Tuesday 9 November 2021

Sorcery: Energy Spells III

Sorcery: Energy Spells III

Some more spells. Most of them just grant an energy vulnerability, but Energy Transformation Field is a very experimental spell build.

  
    Acid Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 29/30/32 points for levels 1-3.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to acid attacks. The subject multiplies any damage from acid that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Acid, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [29]. Additional levels improve Disadvantage, Vulnerability (Acid, x2), +30% to Disadvantage, Vulnerability (Acid, x3), +45% and Disadvantage, Vulnerability (Acid, x4), +60%.
  
    Cold Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 29/30/32 points for levels 1-3.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to cold attacks. The subject multiplies any damage from cold that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Cold, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [29]. Additional levels improve Disadvantage, Vulnerability (Cold, x2), +30% to Disadvantage, Vulnerability (Cold, x3), +45% and Disadvantage, Vulnerability (Cold, x4), +60%.
  
    Electricity Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 29/30/32 points for levels 1-3.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to electrical attacks. The subject multiplies any damage from electricity that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Electricity, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [29]. Additional levels improve Disadvantage, Vulnerability (Electricity, x2), +30% to Disadvantage, Vulnerability (Electricity, x3), +45% and Disadvantage, Vulnerability (Electricity, x4), +60%.
 
    Energy Transformation Field
    Keywords: Area (Leveled), Obvious.
    Full Cost: 248 points for level 1 + 33 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.
 
    The caster conjures a shimmering dome that transforms any energy attacks that cross its border into another type of energy. This resulting energy type must be chosen when this spell is cast, and it cannot be changed later. The energy types that can be affected or chosen as the output are the following:
    Acid: Acid deals corrosion damage. If acid damage is the resulting damage type, then any attack transformed this way deals -2 damage per die.
    Cold: Cold attacks deal non-incendiary burning damage or fatigue damage with the Freezing modifier. You must specify the exact variation when casting this spell.
    Electricity: Electrical attacks deal burning damage and gain the surge modifier. It treats metallic armor with DR over 1 as DR 1. Any target that suffers even 1 point of damage from it must make a HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. If electricity is the resulting type of damage, then any attack transformed this way deals -2 damage per die.
    Fire: Fire attacks deal burning damage.
   Sound: Sonic attacks either deal non-incendiary burning damage or corrosion damage. If the corrosive sonic damage is the resulting damage type, then any attack transformed this way deals -2 damage per die. You must specify the exact variation when casting this spell.
    Statistics: Energy Transformation Field (Accessibility, Energy type is determined upon casting, -10%; Accessibility, Only energy attacks, -20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, No die roll required, +100%; Extended Duration, 3x, +20%; Force Field, +20%; Magical, -10%; Persistent, +40%; Ranged, +40%; Variable, Area, +5%; Visible, -10%) [248]. Additional levels increase Area Effect (+50%) [+33]. Note: “Energy Transformation Field” is Imbue 3 (Limited Access, Four Skills, -20%) [32] + Unusual Training [1] + Burning Strike (VH) DX [8] + Chilling Strike (VH) DX [8] + Corrosive Strike (VH) DX [8] + Fulminating Strike (VH) DX [8] + Frost Strike [1] as per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11).
  
    Energy Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 30 points for level 1 + 2 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to energy attacks. The subject multiplies any energy damage that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Energy, x2), +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [30]. Additional levels improve Disadvantage, Vulnerability (Energy, x2), +40% to Disadvantage, Vulnerability (Energy, x3), +60% and Disadvantage, Vulnerability (Energy, x4), +80% [+2/level].
  
    Fire Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 29/30/32 points for levels 1-3.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to fire attacks. The subject multiplies any damage from fire that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Fire, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [29]. Additional levels improve Disadvantage, Vulnerability (Fire, x2), +30% to Disadvantage, Vulnerability (Fire, x3), +45% and Disadvantage, Vulnerability (Fire, x4), +60%.
   
    Shock Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 28 points.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to electric surges, giving it the Electrical disadvantage (p. B134).
    Statistics: Affliction 1 (HT; Disadvantage, Electrical, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [28].
 
    Sonic Vulnerability
    Keywords: Resisted (HT).
    Full Cost: 29/30/32 points for levels 1-3.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.
 
    This spell makes the subject more vulnerable to sonic attacks. The subject multiplies any damage from sound that penetrates its DR by 2 before applying any normal wounding multipliers. Level 2 of this spell increases the multiplier to 3, and level 3 increases the multiplier by 4.
    Statistics: Affliction 1 (HT; Disadvantage, Vulnerability (Sound, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [29]. Additional levels improve Disadvantage, Vulnerability (Sound, x2), +30% to Disadvantage, Vulnerability (Sound, x3), +45% and Disadvantage, Vulnerability (Sound, x4), +60%.

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