Wednesday 27 October 2021

Sorcery: Air Spells VII

Sorcery: Air Spells VII

Let's make some air spells. Static Charge is actually a conversion of a spell from GURPS Technomancer. Antistatic is a variant of Deflect Energy. Reflect Lightning is a variant of Return Missiles. And Ride the Lightning is a spell that I wanted to create for a long time, but never got around to actually writing it up.

  
    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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