Sorcery: Air Spells VII
Antistatic
Keywords: Buff.
Full Cost: 31
points.
Casting Roll: None.
Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell gives
the subject a negative electrical charge that diverts incoming electrical
attacks, giving him +2 to dodge them.
Statistics: Affliction 1 (HT;
Advantage, Antistatic, +150%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note:
“Antistatic” is Enhanced Dodge 2 (Limited, Electricity, -40%; Magical, -10%) [15].
Reflect Lightning
Keywords: Buff.
Full Cost: 61 points for level 1 + 49
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
Any successful ranged electrical attack
made against the subject is turned around so that it hits the attacker instead
– so long as the attack’s basic damage is less than (Reflect Lightning level)x2
dice. For example, Reflect Lightning 3 would redirect any ranged electrical
attack up to 6d while allowing those of 6d+1 or higher through. Convert all
flat damage to dice (as per p. B269) for this determination.
An attacker unaware that this spell
is in place must roll against the lower of IQ or Per, at +3 for Danger Sense
and +3 for Combat Reflexes, to realize it in time to get a defense. If the
attacker is not physically present at the time of the attack, the missiles are
just deflected harmlessly. Do not roll damage or apply special effects until
after determining who (if anyone) is hit.
This spell also reflects
non-damaging ranged electrical attacks, such as some electric shockers; each
level of Reflect Lightning can repel two levels of Affliction or 10 levels of
Binding. It doesn’t stop most area effects or explosions.
Statistics:
Affliction 1 (HT; Advantage, Reflect Lightning 1, +490%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [61]. Additional
levels add further Reverse Reflect Lightning to the Advantage enhancement (+490%)
[+49]. Notes: Each level of “Reflect
Lightning” is Damage Resistance 7 (All-or-Nothing, -10%; Force Field, +20%; Limited,
Ranged Electrical Attacks, -60%; Magical, -10%; Reflection, +100%) [49] with
each DR 7 converted into 2d per p. B269. The ruling on Affliction and Binding
is from p. 168 of GURPS Powers.
Ride the Lightning
Keywords: Obvious.
Full Cost: 14 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
When you run at your full Move, you
may create a powerful electric charge in your hex. Everyone in the hexes you
have moved through takes 1d burning surge damage per level of this spell.
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. You can maintain this spell by recasting it every
second, if you keep moving at your full Move.
Statistics:
Burning Attack 1d (Accessibility, Only when traveling at full Move, -30%; Area
Effect, 1 yard, +25%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%;
Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14/level].
Static Charge
Keywords: Resisted (HT).
Full Cost: 57 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Three minutes or until
discharged; see below.
This spell gives the subject an
electrostatic charge. His hair stands on end and ranged electrical attacks like
Lightning have +2 to hit him. Anyone who touches him suffers a mild electrical
shock: roll vs. (HT + DR) or be stunned. This spell ends if the subject is hit
by an electrical attack or “zaps” someone.
Statistics:
Affliction 1 (HT; Advantage, Static Charge, +320%; Fixed Duration, +0%; Malediction
2, +150%; No Signature, +20%; Sorcery, -15%; Terminal Condition, Hit by an
electrical attack or discharges the stun aspect, -10%) [57]. Note: “Static Charge” is Affliction 1
(HT; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; Single Use, x1/5)
[3] + Obscure 2 (Anti-Targeting, -20%; Cosmic, All Mundane Senses, +300%;
Cosmic, All Supernatural Senses, +300%; Defensive, +50%; Limited, Ranged
Electrical Attacks, -60%; Magical, -10%; No Area Effect, -50%; Reversed, -0%; Stealthy,
+100%) [29].
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