Magic: Water Spells
And here are some water spells. Most of the ice spells deal impaling or crushing damage, so I've decided to convert some cold spells that deal burning (no incendiary) damage to make cold resistance of some creatures more useful.
Freezing Sphere
Missile
Creates an ice sphere that affects
both its target and things nearby. This has 1/2D 25, Max 50, Acc 1. Can be
thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The
target and anyone closer to the target than one yard takes full damage. Those
further away divide damage by three times their distance in yards (round down).
A Freezing Sphere also extinguishes
fires and freezes water (6-inch thick layer of ice) in a radius equal to the
number of dice of damage it deals.
Cost: Any
amount up to twice your Magery level per second, for three seconds. The freezing
sphere does 1d burning damage per full 2 points of energy. This damage cannot
set anything on fire, as it comes from extreme cold, not heat.
Time to cast:
1 to 3 seconds.
Prerequisite:
Magery 1, Freeze, Ice Sphere.
Item
Staff or wand – the bolt is fired from the end
of the item. Energy cost to create:
1,200; must include a sapphire worth $500. Usable only by mages.
Polar Ray
Missile
Fire a ray of intense cold from one
hand. Use Innate Attack (Beam) to hit. This has 1/2D 25, Max 50, Acc 1. When it
strikes something, it vanishes in a puff of frost.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1 fatigue
damage per energy point. Treat FP lost to the
attack identically to FP lost to cold for all purposes, notably recovery (see B430).
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Cold.
Item
Staff or wand – the ray is fired from the end
of the item. Energy cost to create:
800; must include a sapphire worth $400. Usable only by mages.
Ray of Frost
Missile
Fire a ray of frost from one hand.
Use Innate Attack (Beam) to hit. This has 1/2D 25, Max 50, Acc 1. When it
strikes something, it vanishes in a puff of frost.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d
burning
damage per energy point. This damage cannot set
anything on fire, as it comes from extreme cold, not heat.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Freeze.
Item
Staff or wand – the ray is fired from the end
of the item. Energy cost to create:
800; must include a sapphire worth $400. Usable only by mages.
Wall of Ice
Regular
Creates an ice wall. The Wall of Ice
is four yards high. Higher walls are possible at a proportionately increased
energy cost (double for double height, etc). The wall is 3’ thick. Each hex or
10-square-foot area has HP 30 and DR 50. Repeated impaling, piercing, and large
piercing attacks against the same small spot (an area with SM 0 or less) lower
DR at that specific point as if it were semi-ablative; repeated burning,
corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce
DR at that point as if it were ablative. DR never falls below 3.
Duration: 10
minutes.
Cost: 2 per
yard length to cast. Same cost to maintain.
Prerequisite:
Create Ice.
Item
(a) Staff. Usable only by mages. Energy cost to create: 300. (b) A Wall of
Ice may be made permanent at an energy cost of 100 times normal.
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