Sorcery: Lightning Spells IV
Let's convert two lightning/electricity spells from Patyrsun's Codex Arcanum.
Arc
Keywords: Jet, Obvious.
Full Cost: 15 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.
A 10-yard jet of lightning erupts from your hand. Use Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning surge damage with dice equal to your level of this spell. 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 injury, or be physically stunned. On subsequent turns, they can roll HT to recover. The spell has no 1/2D range. Lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. The GM must determine what the maximum level available in the campaign is.
This jet lasts until the beginning of your next turn, allowing you to parry incoming attacks with it. If a parry is successful, your jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if you cast it every turn, it never “flickers out” and you can continue to attack with it normally.
Statistics: Burning Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; Nuisance Effect, Behaves erratically around conductors, -5%; Reflexive, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.
Forked Lightning
Keywords: Obvious.
Full Cost: 15.5 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of lightning that does 1d burning surge damage per level. 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 injury, or be physically stunned. On subsequent turns, they can roll HT to recover. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics: Burning Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15.5/level].
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