Sorcery: Metal Variants
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].
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 0‑2, his weapon
becomes unready. Success by 3+ causes him no ill effects.
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.
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