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What is your favorite spell for Urban magic?
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<blockquote data-quote="John Dallman" data-source="post: 9433966" data-attributes="member: 6999616"><p><em>Fail-Weapons</em></p><p><em></em></p><p><em>GURPS Monster Hunters,</em> using the Ritual Path Magic system</p><p></p><p>This is named after a spell in Mary Gentle's fantasy parody novel, <em>Grunts!</em> It was invented on-the-fly in the first scenario of our Florida! campaign, which was Monster Hunters in the Florida of Tim Dorsey's and Carl Hiaasen's fiction. It deactivates the primers of modern ammunition, rendering the guns our opponents were so fond of waving around useless.</p><p></p><p>The first casting was: Lesser Destroy Matter (5), weight 10lb (0), 3 yards radius (2), range 7 yards (3) duration 1 hour (3), no Greater effects, total 13 energy points. That was used on two idiots who turned up in loud shirts and expensive sports cars, waving sub-machine guns. Judging by the amount of powder cocaine on the inside of their cars, they must have been wholesalers.</p><p></p><p>A charm to take out all the ammunition on a housing estate populated by a blood-sacrifice cult was: Lesser Destroy Matter (5), weight 100lb (2), 800 yards radius (14), duration 3 hours (4), total 25, add Lesser Control Magic for the charm enchantment (5), no Greater effects, total 30 energy points. We dropped it in the centre of the estate from a small drone and it activated on impact.</p><p></p><p>Note this is <em>not</em> selective: catching the party in it deactivates their ammunition too. We didn't mind that so much: we had guns, but they were secondary to our main weapon, a were-tiger.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9433966, member: 6999616"] [I]Fail-Weapons GURPS Monster Hunters,[/I] using the Ritual Path Magic system This is named after a spell in Mary Gentle's fantasy parody novel, [I]Grunts![/I] It was invented on-the-fly in the first scenario of our Florida! campaign, which was Monster Hunters in the Florida of Tim Dorsey's and Carl Hiaasen's fiction. It deactivates the primers of modern ammunition, rendering the guns our opponents were so fond of waving around useless. The first casting was: Lesser Destroy Matter (5), weight 10lb (0), 3 yards radius (2), range 7 yards (3) duration 1 hour (3), no Greater effects, total 13 energy points. That was used on two idiots who turned up in loud shirts and expensive sports cars, waving sub-machine guns. Judging by the amount of powder cocaine on the inside of their cars, they must have been wholesalers. A charm to take out all the ammunition on a housing estate populated by a blood-sacrifice cult was: Lesser Destroy Matter (5), weight 100lb (2), 800 yards radius (14), duration 3 hours (4), total 25, add Lesser Control Magic for the charm enchantment (5), no Greater effects, total 30 energy points. We dropped it in the centre of the estate from a small drone and it activated on impact. Note this is [I]not[/I] selective: catching the party in it deactivates their ammunition too. We didn't mind that so much: we had guns, but they were secondary to our main weapon, a were-tiger. [/QUOTE]
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