The Power of Sorcery: Air

In Pyramid #3/63, Jason "PK" Levine presented The Power of Sorcery, a system of magic which allows for magical improvisation as well as known spells in the form of advantages. In that article, PK gave a selection of Fire spells converted from GURPS Magic as worked examples.

I've been converting more spells from Magic into sorcerous advantages. Here's 15 spells from the Air college.

Air Jet

Basic Cost: 6 points.
Casting Roll: None (Innate Attack (Beam) to aim).
Duration: Instantaneous.

You shoot a thin jet of air at the target. This jet does 3d cr with double knockback. The jet can cause blunt trauma, but it does not cause actual wounding. The jet has Max 10 and no 1/2D.

Statistics: Crushing Attack 3d (Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased Range, 1/2D x10, +15%; Magic, -10%; No Wounding, -50%; Reduced Range, /10, -30%) [6].

Air Vision

Basic Cost: 11 points/level.
Casting Roll: None.
Duration: Indefinite.

You can see clearly through smoke, fog, dust, sand, etc. To find the distance you can see, look up your level of Air Vision on the Size column of the Size and Speed/Range Table (p. B550) and use the corresponding Linear Measurement. So, a sorcerer with Air Vision 5 would be able to see clearly through 15 yards of airborne concealment.

Statistics: Penetrating Vision (Extreme Range Only, +50%; Magic, -10%; Specific, Air contaminants, -30%) [11/level].
Extreme Range 
The following special enhancements are available for Penetrating Vision. 
Extreme Range: You can see through much greater amounts of material with effort. In addition to the normal 6 inches per level, by paying 1 FP, you can increase your range dramatically. Look up your level of Penetrating Vision on the Size column of the Size and Speed/Range Table (p. B550) and use the corresponding Linear Measurement as the amount of material your vision can penetrate. This lasts for one minute per FP you spend. +100%. 
Extreme Range Only: As Extreme Range, but you must spend 1 FP per minute and use the extended range. +50%.

Body of Air

Basic Cost: 58 points.
Casting Roll: None (Innate Attack (Beam) to aim).
Duration: 3 minutes.

The target of this “buffing” spell becomes vaporous, gaining the Body of Air meta-trait (p. B262). Equipment they are carrying does not transform with them.

Statistics: Affliction 1 (Advantage, Body of Air, +360%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magic, -10%) [58].

Concussion

Basic Cost: 40 points.
Casting Roll: None (Innate Attack (Projectile) to aim).
Duration: Instantaneous.

You project a ball of compressed air that explodes for 2d cr exp. The explosion is loud; anyone within 8 yards must roll HT or be stunned for a number of seconds equal to their margin of failure. Protected Hearing gives +5 to this roll.

Statistics: Affliction 1 (HT; Area Effect, 8 yards, +150%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%) [25] + Crushing Attack 2d (Explosion, +50%; Link, +10%; Magical, -10%) [15]. 

Create Air

Basic Cost: 22 points.
Casting Roll: IQ.
Duration: Instantaneous.

You create fresh, clean air filling a 5-yard radius area you are touching. When cast where there is already air, it produces an outward breeze. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! This spell cannot be cast inside a living being.

Note: Material created with the Create advantage is usually not permanent unless the character pays a character point. In this case, as the only product is air, and it cannot burst a container or have any other gross effect, we wave this cost.

Statistics: Create Air 5 (Costs Fatigue, 1 FP, -5%; Magical, -10%) [22].

Destroy Air

Basic Cost: 22 points.
Casting Roll: IQ.
Duration: Instantaneous.

You destroy all the air in a 5-yard radius area you are touching. This can create a vacuum within a very strong vessel, but in open air it just causes a momentary thunderclap as surrounding air rushes in. This effect does 1d-2 cr damage to anyone in the area of effect who fails a HT roll. Any beings with the Body of Air meta-trait (p. B262) take 2d damage. In certain situations (e.g., in an airtight room) this spell can be much deadlier, leaving no air to breathe.

Statistics: Create Air 5 (Costs Fatigue, 1 FP, -5%; Destruction Only, +0%; Magical, -10%) [22].

Explosive Lightning

Basic Cost: 42 points.
Casting Roll: None (Innate Attack (Beam) to aim).
Duration: Instantaneous.

As Lightning (below), but the bolt deals 3d-1 burn ex sur damage.
This is also a Weather spell.

Statistics: Burning Attack 3d-1 (Cosmic, Metal armor protects at DR 1, +100%; Costs Fatigue, 1 FP, -5%; Explosion, +50%; Magical, -10%; Side Effect, Stunning, +50%; Surge, +20%) [42].

Lightning

Basic Cost: 30 points.
Casting Roll: None (Innate Attack (Beam) to aim).
Duration: Instantaneous.

You throw a bolt of lightning at a target which deals 2d+1 burn sur damage. Treat any metal armor as DR 1 against this spell! If the target is wounded, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover.
This is also a Weather spell.

Statistics: Burning Attack 2d+1 (Cosmic, Metal armor protects at DR 1, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Side Effect, Stunning, +50%; Surge, +20%) [30].

Lightning Weapon

Basic Cost: 16 points.
Casting Roll: None (Innate Attack (Beam) to aim).
Duration: 3 minutes.

This “buffing” spell charges a melee weapon with lightning. On any hit that penetrates DR, the weapon deals an extra 1d burn sur as a follow-up. 
This is also a Weather spell.

Statistics: Affliction 1 (Advantage, Burning Attack 1d (Accessibility, Melee weapons only; Follow-Up, Universal; Surge), +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%) [16].

Purify Air

Basic Cost: 15 points.
Casting Roll: None.
Duration: Instantaneous.

You remove contaminants from the air in a 5-yard radius area you are touching. This will eliminate dust or sand that impedes vision, remove poison gases, and get rid of foul smells.

Statistics: Control Air 5 (Cosmetic, -80%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [15].

Shape Air

Basic Cost: 22 points.
Casting Roll: None.
Duration: Indefinite.

You can move the air within a 3-yard radius area you are touching however you like. You cannot cause air to move fast enough to damage or move other objects, but you can shape fog, clouds, and the like.

Statistics: Control Air 3 (Costs Fatigue, 1 FP, -5%; Magical, -10%) [22].

Shocking Touch

Basic Cost: 25 points.
Casting Roll: None (Brawling to touch).
Duration: Indefinite.

On a successful touch, you deal 1d+1 burn sur to the target. DR does not protect from this damage.
This is also a Weather spell.

Statistics: Burning Attack 1d+1 (Cosmic, Irresistable Attack, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Surge, +20%) [25].

Stench

Basic Cost: 45 points.
Casting Roll: None (Innate Attack (Projectile) to aim).
Duration: 30 seconds.

You create a cloud of noxious gas with a 4-yard radius. Everyone within the cloud is suffocating (see Suffocation, p. B436) and must make a HT roll every second or take 1d toxic damage. The cloud persists for 30 seconds, but it will drift with the wind.

Statistics: Toxic Attack 1d (Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Persistant, +40%; Resistable, HT, -30%; Respiratory Agent, +50%) [12] + Fatigue Attack 1 pt (Area Effect, 4 yards, +100%; Drifting, +20%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Persistant, +40%; Respiratory Agent, +50%; Suffocation, +0%) [33].

Walk on Air

Basic Cost: 17 points.
Casting Roll: None.
Duration: Indefinite.

You can walk on air, as per the Walk on Air advantage (p. B97). If you would fall for any reason, the spell is broken. If you cast it again immediately, you fall for only one second (about 5 yards) and then “land” on air (taking 1d damage)–unless you hit the ground before then.

Statistics: Walk on Air (Costs Fatigue, 1 FP, -5%; Magic, -10%) [17].

Wall of Wind

Basic Cost: 39 points.
Casting Roll: None.
Duration: 30 seconds.

You create a wall of wind that is one-yard wide and 12 yards long, shaped however you want. The wind kicks up any dust, sand, or debris in its area, impeding vision. Anyone coming into contact with the wall takes the equivalent of 6d of crushing damage for the purpose of knockback but no wounding or blunt trauma. If this “damage” is not enough to produce knockback, the character can proceed through the wall.

Projectiles fired through the wall may be slowed. Roll 3d and subtract that much from the damage of any successful attack with a slow projectile (arrows, sling bullets, etc.). Divide the result by 5 before subtracting from the damage of fast projectiles, like firearms bullets. Energy attacks are unaffected.


Statistics: Crushing Attack 3d (Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Extended Duration, 3x, +20%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Persistant, +40%; Wall, +60%) [39].

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