon Blade
Keywords: Obvious.
Full Cost: 56 points.
Casting Roll: None. Use Force Sword to hit.
Range: Self.
Duration: Instantaneous.
A 3-foot-long, blazing beam, of moonlight springs forth from your hand. The blade has Reach 1 and is used with the Force Sword skill.
Attacks with the moon blade ignore DR. Its strike saps vitality or life force, causing no visible wounds but dealing 1d toxic damage to living creatures. Undead are visibly wounded by a moonblade. Their substance boils away from its touch, and they take 1d corrosion damage. The blade is immaterial, it cannot be grabbed or disarmed. However, if it is used to parry or is parried, it deals its normal damage to the body part used to attack or parry. A parry is considered a separate use of the spell, costing 1 FP.
A successful moon blade strike temporarily scrambles magic. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to IQ for the purpose of spellcasting for (20 – HT) seconds.
Statistics: Corrosion Attack 1d (Accessibility, Only against undead, -50%; Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Destructive Parry, +10%; Link, +10%; Melee Attack, Reach 1, -25%; Side Effect, Attribute Penalty, -2 to IQ, Only for spellcasting, +60%; Reduced Duration on Side Effect, 1/60, -35%; Sorcery, -15%) [38] + Toxic Attack 1d (Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Destructive Parry, +10%; Link, +10%; Magical, -10%; Melee Attack, Reach 1, -25%; Side Effect, Attribute Penalty, -2 to IQ, Only for spellcasting, +60%; Reduced Duration on Side Effect, 1/60, -35%) [18].
Moonbeam
Keywords: Jet, Obvious, Resisted (Will).
Full Cost: 11 points.
Casting Roll: Will. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Nine minutes.
Emit a beam of pale moonlight from one hand. This beam can be used like a flashlight. It gives good illumination for 10 yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for up to a mile if visibility is good.
You can strike any target up to 10 yards away (without range or speed penalties). It can be dodged, but not parried or blocked. If the spell strikes a lycanthrope in its humanoid form, roll a Quick Contest of Will. If the caster wins, the lycanthrope is forced to immediately assume its animal form and remain in it for this spell’s duration.
Statistics: Illumination (Beam; Link, +10%; Magical, -10%) [1] + Neutralize (Magic; Derange, -20%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Link, +10%; One Ability, Lycanthropy in Humanoid Form, -80%; Sorcery, -15%) [10].
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