Wednesday 3 November 2021

Sorcery: Metal Variants

Sorcery: Metal Variants

GURPS Thaumatology and GURPS Dungeon Fantasy 9: Summoners has variant spell lists for the element of Metal. I did cover these (and the expanded Metal spell list from Pyramid #3-91), but apparently I've missed a few "metal-only" variants of vanilla spells. Let's list them here.

  
    Antimetal Arm
    Keywords: None.
    Full Cost: 9 or 18 points.
    Casting Roll: None. Use any unarmed Parry+3 to defend.
    Range: Self.
    Duration: Indefinite.
 
    Like Iron Arm (GURPS Sorcery: Protection & Warning Spells, p. 7), but can only be used against metal weapons.
    Statistics: Enhanced Parry 3 (Bare Hands; Accessibility, Only against metal weapons, -20%; Accessibility, Striker only, -20%; Magical, -10%) [8] + Striker (Crushing; Accessibility, Only against metal weapons, -20%; Cannot attack, -80%; Limb, Arm, -20%; Magical, -10%) [1]. The improved version adds Trained by a Master (Accessibility, Only to reduce penalty for multiple unarmed Striker parries, -60%; Magical, -10%) [9].


    Metal Bladeturning
    Keywords: Buff.
    Full Cost: 27 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
 
    Like Bladeturning (GURPS Sorcery: Protection & Warning Spells, p. 5), but only affects metal blades.
    Statistics: Affliction 1 (HT; Advantage, Metal Bladeturning, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Notes: “Metal Bladeturning” is Damage Resistance 10 (Accessibility, Only to disarm, not break, -20%; Limited, Cutting metal blades, -80%; Magical, -10%; Provides no DR, -100%; Reflection, Variant, +100%) [10] + Injury Tolerance (Damage Reduction 1.5; Limited, Cutting metal blades, -80%; Magical, -10%) [5]. As a special effect, the reduced damage is treated as crushing for all purposes. The damage-to-disarm rule unifies those from p. 11 of GURPS Gun Fu and p. B401. Injury Tolerance 1.5 has a base cost of 25 points, by induction.
   
    Repair Metal
    Keywords: None.
    Full Cost: 11 points.
    Casting Roll: IQ.
    Range: Touch.
    Duration: Instantaneous.
 
    By making physical contact with a metal object, you may restore it 1d HP. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!
    Statistics: Healing (Accessibility, Only metal objects, -30%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [11]. Note: The 4 HP of healing has been converted to dice per p. B269.
 
    Sharpen Metal
    Keywords: Weapon Buff.
    Full Cost: 11 points. (KYOS: 9 points).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 3 minutes.
 
    This spell adds +2 to swing damage and +1 to thrust damage of a cutting or impaling weapon made of metal.
    Statistics: Affliction 1 (HT; Accessibility, Only on cutting or impaling metal weapons, -40%; Advantage, Sharpen Metal, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [11] (KYOS: 9). Note: “Sharpen Metal” is Striking ST 2 (Magical, -10%; One Attack, This weapon, -60%) [3]. (KYOS: 1).
 
    Turn Metal Blade
    Keywords: None.
    Full Cost: 25 points.
    Casting Roll: IQ/2 + 3
    Range: Self.
    Duration: Instantaneous.
 
    While this spell is active, the caster can create a momentary force to twist metal blades that strike them. For the purpose of this spell a metal blade is any metal melee weapon being used in a manner that inflicts cutting damage. When the caster is attacked by such a weapon, they may roll to cast this spell as an active defense. Success means that caster is hit with the flat of the blade, not the cutting edge, so the attack does crushing damage rather than cutting. In addition, the sudden, wrenching turn of the weapon makes it difficult to hold onto; the attacker must roll against ST with the following modifiers: +2 for a two-handed weapon; +2 once the attacker is aware that his target is protected by this spell; 1 per 2 points of basic damage that he rolled (to no worse than 5). On a failure, he drops his weapon! On success by 02, his weapon becomes unready. Success by 3+ causes him no ill effects.
    If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Turn Blade, they cannot cast this spell until all FP are replenished.
    Statistics: Damage Resistance 20 (Accessibility, Only to disarm, not break, 20%; Active Defense, -40%; Limited, Cutting metal blades, -80%; Link, +10%; Provides no DR, 100%; Reflection, Variant, +100%; Sorcery, -15%) [20] + Injury Tolerance (Damage Reduction 1.5; Active Defense, -40%; Limited, Cutting metal blades, 80%; Link, +10%; Magical, 10%) [5]. As a special effect, the reduced damage is treated as crushing for all purposes. The damage-to-disarm rule unifies those from p. 11 of GURPS Gun Fu and p. B401. Injury Tolerance 1.5 has a base cost of 25 points, by induction.
 

No comments:

Post a Comment