Saturday, 28 January 2017

Magic: Water Spells

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.

No comments:

Post a Comment