Friday, 1 October 2021

Sorcery: Assorted Spells XIV

Sorcery: Assorted Spells XIV

I'm hosting a new game soon, and some of the characters are spellcasters. One of them came up with some new spells, so let's provide the proper write-ups for them. Also, GURPS Fantasy Folk: Elves has came out with two new spells, so let's convert them as well.

    
    Hot Smoke
    Keywords: Area (Leveled).
    Full Cost: 18 points for level 1 + 5 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.
 
    You may fill an area with thick, hot smoke. This gives -5 to all vision rolls made through it with normal vision, Infravision, Night Vision, and Hyperspectral Vision, and is unpleasant to breathe (but causes no actual ill effects). To place smoke at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
    Statistics: Obscure Vision 5 (Extended, Infravision and Hyperspectral Vision, +40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [18]. Further levels add Area Effect (+50%) [+5].
 
    Ice Shield
    Keywords: Buff.
    Full Cost: 33 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 90 minutes.
 
    The subject’s skin and eyes become covered by an ice barrier. The subject gains DR 15. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
    Statistics: Affliction 1 (HT; Advantage, Ice Shield, +150%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Ice Shield” is DR 15 (Ablative, -80%; Includes Eyes, +10%; Magical, -10%) [15].


    Rock Drop
    Keywords: Missile.
    Full Cost: 6 points/level.
    Casting Roll: None. Use Innate Attack (Gaze) or Artillery (Bombs) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You conjure a boulder above the ground and drop it at a single target. Use the better of Innate Attack (Gaze) and Artillery (Bombs) to hit, applying normal range penalties. It does 1d crushing damage per level. Since the rock falls from above, it deals no knockback, bypasses any cover that does not provide overhead protection, and negates attack penalties to hit crouching, kneeling, sitting, or prone targets. This spell has no 1/2D range – it deals full damage at any range. The rock itself disappears two minutes after it hits.
    Statistics: Crushing Attack 1d (Increased 1/2D, 10x, +15%; No Knockback, -10%; Overhead, +30%; Sorcery, -15%) [6/level].


    Singing Trees
    Keywords: Area (Leveled), Resisted (DX, Special).
    Full Cost: 48 points + 5 points/additional level.
    Casting Roll: Will. Use Hearing to notice threats.
    Range: Unlimited.
    Duration: Eight hours.
 
    Record the sorcerer’s margin of success when casting the spell. When anybody walks by or touches a plant in the area, they must roll against DX at a penalty equal to that margin. Success allows the subject to move freely for one second, after which he must roll again. The moment he fails, a breeze through the leaves makes a whistling sound: +10 on all Hearing rolls (p. B358) to notice his movement!
    The noisiness lasts until the subject leaves the area. Alternatively, he may remain within and stand perfectly still for three full minutes, after which the effect “resets” and he’s able to make DX rolls again to sneak by.
    If the subject is masked by magical silence, roll a Quick Contest using the sorcerer’s Will. If this spell wins, the magical silence is ignored; if it ties or loses, Singing Trees has no effect on that subject.
    Statistics: Affliction 1 (DX; Area Effect, 2 yards, +50%; Based on DX, +20%; Disadvantage, Noisy 5, +10%; Environmental, Vegetation, -20%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%; Terminal Condition, Leaving the area, -20%; Variable, Area, +5%) [48]. Additional levels add Area Effect (+50%) [+5].
  
    Waterproof
    Keywords: Buff.
    Full Cost: 17 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 minutes.
 
    The subject (person, creature, or object) becomes waterproof. When cast on a bow or crossbow, it makes it usable underwater with usual penalties.
    Statistics: Affliction 1 (HT; Advantage, Waterproof, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Waterproof” is Sartorial Integrity (Variant; Magical, -10%) [1].
 

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