Monday 16 May 2022

Sorcery: Personal Air Spells

Sorcery: Personal Air Spells

By default, Sorcery buffs can be applied to any friendly creature. Most of the times it is enough, but in some situations you would only want to be able to affect yourself - either because you want to save points, or because the additional capability to buff others isn't really necessary. For example, D&D is full of "Personal" spells that can only affect the caster. For it to work as an actual buff, you have to remove Increased 1/2D, 10x, +15% and add Accessibility, Self Only, -50%. Alternatively, just take the advantage that is granted by the buff, replace Magical, -10% with Sorcery, -15%, and in most of the cases you will get an indefinite version of the spell that must be maintained. Such spells could be taken as "lesser" versions of spells and then improved to the proper buff versions. I think I will have to rework all the converted monsters with spell-like abilities to have personal versions instead of what they have right now, because it rarely makes sense to have an actual buff spell as a racial ability. Let's go through the air buff spells and create the personal indefinite versions.
 
Personal Air Vision
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You can see through smoke, fog, dust, sand, etc. Each level of this spell allows you to see through up one foot of smoke, fog, dust, sand, etc. You can just barely see the outline of the substance you are looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of your other vision advantages (Infravision, Ultravision, etc.).
Statistics: Penetrating Vision 2 (Sorcery, -15%; Specific, Air, -40%) [9]. Each additional level adds two more levels of Penetrating Vision [+9].
  
Personal Antistatic
Keywords: None.
Full Cost: 14 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You give yourself a negative electrical charge that diverts incoming electrical attacks, giving you +2 to dodge them.
Statistics: Enhanced Dodge 2 (Limited, Electricity, -40%; Sorcery, -15%) [14].
 
Personal Blindsight
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You can detect the location and size of objects by sensing the minute disturbances of air around you. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still environment, you would be able to sense a barrier before you run into it, and could find openings by sensing the flow of air.
To use Blindsight, you must make a Sense roll. Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to your Sense roll also apply to your attack roll, but can never give you a bonus to hit.
If you are wearing a sealed suit, this ability does not work at all!
Statistics: Vibration Sense (Air; Sorcery, -15%) [9].
 
Personal Body of Air
Keywords: None.
Full Cost: 48 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Air meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation to or from this form takes 10 seconds.
Statistics: Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [48].
* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.
 
Personal Body of Fluid
Keywords: None.
Full Cost: 183 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Air meta-trait or the Body of Water meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation to or from this form takes 10 seconds.
Statistics: Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [48/5=10] + Alternate Form (Body of Water**; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173]. The two abilities are taken as alternative abilities.
* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.
** A meta-trait from p. 262 of GURPS Basic Set: Amphibious [10]; Chameleon 1 [5]; Constriction Attack [15]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 175 points.
 
Personal Body of Lightning
Keywords: None.
Full Cost: 66 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Lightning meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. Stop Power acts as Glue and Steal Power acts as Steal Strength on you. The transformation to or from this form takes 10 seconds.
Statistics: Alternate Form (Body of Lightning*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [66].
* A meta-trait from p. 198 of GURPS Basic Set: ST 0 [-100]; HP +10 [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity, -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Feature (Affected by Energy Spells (GURPS Magic, p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points.
 
Personal Body of Wind
Keywords: None.
Full Cost: 292 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Wind meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation to or from this form takes 10 seconds.
Statistics: Alternate Form (Body of Wind*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [292].
* A new meta-trait: ST+6 [60]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Fine Manipulators [-30]; Storm** [71]; and Taboo Trait (Fixed ST) [0]. 307 points.
** “Storm” is Crushing Attack 4d (Always On, -20%; Aura, +80%; Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation, -20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; No Blunt Trauma, -20%; No Wounding, -50%) [21] + Enhanced Dodge 2 (Affects Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Magical, -10%) [50]. First, for every creature or unattended object within 2 yards of you, roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from you. Second, Dodge of you and all creatures within 2 yards of you is increased by 2 against projectile attacks.
 
Personal Breath Adaptation
Keywords: None.
Full Cost: 3 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Your lungs can adapt to great pressure, permitting you to breathe unhindered (and avoid the bends) at up to 10 atmospheres. This allows you to travel as deep as 12.5 miles underground. This effect does not work underwater.
Statistics: Pressure Support 1 (Accessibility, Not under water, -30%; Sorcery, -15%) [3].
 
Personal Breathe Air
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become able to breathe air as though it were water. You do not lose your ability to breathe water.
Statistics: Doesn’t Breathe (Gills, -50%; Sorcery, -15%) [7].
 
Personal Breathe Water
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become able to breathe water as though it were air. You do not lose your ability to breathe air.
Statistics: Doesn’t Breathe (Gills, -50%; Sorcery, -15%) [7].
 
Personal Clean Breath
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Your respiratory system becomes able to filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things.
Statistics: Filter Lungs (Sorcery, -15%) [5].
 
Personal Cloud-Walking
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Clouds are like solid ground beneath your feet, allowing you to walk on them at your ground Move. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stop in the clouds, unharmed, if there are still any clouds beneath you. Otherwise, you hit the ground for normal falling damage (see Falling, B431).
Statistics: Walk on Air (Sorcery, -15%; Specific, Cloud, -40%) [9].
 
Personal Feather Fall
Keywords: None.
Full Cost: 14 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become able to glide through the air. You cannot gain altitude. With a running leap, you can launch yourslef with an air Move equal to Basic Move. Each turn, you can change velocity by up to 10 yards/second x local gravity in Gs. To accelerate, you must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move x 4 (but you can go faster if towed). To decelerate, you must fly level. If you do not descend at least 1 yard, you automatically decelerate by 1 yard/second that turn. When working out turning radius, your basic air Move is 10 x local gravity in Gs.
Statistics: Flight (Gliding, -50%; Sorcery, -15%) [14].
 
Personal Fluid Vision
Keywords: None.
Full Cost: 18 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell lets you see through water (including ice, snow, and steam), smoke, fog, dust, sand, etc. Each level of this spell allows the subject to see through up to one foot of the listed substances. You can just barely see the outline of the substance you are looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of your other vision advantages (Infravision, Ultravision, etc.).
Statistics: Penetrating Vision 2 (Sorcery, -15%; Specific, Air, -40%) [9] + Penetrating Vision 2 (Sorcery, -15%; Specific, Water, -40%) [9]. Each additional level adds two more levels of each Penetrating Vision. As a special effect, this is treated as a single advantage instead of two advantages for the purpose of FP costs.
 
Personal Lightning Armor
Keywords: None.
Full Cost: 14 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You are sheathed in crackling lightning. Any metallic weapon that hits you triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching you is similarly damaged.
Statistics: Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Sorcery, -15%; Surge, Arcing, +100%) [14].
 
Personal Monitor Air
Keywords: None.
Full Cost: 62 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell lets you determine whether the air you are located in is safe to breathe. The GM will secretly roll against your Per. If the roll is successful, you will know if the air is safe to breathe. The follow-up IQ roll will let you know if there are any impurities that might be harmful.
Statistics: Detect (Air; Analyzing, +100%; Reflexive, +40%; Sorcery, -15%; Touch-Based, -20%) [62].
 
Personal No-Smell
Keywords: None.
Full Cost: 36 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You and all of your carried equipment produce no odor. This is not limited to just your natural scent; it would even mask you if you were sprayed by a skunk. No other properties change.
Statistics: Obscure 10 (Smell; Accessibility, Your scent only, -5%; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [36].
 
Personal Reflect Lightning
Keywords: None.
Full Cost: 27 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Any successful ranged electrical attack made against you is turned around so that it hits the attacker instead – so long as the attack’s basic damage is less than Personal Reflect Lightning level dice. For example, Personal Reflect Lightning 3 would redirect any ranged electrical attack up to 3d while allowing those of 3d+1 or higher through. Convert all flat damage to dice (as per p. B269) for this determination.
An attacker unaware that this spell is in place must roll against the lower of IQ or Per, at +3 for Danger Sense and +3 for Combat Reflexes, to realize it in time to get a defense. If the attacker is not physically present at the time of the attack, the missiles are just deflected harmlessly. Do not roll damage or apply special effects until after determining who (if anyone) is hit.
This spell also reflects non-damaging ranged electrical attacks, such as some electric shockers; each level of Personal Reflect Lightning can repel two levels of Affliction or 10 levels of Binding. It doesn’t stop most area effects or explosions.
Statistics: Damage Resistance 4 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Reflection, +100%; Sorcery, -15%) [27] with each DR 4 converted into 1d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers. Each additional level adds 4 more levels of Damage Resistance [+27].
 
Personal Resist Air
Keywords: None.
Full Cost: 66.5 points for level 1 + 57.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You becomes virtually immune to air attacks. You and all of your gear have DR equal to (spell level)x10 against air and wind – including not only Missile and Jet spells, but also to effects and spells that bypass normal DR to cause direct, internal damage, such as attacks that steal breath and deal FP damage by draining air from the lungs. In addition, subtract this DR from the damage for the purpose of determining knockback. Resistible air effects other than damage (e.g., a spell that paralyses the subject with winds or causes embolism) simply fail, as though the subject had successfully resisted.
Statistics: Damage Resistance 10 (Absorbs Knockback, +40%; Force Field, +20%; Limited, Air/Wind, -40%; Sorcery, -15%) [52.5] + Immunity to Noxious Air Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Air/Wind, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+57.5].
 
Personal Resist Lightning
Keywords: None.
Full Cost: 52.5 points for level 1 + 37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become virtually immune to electricity. You and all of your gear have DR equal to (spell level)x10 against electricity – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible electric effects other than damage (e.g., psionic Confuse to stun you) simply fail, as though you had successfully resisted. In addition, all of your DR is considered nonmetallic and nonconductive for the purpose of resisting electrical penetration, and none of your gear can be “shorted out” by electricity.
Statistics: Damage Resistance 10 (Force Field, +20%; Limited, Electricity, -40%; Sorcery, -15%) [32.5] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Electricity, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. “Immunity to Electrical Conduction” protects implants like cybernetics from being surged by electricity; adding Force Field extends this to carried gear and prevents metallic armor from being reduced to DR 1 against an electrical attack. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
 
Personal Stinkguard
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You lose your sense of smell.
Statistics: Controllable Disadvantage (No Sense of Taste/Smell, Smell Only; Cosmic, No die roll required, +100%; Sorcery, -15%) [2].
 
Personal Walk on Air
Keywords: None.
Full Cost: 17 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stops in thin air, unharmed. Otherwise, you hit the ground for normal falling damage (see Falling, p. B431).
Statistics: Walk on Air (Sorcery, -15%) [17].
 
Personal Walk on Fluid
Keywords: Buff.
Full Cost: 31 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
 
Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall! You may attempt one DX roll per second of falling. If you succeed, you stops in thin air, unharmed. Otherwise, you hit the ground for normal falling damage (see Falling, p. B431).
In addition, you can walk on the surface of any liquid as if it were solid ground. You move at your usual ground Move. This doesn’t protect you from any damage that you would take from coming into contact with the liquid, however. You can’t traverse volcanic lava or boiling acid without taking damage!
Statistics: Walk on Air (Sorcery, -15%) [17] + Walk on Liquid (Magical, -10%) [14].
 

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