Sorcery: Blasting Spells IV
Last four blasting spells from D&D/PF. Ray of Frost is a freezing fatigue attack. Sound Burst is a deafening sonic attack. Wall of Fire conjures a wall of fire. Waves of Exhaustion deals fatigue damage in a cone.
Ray of Frost
Keywords: Missile, Obvious.
Full Cost: 19 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.
You fire a white ray of frost at a single target. Use Innate Attack (Beam) to hit, applying normal range penalties. It does fatigue damage with dice equal to your level of this spell. Treat FP lost to the spell identically to FP lost to cold (B430). Targets who took damage from this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). The GM must determine what the maximum level available in the campaign is.
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own ray of frost!
Statistics: Fatigue Attack (Freezing, +20%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [19/level].
Sound Burst
Keywords: Area (Fixed), Missile,
Obvious.
Full Cost: 34 points for level 1 + 9
points/additional level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous (but see
below).
You fire a vibrating sonic sphere that
expands to cover an area. Use Innate Attack (Projectile) to hit, applying
normal range penalties, but at +4 for targeting an area. Everyone within four
yards of that spot takes dice of burning damage equal to your level of this
spell. This damage originates from sonic vibrations – it cannot set anything on
fire. This damage does not work in the area of effect of the Silence spell or a
similar ability. The GM must determine what the maximum level available in the campaign
is.
A loud sound, like an explosion,
fills the area of effect. Everyone within must resist with HT; Protected
Hearing gives +5, Hard of Hearing gives +4, and those with Deafness are immune.
The caster is not immune to it.
Everyone who fails to resist is deafened for 10 minutes times their margin of
failure.
Statistics:
Burning Attack 1d (Area Effect, 4 yards, +100%; Environmental,
Sound-transmitting mediums, -10%; Link, +10%; Magical, -10%; No Incendiary
Effect, -10%) [9/level] + Affliction 1 (HT; Area Effect, 4 yards, +100%;
Disadvantage, Deafness, +20%; Extended Duration, 10x, +40%; Hearing-Based,
-20%; Link, +10%; No Signature, +20%; Nuisance Effect, Loud, -5%; Sorcery,
-15%) [25].
Wall of Fire
Keywords: Obvious.
Full Cost: 30 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell conjures a transparent
wall of fire. You do not have to concentrate to maintain it, Wall of Fire is
“fire and forget.” It can be cast repeatedly, allowing the sorcerer 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 Wall of Fire 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Wall of Fire 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.
Anything crossing the wall takes 2d
burning damage.
Statistics: Burning
Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%;
Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [30].
Additional levels increase Area Effect (+50%) [+5].
Waves of Exhaustion
Keywords: Obvious.
Full Cost: 16 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of negative energy
that does 1d fatigue damage per level. The spell spreads to affect everyone in
a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width
of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2
yards.
Statistics: Fatigue
Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery,
-15%) [16/level].
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