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Old 06-08-2021, 09:06 PM   #31
Michael Thayne
 
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Mighty Breath
Keywords: Missile, Obvious.
Full Cost: 1 point.
Casting Roll: None. Use Innate Attack (Breath) to aim.
Range: 2 yards.
Duration: Instantaneous.

You can exhale a constant stream of air strong enough to scatter dust and extinguish candles at two yards. No effect in combat.

Statistics: Accessory (Air Jet) [1]. Notes: This spell originally appeared in GURPS Magic: The Least of Spells, p. 6.

Last edited by Michael Thayne; 07-06-2021 at 09:46 PM.
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Old 06-10-2021, 06:22 AM   #32
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No Smell
See GURPS Thaumatolgoy: Sorcery, p. 13.

Odor
Keywords: Area (Leveled).
Full Cost: 10 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 50 minutes.

You can fill the area with any odor you are familiar with. This can make noticing any other smells within the area more difficult, giving -1 or -2 to all Smell rolls, depending on the strength of the odor. This spell cannot produce odors strong enough to produce any sort of irritating or incapacitating condition, nor does it ever inflict damage.

Statistics: Obscure 2 (Smell; Can choose specific smell, +10%; Extended Duration, 300×, +100%; Ranged, +50%; Sorcery, -15%; Variable, +5%) [10]. Further levels add Area Effect (+50%) [+2].
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Old 06-10-2021, 07:35 PM   #33
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Predict Weather
As with Cool, I would count this as an Air spell even though the canonical write-up on p. 26 of GURPS Thaumatology: Sorcery doesn't explicitly do so.

Purify Air
Keywords: None.
Full Cost: 6 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: The spell is instantaneous, but the air created is permanent.

You can turn stale or contaminated air into good, breathable air. Each casting affects a radius (in yards) up to your level of this spell.

Statistics: Create (Air, including stale or contaminated air; Medium; Transmutation Only, -50%; Ranged, +40%; Only to turn stale or contaminated air into good air, -20%; Magic, -10%) [6/level].
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Old 06-13-2021, 12:51 PM   #34
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Rain
Keywords: Area (Special).
Full Cost: 238/243/248/253/258/263/268/273/278 points for levels 1-9, plus 25.5 points for each additional level*.
Casting Roll: IQ.
Range: 0.
Duration: 50 minutes.

You can cause or prevent up to an inch of rain over the course of a little under an hour. Rain that heavy is sufficient to give -3 to vision and driving rolls, so under most circumstances this spell is sufficient to add or remove -3 in penalties from rain. However, because the game-mechanical effects of rainfall are not necessarily linear with rainfall, during exceptionally heavy rain (such as a hurricane) this spell might only be able to add or remove -1 or -2 in penalties from rain. The spell affects a radius of 0.1 × level miles, measured from your location when you cast the spell.

This is also a Water spell and a Weather spell.

Statistics: Level 1 is Control Rain 1 (Emanation, -20%; Extended Duration, 300×, +100%; Natural Phenomena, +100%; Persistent, +40%; Sorcery, -15%) [31] + Control Rain 8 (Does not increase area, -50%; Emanation, -20%; Extended Duration, 300×, +100%; Natural Phenomena, +100%; Persistent, +40%; Sorcery, -15%) [207]. Levels 2-9 remove "Does not increase area" one level at a time [+5/level]. Further levels add Control Rain (Emanation, -20%; Extended Duration, 300×, +100%; Natural Phenomena, +100%; Only to increase area, -50%; Persistent, +40%; Sorcery, -15%) [+25.5/level].

* Calculate the total cost and then round down (because level 9 costs 277.5 points before rounding).
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Old 06-14-2021, 11:31 AM   #35
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Resist Lightning
See GURPS Sorcery: Protection and Warning Spells, p. 10.

Sandstorm
Keywords: Area (Leveled).
Full Cost: 103/130/164 points for levels 1-3.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

Create a sandstorm. Any DX-based skill checks made inside the storm, and any ranged attacks passing through the area, are at -5. Anyone within must also make an ST check each second or be knocked over by the wind. Due to the flying sand, rolls to see anything inside the storm are at -2, but rolls to notice the storm itself are at +2. Anyone within the storm must make an HT roll each second or blinded by sand for that second.

This spell requires constant concentration to maintain, but as long as you maintain it, you can also make the storm larger or smaller (up to the maximum radius based on your level). You can also designate a safe "eye" inside the windstorm up to half the radius of the storm.

This is also an Earth spell.

Statistics: Level 1 is Affliction 1 (Area Effect, +50%; Blindness, +50%; Cosmic, No Attack Roll Required, +100%; Fixed Duration, +0%; Increased 1/2D, 10×, +15%; Link, +10%; No Signature, +20%; Persistent, +40%; Reduced Duration 1/180, -40%, Requires Concentrate, -15%; Requires IQ Roll, -10%; Selective Area, only to create an "eye", +10%; Sorcery, -15%; Variable, +5%) [32] + Control Air 2 (Ranged, +40%; Accessibility, only to create a windstorm, -30%; Link, +10%; Nuisance Effect, cannot move storm, -5%; Nuisance Effect, no penalty to ST rolls to remain standing, -5%; Sorcery, -15%) [38] + Control Air 3 (Does not increase area, -50%; Ranged, +40%; Accessibility, only to create a windstorm, -30%; Link, +10%; Nuisance Effect, cannot move storm, -5%; Nuisance Effect, no penalty to ST rolls to remain standing, -5%; Sorcery, -15%) [27] + Obscure 2 (Vision; Link, +10%; Ranged, +50%; Requires Concentrate, -15%; Selective Area, only to create an "eye", +10%; Sorcery, -15%; Variable, +5%) [6]. Level 2 adds Area Effect (+50%) to Affliction [+5] and Obscure [+2], and removes "Does not increase area" from two levels of Control Air [+20]. Level 3 adds Area Effect (+50%) to Affliction [+5] and Obscure [+2], completely removes "Does not increase area" [+10], and adds Control Air 3 (Ranged, +40%; Accessibility, only to create a windstorm, -30%; Link, +10%; Only to increase area, -50%; Sorcery, -15%) [27].

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Old 06-14-2021, 09:15 PM   #36
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Seek Air
Keywords: Information
Full Cost: 26 or 56 points.
Casting Roll: Per. Use IQ for analysis.
Range: Unlimited.
Duration: Instantaneous.

With the basic (26-point) version of this spell, you can immediately sense the direction to the nearest significant source of air. The GM will roll against your Per (plus Talent), minus the range penalty to the air, and inform you if you succeed.

If you do succeed, you also get a rough idea of the quantity of air present and may immediately make a follow-up IQ roll (plus Talent) to analyze what you’re detecting. If successful, the GM will give you details for each being based on your margin of success (e.g. success by 0 might only tell you the air is tainted somehow, while success by 5 might tell you it contains levels of mine gas likely to be lethal after about half an hour of exposure). If you're somewhere that obviously contains air, you must still make both rolls to analyze the surrounding air.

The improved (56-point) version of this spell works as above, except that you know the precise location of the detected air.

Statistics:
Detect Air (Sorcery, -15%) [26]. The improved version adds Precise (+100%) [+30].
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Old 06-15-2021, 09:54 PM   #37
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Shape Air
Keywords: Area (Special).
Full Cost: 19 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can control the shape of all air with an initial radius (in yards) up to your level of this spell. You can also cause the air to flow from one place to another with a Move equal to your level in this spell. You cannot split the air into multiple components – it must remain one continuous mass – but you do not have to leave it in a circular shape.

Statistics: Control Air (Accessibility, Only to shape and move air, -30%; Ranged, +40%; Sorcery, -15%) [19/level].
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Old 06-16-2021, 10:08 PM   #38
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I told you we weren't done with the electrical spells!
Shocking Touch
Keywords: Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use DX or Brawling to hit.
Range: Touch.
Duration: Instantaneous.

You deliver a powerful shock to anyone you touch, inflicting 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 penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover.

This is also a Weather spell.

Statistics: Burning Attack 1d (Melee Attack, Reach C, Cannot parry, -35%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [10/level].
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Old 06-17-2021, 08:55 PM   #39
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Spark Cloud
Keywords: Area (Leveled).
Full Cost: 7 points + 1 point/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You can create a cloud of electrical sparks that do 1d-2 burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally.

This is also a Weather spell.

Statistics: Burning Attack 1d-2 (Area Effect, 2 yards, +50%; No Signature, +20%; Persistent, +40%; Surge, Arcing, +100%; Sorcery, -15%) [6]. Further levels add Area Effect (+50%) [+1].

Last edited by Michael Thayne; 07-07-2021 at 10:52 PM.
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Old 06-18-2021, 08:09 AM   #40
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Today is my mother's last day in town for awhile, so I'm making my update for today posting the simple but long-overdue addition of a table to the write-up of Falling Sky. Tomorrow I hope to post Spark Storm, which I've been kind of dreading because it, too, is going to have a complicated table.
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