Sorcery: Mana Spells
GURPS Thaumatology has two new advantages - Wild Mana Generator and Twisted Mana Generator. Let's build some sorcery spells based on these.
Curse Magic
Keywords: Resisted (Will).
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.
This spell curses the subject, making spells harmful to him. This grants him the Twisted Mana Generator disadvantage (GURPS Thaumatology, p. 61). This spell cannot be dispelled by Dispel Magic, but Remove Curse or an equivalent effect removes it.
Statistics: Affliction 1 (Will; Advantage, Twisted Mana Generator, +15%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [46].
Curse Mana
Keywords: Area (Leveled).
Full Cost: 27 points for level 1 + 7.5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You temporarily curse mana in the area, creating a zone of twisted mana (GURPS Thaumatology, p. 60).
Statistics: Twisted Mana Generator (Area Effect, 2 yards, +50%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%) [27]. Additional levels add Area Effect (+50%) [+7.5].
Keywords: Resisted (Will).
Casting Roll: Will.
Range: Unlimited.
Duration: Three minutes.
This spell destabilizes the subject’s magical abilities, granting him the Wild Mana Generator advantage (GURPS Thaumatology, p. 61).
Statistics: Affliction 1 (Will; Advantage, Destabilize Magic, +950%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [123]. Notes: “Destabilize Magic” is Wild Mana Generator (Magical, -5%) [95]. Magical costs -5% in this case, because the advantage relies on ambient mana by default – if there is no ambient mana, there is nothing to destabilize.
Destabilize Mana
Keywords: Area (Leveled).
Full Cost: 180 points for level 1 + 50 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You temporarily destabilize mana in the area, creating a zone of wild mana (GURPS Thaumatology, p. 59).
Statistics: Wild Mana Generator (Area Effect, 2 yards, +50%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%) [180]. Additional levels add Area Effect (+50%) [+50].
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