Sorcery: Curse-Missiles
Curse-Missile: Clumsiness
Keywords: Missile, Obvious.
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, he suffers temporary DX loss
equal to his margin of failure (maximum -10). Lower all skills based on DX by
a like amount. Secondary characteristics are not affected.
Statistics:
Affliction 1 (HT; Attribute Penalty, DX-10, +100%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; Penalty cannot exceed margin of victory, -50%; Sorcery, ‑15%) [15].
Curse-Missile: Curse
Keywords: Missile, Obvious.
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 Will + DR of the location hit. DR with the Tough Skin limitation is
ignored for this purpose. If the subject fails, he gains the Cursed (p. B129)
disadvantage. When anything goes wrong for the subject’s party, it happens to
the subject. If something goes right, it does not affect the subject. This can
cover vital die rolls, enemy appearance, and other bad happenings. These
harmful events may be not only inconvenient, but also lethal.
This cannot be undone via Dispel
Magic (GURPS Thaumatology: Sorcery, p.
21); countering it requires Remove Curse (GURPS
Thaumatology: Sorcery, p. 21).
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%;
Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [40].
Curse-Missile: Itch
Keywords: Missile, Obvious.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: 30 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. Should he fail, he will be at -2 to DX for 30 seconds.
Scratching for one full second relieves the itch, but he can do nothing else while
scratching; this requires a Do Nothing maneuver in combat.
Statistics:
Affliction 1 (HT; Itching, +10%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; Reduced Duration, 1/6, -15%; Sorcery, ‑15%) [10].
Curse-Missile: Pain
Keywords: Missile, Obvious.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: 1 second.
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, he feels a stab of agonizing pain. He
must make a Will roll to avoid crying out. If he is in a precarious position
(climbing, for instance), he must make a DX roll to avoid catastrophe! He has a
-4 penalty to all DX, IQ, skill, and self-control rolls for the next second
only. High Pain Threshold halves these penalties; Low Pain Threshold doubles
them.
Statistics:
Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration,
1/180, -40%; Severe Pain, +40%; Sorcery, -15%) [10].
Curse-Missile: Spasm
Keywords: Missile, Obvious.
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 subject can
resist with HT + DR of the location hit. DR with the Tough Skin limitation is
ignored for this purpose. If the orb hits a hand and the subject fails to
resist, it causes the subject to drop whatever he is holding (usually a weapon).
If the subject is in the middle of a lengthy spell requiring gestures, he must
make a DX roll or start over. If it hits the leg or foot, the subject must roll
against DX or fall.
Statistics:
Affliction 1 (HT; Accessibility, Voluntary muscles only, -20%; Caster is
allowed a DX roll to continue casting, -5%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No fatigue loss from Seizure, -20%; Seizure, +100%; Reduced Duration,
1/180, -40%; Sorcery, -15%) [12].
Curse-Missile: Strike Blind
Keywords: Missile, Obvious.
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 becomes
temporarily blinded. See Blindness,
p. B124, for a full description of the effects; the most important is that he
is at -10 to attack anyone physically, and cannot see to target spells.
Statistics:
Affliction 1 (HT; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [13].
Curse-Missile: Strike Deaf
Keywords: Missile, Obvious.
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 becomes
temporarily deafened.
Statistics:
Affliction 1 (HT; Disadvantage, Deafness, +20%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [10].
Curse-Missile: Strike Dumb
Keywords: Missile, Obvious.
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
its ability to speak. The basic (9-point) version of this spell makes the
subject lose its ability to speak intelligently (the subject can still bark,
growl, trill, etc.) The improved (10-point) version of this spell makes the
subject completely mute and unable to make vocal sounds.
Statistics: Affliction
1 (HT; Disadvantage, Cannot Speak, +15%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [9]. The improved version improves Cannot Speak to Mute [+1].
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