Wednesday 27 September 2023

Wizardry: Air Spells I

Wizardry: Air Spells I

Air Walk is actually a divine-only spell in D&D, but I think it makes sense as an arcane spell too. Since this is a very powerful effect with a long duration, I decided to increase the FP cost and make casting time long. By doing this, I also brought down the price to neat and round 20 and 35 points. Pentaphilia! Gaseous Form grants the subject a variant of the Body of Air meta-trait. Gust of Wind is a reworked Air Jet from Sorcery. Now it's not a jet, but a 1-yard-cone that uses the rules from GURPS Dungeon Fantasy Monsters 4: Dragons. Finally, Wind Wall is a reworked variant of my Wall of Wind. Replaced Affliction that gives Blindness with Obscure Vision, and made it much cheaper.

    Air Walk
    Keywords: Buff.
    Full Cost (Self): 20 points.
    Full Cost (Touch): 35 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.

    Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing him to walk up and down “invisible stairs” at his ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, he falls! The subject may attempt one DX roll per second of falling. If he succeeds, he stops in thin air, unharmed. Otherwise, he hits the ground for normal falling damage (see Falling, p. B431).
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Air Walk, +180%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Air Walk” is Walk on Air (Magical, -10%) [18]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].

    Gaseous Form
    Keywords: Buff.
    Full Cost (Self): 30 points.
    Full Cost (Touch): 45 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 3 minutes.

    The subject gains the Gaseous Form meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Gaseous Form, +300%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [30]. Note: “Gaseous Form” is Alternate Form (Gaseous Form; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [30]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
    * A meta-trait: ST 0 [-100]; HP+10 [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; No Eyes) [105]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 16 points.

    Gust of Wind
    Keywords: Cone, Obvious.
    Full Cost: 6 points/level.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.

    This spell creates a severe blast of air (approximately 50 mph) that originates from you. This gust does 1d crushing damage per level, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
    This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
    Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
    Statistics: Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Magical, -10%; No Blunt Trauma, ‑20%; No Wounding, Except against diffuse targets, ‑25%; Reduced Range, 1/10, -30%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [6/level].

    Wind Wall
    Keywords: Area (Leveled), Obvious.
    Full Cost: 35 points for level 1 + 8 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: 10 seconds.

    This spell conjures a wall of wind. You do not have to concentrate to maintain it, Wind Wall is “fire and forget.” It can be cast repeatedly, allowing the caster to put up multiple walls as needed, but each wall dissipates once the duration runs out.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wind Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wind Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
    Low-tech missiles are buffeted off course as they cross the wall, and suffer a -6 penalty to hit. High-tech bullets suffer a -2 penalty to hit. Any creature trying to cross the wall, takes 4d knockback damage in a random direction. The wall also churns up loose ground material, such as dust, small leaves, insects, and twigs, if there are any in the area. Thus, any Vision rolls made through the wall are at -3.
    Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Impedes Missile, +50%; Double Knockback, +20%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [24] + Obscure 3 (Vision; Environmental, Debris present, -20%; Link, +10%; Magical, -10%; Ranged, +50%; Requires gestures, -10%; Requires magic words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [11]. Additional levels increase Area Effect (+50%) to both advantages [+8].

No comments:

Post a Comment