Saturday, 21 May 2022

Sorcery: Personal Fire Spells

Sorcery: Personal Fire Spells

Fire buffs converted into personal indefinite spells.
 
Personal Banefire Shield
Keywords: None.
Full Cost: 47 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become sheathed in banefire – sickly green fire from the Realms of the Dead - that deals 1d-1 burning damage to enemies who touch your body and ages them 1d-1 years. Banefire only affects living creatures, causing them to age rapidly. The banefire sticks to the target, damaging it again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
Statistics: Ageing Attack 1d-1 (Accessibility, Only on living, -10%; Aura, +80%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Link, +10%; Melee Attack, Reach C, -30%; Resistible, Will, -30%; Sorcery, -15%) [37] + Burning Attack 1d-1 (Accessibility, Only on living, -10%; Aura, +80%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Link, +10%; Magical, -10%; Melee Attack, Reach C, -30%; Resistible, Will, -30%) [9] + Illumination (Magical, -10%) [1].
 
Personal Body of Flames
Keywords: None.
Full Cost: 21 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You gain the Body of Fire 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 Fire*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [21].
* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [6]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; DR 10 (Limited: Heat/Fire, -40%) [30]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators [-50]; Weakness (Water; 1d/minute) [-40]; and Taboo Trait (Fixed ST) [0]. 6 points.
 
Personal Deflect Energy
Keywords: None.
Full Cost: 30 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell gives the you a deflective barrier that diverts incoming energy attacks, giving you +3 to dodge them.
Statistics: Enhanced Dodge 3 (Limited, Energy, -20%; Sorcery, -15%) [30].
 
Personal Flaming Armor
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become sheathed in fire that deals 1d-1 burning damage to enemies who touch your body. You also shed light as a torch.
Statistics: Burning Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [6] + Illumination (Magical, -10%) [1].
 
Personal Mask Heat
Keywords: None.
Full Cost: 8 points or 37 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
Heat emanated by you and all of your carried equipment becomes masked, letting you blend in with the surrounding when viewed with Infravision. The basic version (8-point) of this spell gives a -2 penalty to Vision rolls to see you with Infravision and -2 penalty to attacks against you that rely on Infravision. This is usually enough for normal situations, where a living being stands out from the thermal background. The improved version (37-point) of this spell makes you completely invisible to Infravision, which is enough to even negate the +10 bonus to spot a living creature in a cave that is in thermal equilibrium.
Statistics: Obscure 2 (Infravision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [8]. “Improved Mask Heat” is Obscure 10 (Infravision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [37].
 
Personal Plasma Armor
Keywords: None.
Full Cost: 20 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become sheathed in plasma that deals 2d(2) burning damage to enemies who touch your body. You also shed light as a torch.
Statistics: Burning Attack 2d (Armor Divisor, (2), +50%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [19] + Illumination (Magical, -10%) [1].
 
Personal Resist Cold
Keywords: None.
Full Cost: 46.5 points for level 1 + 37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become virtually immune to cold. You and all of your gear have DR equal to (spell level)x10 against cold and ice – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible cold effects other than damage (e.g., a spell that freezes the flesh to grant the subject Brittle) simply fail, as though you have successfully resisted. This spell does not grant you Temperature Tolerance.
Statistics: Damage Resistance 10 (Force Field, +20%; Limited, Cold/Ice, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Cold Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Cold/Ice, -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 Resist Fire
Keywords: None.
Full Cost: 46.5 points for level 1 + 37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become virtually immune to fire. You and all of your gear have DR equal to (spell level)x10 against fire and heat – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible cold effects other than damage (e.g., a spell that burns out the eyes to blind the subject) simply fail, as though you have successfully resisted. This spell does not grant you Temperature Tolerance.
Statistics: Damage Resistance 10 (Force Field, +20%; Limited, Fire/Heat, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Fire/Heat, -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 Resist Plasma
Keywords: None.
Full Cost: 22.5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell gives you and everything you carry an extra DR 10 against damage incurred from plasma, whether from a direct attack or an environmental effect, per level of this spell.
Statistics: DR 10 (Force Field, +20%; Limited, Plasma, -60%; Sorcery, -15%) [22.5/level].
 
Personal Warmth
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
This spell keeps you warm. In game terms, it lowers his threshold for Cold (p. B430) – which is 35°F for most humans – by (HTx10)°F. This allows an average HT 10 human to be comfortable down to -65°F. This protection doesn’t blunt magical cold attacks; it affects only the ambient temperature.
Statistics: Temperature Tolerance 5 (Cold; Sorcery, -15%) [5].



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