Friday 30 December 2016

Sorcery: Cryomancy Expanded

Sorcery: Cryomancy Expanded

Even though I have already posted some ice spells, there are many other cool possible spells left. Let us expand the ice spell list even more, looking in GURPS Magic and other RPG works for inspiration.

Flesh to Ice
Keywords: Resisted (HT).
Full Cost: 61 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

“Petrifies” a living subject (and all his gear!) into ice! If he fails to resist, his body and anything he is carrying become ice. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53). Stone to Flesh removes this effect with a -4 penalty, unless the person attempting to remove the effect also knows Flesh to Ice. The subject melts naturally, if the temperature is above freezing.
Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [61].


Freezing Fog
Keywords: Area (Leveled).
Full Cost: 31 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with light blue freezing fog. This gives -3 to all vision rolls made through it using normal vision or Infravision. To place the fog cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Additionally, every creature in the area of effect takes 1d-2 points of fatigue damage per second. This damage ignores DR, unless the creature has Sealed. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, B430). Targets that take 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).
Statistics: Obscure Vision 3 (Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [12] + Fatigue Attack 1d-2 (HT; Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Fixed Duration, +0%; Freezing, +20%; Link, +10%; Persistent, +40%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%; Variable, Area, +5%) [19]. Further levels add Area Effect (+50%) to both advantages [+5].

Ice Dagger
Keywords: Missile, Obvious.
Full Cost: 4.8 points/level*.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a razor-sharp icicle at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d-1 impaling damage per level of this spell. The missile can be blocked. The GM must determine what the maximum level available in the campaign is.
Statistics: Impaling Attack 1d-1 (Blockable, -5%; Sorcery, -15%) [4.8/level*].
* Calculate the total cost and then round up.


Icy Breath
Keywords: Jet, Obvious.
Full Cost: 8.5 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of ice and cold air erupts from your mouth. Use Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell. This damage cannot set anything on fire, as the damage comes from extreme cold. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, 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.
Statistics: Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [8.5/level].
  
Icy Touch
Keywords: Obvious.
Full Cost: 30 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Permanent, until destroyed, or until the victim breaks free.

You freezes the victim in ice. Roll DX or an unarmed combat skill to touch your subject. On a hit, your victim is pinned (see B370) and rooted in place. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the ice bonds with an Innate Attack, or to try to break free using ST (not Escape skill). The ST of this effect is equal 15, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds. Treat FP lost to failed attempts to break free as freezing (see Cold, p. B430), but the victim does not become helplessly entangled on 17-18. Alternatively, he may try to destroy the ice bonds with an Innate Attack (they hit automatically). External attacks on the ice bonds take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, B392).
The ice bonds have DR 5. Each point of damage reduces ST by one. At ST 0, the ice bonds are destroyed and the victim is freed. If the temperature is above freezing, the ice bonds melt naturally, losing 1 point of ST every 10 minutes.
Statistics: Binding 15 (Engulfing, +60%; Melee Attack, Reach C, Cannot Parry, -35%; Melts Naturally, -10%; Sorcery, -15%) [30].

    Rain of Ice Daggers
    Keywords: Area (Leveled).
    Full Cost: 9 points for level 1 + 2 points/level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    You cause razor-sharp icicles to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d-2 impaling damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the area affected.
    Statistics: Impaling Attack 1d-2 (Area Effect, 5 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect, +50% [+2].

Wall of Ice
Keywords: Obvious.
Full Cost: 29 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 translucent wall of ice. You do not have to concentrate to maintain it, Wall of Ice is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall has a certain number of HP and dissipates once those are exceeded (or 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 Ice 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wall of Ice 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.
Each wall has DR 6 and HP 1. A square yard of a wall melts naturally in 3 minutes, if the temperature is above freezing.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Melts Naturally, -10%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [29]. Additional levels increase Area Effect (+50%) [+5].


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