Monday 25 October 2021

Sorcery: Curse-Missiles II

Sorcery: Curse-Missiles II

And these are the last spells from GURPS Grimoire that did not make it to the 4th edition - even more curse-missiles!
 
    Curse-Missile: Frailty
    Keywords: Missile, Obvious.
    Full Cost: 10 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 3 minutes.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the victim fails to resist, he suffers temporary HT loss equal to his margin of failure (maximum -10). Lower all skills based on HT by a like amount. Secondary characteristics are not affected.
    Statistics: Affliction 1 (HT; Attribute Penalty, HT-10, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Penalty cannot exceed margin of victory, -50%; Sorcery, 15%) [10].
 
    Curse-Missile: Hunger
    Keywords: Missile, Obvious.
    Full Cost: 6 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The victim takes 1d-2 fatigue damage, reduced by DR. Treat FP lost to the spell identically to FP lost to starvation (B426). Thus, the lost FP can only be recovered by eating a meal, but someone with Doesn’t Eat or Drink is immune to this spell.
    Statistics: Fatigue Attack 1d-2 (Increased 1/2D, 10x, +15%; Sorcery, 15%; Starvation, +40%) [6].
 
    Curse-Missile: Perfume
    Keywords: Missile, Obvious.
    Full Cost: 16 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 30 minutes.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If he fails, the subject begins to smell strongly of any odor that the caster desires. The subject can detect the odor, but does not find it especially offensive (although his companions certainly might), regardless of its nature. The smell may be pleasant to elicit a +1 to Reaction from those who like the smell, or repulsive, granting the subject a -2 to Reaction from everyone who can smell him.
    Statistics: Affliction 1 (HT; Alternative Enhancements, +12%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, 15%) [16]. Note: Alternative Enhancements are Advantage, Perfume, +10%, where “Perfume” is Perfume (Magical, -10%) [1] and Disadvantage, Bad Smell, +10%.
  
    Curse-Missile: Retch
    Keywords: Missile, Obvious.
    Full Cost: 13 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails, he loses his lunch, retching for 9 seconds (see Incapacitating Conditions, p. B428). After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
    Statistics: Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Retching, +50%; Sorcery, 15%) [13].
   
    Curse-Missile: Strike Anosmic
    Keywords: Missile, Obvious.
    Full Cost: 8 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails, he temporarily loses his sense of smell and taste.
    Statistics: Affliction 1 (HT; Disadvantage, No Sense of Taste/Smell, +5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, 15%) [8].
 
    Curse-Missile: Strike Barren
    Keywords: Missile, Obvious.
    Full Cost: 35 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Permanent.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails, they become infertile, if they were capable of producing offspring. Used on a plant, this spell prevents it from ever bearing pollen, fruit, or seed. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Restoration (GURPS Magic, p. 93).
    Statistics: Affliction 1 (HT; Advantage, Strike Barren, +50%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [35]. Note: “Strike Barren” is Fertility Control (Variant; Magical, -10%; Reduced Time 17, +340%) [5].
  
    Curse-Missile: Strike Numb
    Keywords: Missile, Obvious.
    Full Cost: 31 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails to resist, he temporarily loses his sense of touch as per the Numb disadvantage (p. B146). This also includes immunity to pain (the subject does not suffer shock penalties when injured; can withstand lesser physical discomfort without distraction; does not suffer pain penalties to DX, IQ, skills, and self-control; becomes immune to agony, knockdown, physical stunning, and torture).
    If you wish, you can choose to affect only specific body parts instead of the whole subject. For example, you could affect only his left arm, or anything except his head.
    Statistics: Affliction 1 (HT; Advantage, Numbness, +210%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Selective Effect, +20%; Sorcery, 15%) [31]. Note: “Numbness” is Immunity to Pain (Magical, -10%; Temporary Disadvantage, Numb, -20%) [21].
  
    Curse-Missile: Thirst
    Keywords: Missile, Obvious.
    Full Cost: 5 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The victim takes 1d-2 fatigue damage, reduced by DR. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.
    Statistics: Fatigue Attack 1d-2 (Dehydration, +20%; Increased 1/2D, 10x, +15%; Sorcery, 15%) [5].
 

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