Magic: Air Spells
So far I have made four additional colleges for GURPS Magic - Gravity, Poison, Time, and Force. Let's expand on the existing ones. To look for inspiration I decided to skim Dungeons and Dragons 3.5 Player's Handbook. I've found only 4 spells that do not seem to have an analogue in GURPS Magic. Call Lightning is just Lightning that hits from above. Chain Lightning hits multiple targets. Both of these spells also are Weather spells. Another Air/Necromantic spell is Cloudkill - it creates a toxic cloud. And Whispering Wind is an Air/Sound spell that allows the caster to send a message on the wind.
Additionally, I'm going to update the domain posts with these new spells and spells I find from other sources.
Call Lightning
Missile
The caster attracts a bolt of
lightning and forces it to strike from the sky, causing burning surge damage to
the subject. This bolt has 1/2D 50, Max 100, Acc 3. Metal armor provides only
DR 1; other armor protects fully. Wooden shields may be held overhead as
described under Rain of Fire (GURPS Magic,
p. 74); metal shields provide no protection! This spell can only be cast
outdoors during a storm.
This is also a Weather spell.
Cost: Any
amount up to your Magery level per second, for three seconds. The bolt does 1d-1
burning surge damage per energy point.
Time to cast:
1 to 3 seconds (the caster’s fingers sparkle as the spell builds).
Prerequisites:
Magery 1 and Lightning.
Item
Staff or wand. Usable only by mages. Cost to create: 800 energy, $1,200 for
platinum decorations.
Chain Lightning
Missile
The caster throws a lightning bolt
at the target, causing burning surge damage to the subject, and then the bolt
arc to another target. This bolt has 1/2D 50, Max 100, Acc 3. For each arc make
another skill roll to hit, but consider the previous target the origin point of
the attack. If the arcing strike hits, it deals 1d-1 damage less than the
previous strike. If the damage was reduced to 0, or the arcing strike misses,
then the lightning dissipates. Metal armor provides only DR 1; other armor
protects fully.
This is also a Weather spell.
Cost: Any
amount up to your twice Magery level per second, for three seconds. The primary
bolt does 1d-1 burning surge damage per 2 energy points.
Time to cast:
1 to 3 seconds (the caster’s fingers sparkle as the spell builds).
Prerequisites:
Magery 2 and Lightning.
Item
Staff or wand. Usable only by mages. Cost to create: 1,500 energy, $1,500 for
platinum decorations.
Cloudkill
Area
Creates a ground-level cloud of
toxic gases. It does not block vision, but it inflicts toxic damage to any
living creatures standing in it. Sealed creatures are immune to this damage.
This is also a Necromantic spell.
Duration: 10
seconds.
Base cost: 1
to 5; the cloud inflicts 1 point of damage per second for every point of energy
put into the base cost.
Time to cast:
1 to 5 seconds, depending on base cost. Cannot be maintained.
Prerequisites:
Shape Air and Devitalize Air.
Item
Staff, wand, or jewelry. Usable only by mages. Cost to create: 150 energy, $500 in
platinum, and a $500 opal.
Whispering Wind
Regular; Resisted by spells that block sound
Send a spoken message or sound on
the wind to a designated spot. Use the long-distance modifiers (GURPS Magic, p. 14). The whispering wind
travels to the specified location, provided that it can find a way to the
location. If the caster is unfamiliar with the designated place, he is at -2.
A whispering wind is as gentle and
unnoticed as a zephyr until it reaches the location. It then delivers its
whisper-quiet message or other sound. Note that the message is delivered
regardless of whether anyone is present to hear it. The wind then dissipates. Silence,
Wall of Silence, and Noise will resist the incoming message.
You can cause the whispering wind to
move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When
the spell reaches its objective, it swirls and remains in place until the
message is delivered.
This is also a Sound spell.
Duration: Until
delivered.
Cost: 1 per
15 seconds of message duration.
Time to cast:
Equal to the message’s duration, as spoken by the caster.
Prerequisites:
Great Voice and Wind.
Item
A conch one speaks into while concentrating on
a mental picture of the target location. Energy
cost to create: 1,000.
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