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Old 11-13-2022, 07:09 AM   #13
Pursuivant
 
Join Date: Apr 2005
Default Re: GURPS version of Ghostly Reload D&D spell?

My preference would be for a specialized variant of Dancing Object which allows the caster to specify multiple actions, but only to reload a given weapon.

Here's my TMI suggestion:

Dancing Reload Regular

Movement College

As for Dancing Object, but specialized to reload weapons with a complex, multi-turn loading sequence such as bows, crossbows, or muskets. It can be used to reload heavier weapons, but at considerably increased energy cost.

For the spell to work, the weapon must be in usable condition and must be supplied with suitable ammunition and reloading gear. While the spell lasts, it reloads itself as necessary.

The caster can specify that the weapon, its ammunition, and reloading gear remain in a single hex or follow a specific person.

In the former case, the weapon reloads itself and gently falls to the ground when the sequence ends. It only begins the next reload sequence on the turn after it is fired. Anyone can Ready the weapon and fire it normally, but it, loading equipment, and unused ammunition always returns to the specified hex, flying through the air at Move 10. Reloading doesn't begin until the items return to the specified hex and the spell ends if they are unable to reach their destination. If multiple ammunition types are available, the caster can specific a certain loading order when they cast the spell or let the spell choose randomly.

Alternately, the caster can specify that the weapon shoots as soon as it is reloaded, firing in a direction, or at a specific hex, specified when they cast the spell. Such shots are considered to be "Wild Shots" which can't be aimed, have a -10 penalty to skill, and always miss on a roll of 10 or higher on 3d.

In the latter case, the user must carry the weapon, ammunition, and reloading equipment as Encumbrance, but the weapon is temporarily bound to them. At the end of the reload sequence, it springs to their hands, allowing them to Ready it normally on their next turn. Additionally, the user can specify the ammunition the weapon loads and exact reloading process (e.g., careful loading for black powder weapons) as a free action when each loading cycle begins.

On the turn after the weapon is triggered, the user can drop it as a free action, allowing it to reload itself as they do other things. If the user moves, it travels with them, remaining in an adjacent hex, up to a maximum of Move 10.

Alternately, the user can hold the weapon (possibly in just their "off" hand) as it reloads. This allows the weapon and other equipment to travel with the user, regardless of speed. If the user is affected by the Haste or Great Haste spells, holding onto the weapon also reduces reloading times just as if they were loading the weapon themselves.

Foes can attempt to destroy the weapon or reloading equipment, targeting them normally but with an additional -2 penalty to hit due to unpredictable movement. Destruction of the weapon, or required reloading equipment, ends the spell.

If the spell is cast in conjunction with magic items which reduce reloading time (e.g., Quick-Draw Quivers), those items reduce the weapon's loading time normally.

If the spell is cast on an unattended weapon, effective skill to load it is equal to the caster's spell skill or appropriate weapon skill, whichever is lower. If the spell is linked to a specific user, effective skill is the lower of the caster's spell skill or the user's weapon skill.

If the caster knows Quick Draw (Ammunition) or Quick Draw (Reloading) for a given weapon type, they can attempt to reduce the weapon's reloading time by making a Quick-Draw skill roll just before they cast the spell. Success reduces the reloading time normally. Failure gives a penalty equal to the caster's Margin of Failure to cast the spell. Critical Failure means the spell automatically fails.

The spell ends if the weapon runs out of ammunition or reloading supplies, if it suffers a Malfunction, or if it or any item of reloading equipment breaks. If the weapon was only part of the way through its reloading sequence when the spell ends, the GM must determine the time required to complete the rest of the reload sequence.

At the GM's option, this spell can be TL-based, requiring a different spell variant for each TL. TL for weapon types is based on the TL at which they were introduced, rather than TL of a given weapon. For example, Dancing Reload/TL0 is needed to reload bows, even if the spell's subject is a TL8 compound bow.

Duration: 10 sec. or duration of one reloading sequence, whichever is greater.

Cost: 1 point of energy per 3 seconds normally required to reload the weapon, to a maximum of 5 points of energy maximum. Same cost to maintain. Multiply casting & maintenance costs by 1 per 5 lb. of ammunition weight over 1 lb.

Time to Cast: 1 second.

Prerequisite: Dancing Weapon.

Items: a) Any item, typically staff, wand, clothing, or jewelry. Allows the user to cast this spell. Energy cost to create: 350. b) Any item, typically clothing, jewelry, or similar item. Allows the user to cast this spell on any weapon they are carrying. Energy cost to create: 300. c) Any suitable weapon. Allows the user to cast this spell on the weapon, and associated ammunition and reloading gear. Energy cost to create: 150 times the basic casting cost.

Last edited by Pursuivant; 11-13-2022 at 07:27 AM.
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