Friday, 20 May 2022

Sorcery: Personal Earth Spells

Sorcery: Personal Earth Spells

The Earth college has quite a few buffs, so here are the personal variants of them.
 
Personal Body of Earth
Keywords: None.
Full Cost: 173 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Earth meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Earth*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173].
* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Invertebrate [-20]. 175 points.
 
Personal Body of Glass
Keywords: None.
Full Cost: 112 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Glass meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Glass*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [112].
* A meta-trait from p. 18 of Pyramid #3-114: Chameleon 1 (Always On, -10%) [5]; Doesn’t Breathe [20]; DR 1 [5]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Slippery 1 [2]; Vacuum Support [5]; Fragile (Brittle) [-15]; and Vulnerability (Sonic or Vibratory Attacks x2) [-20]. 107 points.
 
Personal Body of Stone
Keywords: None.
Full Cost: 141 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Stone meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Stone*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [141].
* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; DR 5 [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Fragile (Brittle) [-15]. 140 points.
 
Personal Digger
Keywords: None.
Full Cost: 42 points for level 1 + 10.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become able to dig tunnels wide enough for you to pass through by just walking through the earth at Move equal to twice this spell’s level. This does not require the use of hands. You may tunnel through stone at half normal Tunneling Move. The GM may wish to assess a chance that the tunnel collapses behind you. Roll each minute vs. the highest of Engineer (Mining), Prospecting-3, and IQ-4 to dig a stable tunnel, modified by Talent. This can be modified upward for hard rock and downward for soft rock or loose earth. Each halving of your Tunneling Move gives +1 on this roll.
Statistics: Tunneling (Move 2; Hands-Free, +20%; Sorcery, -15%) [42]. Each additional level adds 2 to Tunneling move [+10.5].
 
Personal Earth Vision
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell lets you see through solid earth and stone. Each level of this spell allows you to see through up to one foot of earth and stone. 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, Earth, -40%) [9]. Each level adds two more levels of Penetrating Vision [+9].
 
Personal Glass Vision
Keywords: None.
Full Cost: 5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell lets you see through glass even if it is stained or warped. Each level of this spell allows you to see through up to one foot of glass. 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, Glass, -60%) [5]. Each level adds two more levels of Penetrating Vision [+5].
 
Personal Glasswraith
Keywords: None.
Full Cost: 37 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell makes you intangible to glass and obsidian. You automatically falls through any glass floors. You will need to hold your breath on long trips (this spell does not provide air) and gain no special ability to see through glass. You may carry up to Medium encumbrance while doing this, but you cannot carry any glass objects – they fall through your body.
This spell does not make you immune to attacks with glass weapons, but makes you highly resistant to them. You are considered to be diffuse against glass attacks. It makes you immune to crippling injuries and reduces the damage you suffer from attacks with glass weapons; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). Glass foes cannot slam or grapple you! This includes all the benefits of No Blood, No Brain, and No Vitals, but only against glass attacks.
Statistics: Permeation (Glass; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything glass, -20% Nuisance Effect, Cannot turn it off, -5%) [12] + Injury Tolerance (Diffuse; Limited, Glass, -60%; Sorcery, -15%) [25].
 
Personal Mudwalker
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You do not suffer DX or Move penalties for traversing through mud.
Statistics: Terrain Adaptation (Mud; Sorcery, -15%) [5].
 
Personal Resist Earth
Keywords: None.
Full Cost: 46.5 points for level 1 + 37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become resistant to damage from earth and stone. You and all of your gear have DR equal to (spell level)x10 against earth and stone – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible earth effects other than damage (e.g., the Earthbind spell or a blinding effect of the Sand Jet spell) simply fail, as though you have successfully resisted.
Statistics: Damage Resistance 10 (Force Field, +20%; Limited, Earth/Stone, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Earth Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Earth/Stone, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
 
Personal Rockwalking
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You can walk or crawl on walls and ceilings made of rock or stone. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move.
If you are falling and trying to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, you make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Statistics: Clinging (Sorcery, -15%; Specific, Stone and Rock, -40%) [9].
 
Personal Sandstrider
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You do not suffer DX or Move penalties for traversing through sand.
Statistics Terrain Adaptation (Sand; Sorcery, -15%) [5].
 
Personal Stoneskin
Keywords: None.
Full Cost: 40 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Your skin becomes resistant to damage, like if made of stone. You gain DR 10 that covers your whole body, including the eyes. This DR is semi-ablative - every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: DR 10 (Semi-Ablative, -20%; Sorcery, -15%) [33] + Nictitating Membrane 10 (Magical, -10%; Semi-Ablative, -20%) [7].
 
Personal Tremorsense
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You can detect the location and size of objects by sensing the vibrations in the ground 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 due to the vibrations caused by your own footsteps.
To use Tremorsense, 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 you Sense roll also apply to your attack roll, but can never give you a bonus to hit.
If you are not touching the ground, this ability does not work at all! Likewise, floating enemies are invisible to Tremorsense.
Statistics: Vibration Sense (Environmental, Ground, -20%; Sorcery, -15%) [7].
 
Personal Tremorsense Invisibility
Keywords: None.
Full Cost: 74 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become invisible to tremorsense (Vibration Sense based on the contact with ground or ground-based Subsonic Hearing). You still makes noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible to tremorsense too. You get a +9 to Stealth in any situation where being detected with tremorsense would matter, if you are carrying no more than your Medium encumbrance.
Statistics: Invisibility (Tremorsense; Affects Machines, +50%; Can Carry Objects, Medium, +50%; Sorcery, -15%) [74].
 
Personal Walk on Dust
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Airborne dust is 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 dust, unharmed, if there is still any dust beneath you. Otherwise, you hit the ground for normal falling damage (see Falling, p. B431).
Statistics: Walk on Air (Sorcery, -15%; Specific, Dust, -40%) [9].
 
Personal Walk Through Earth
Keywords: None.
Full Cost: 42 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become able to pass through dirt, clay, mud, and sand as if they were not even there. You do not automatically sink into the ground; the earth beneath your feet is as solid as you wish it to be. You will need to hold your breath on long trips (this spell does not provide air) and gain no special ability to see through earth. You may carry up to Light encumbrance while doing this.
Statistics: Permeation (Earth; Can Carry Objects, Light Encumbrance, +20%; Sorcery, -15%) [42].



No comments:

Post a Comment