Wednesday, 22 March 2017

Sorcery: Fire Spells

Sorcery: Fire Spells

Most of the fire spells were printed in Pyramid #3-63, where Sorcery was first introduced, but there still are a few missing spells. Let's finish the job. Breathe Fire is a simple jet attack. Burning Death is a curse that makes the subject burn from within (while you can't apply Resistible to burning attacks, HT rolls represent the way to stop Cyclic damage). Burning Touch enchants the caster's hand with fire. Fire Cloud is an area attack. Flaming Armor is a useful buff when fighting grappling monsters, especially in dark caves. Essential Flame is a more powerful variant of Create Fire.

Breathe Fire
Keywords: Jet, Obvious.
Full Cost: 4.5 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.

A 10-yard jet of flame erupts from your mouth, much like the long tongue of a flamethrower. 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. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [4.5/level].

Burning Death
Keywords: Resisted (HT).
Full Cost: 20 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: 5 seconds.

The caster must touch the subject to cast this spell. The subject begins to burn from within, taking 1d-1 burning damage each second for 5 seconds. DR does not protect. Each second the subject may resist the damage by making a successful HT roll. If the roll is a critical success, then the spell stops.
If the subject loses ½ of his HP or more to this spell, he begins experiencing terrible pain (B428) until he is healed above this threshold. Once the subject dies from this spell, his body bursts into flame and burns until only a little pile of ashes remains.
Undead beings are not affected by this spell.

Statistics: Burning Attack 1d-1 (Accessibility, Only on living beings, -10%; Based on HT, +20%; Cyclic, 1 second interval, 4 seconds, +200%; Melee Attack, Reach C, Cannot Parry, -35%; Malediction 1, +100%; Sorcery, 15%; Symptoms, ½ HP, Terrible Pain, +120%) [20].

Burning Touch
Keywords: Obvious.
Full Cost: 2.5 points/level*.
Casting Roll: None. Use unarmed combat skill or DX to hit.
Range: Touch.
Duration: Instantaneous.

This spell charges the caster’s hand with fire. The caster must touch the subject to trigger this spell. The touch deals 1d burning damage per level of this spell.
Statistics: Burning Attack 1d (Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%) [2.5/level*].
* Calculate the total cost and round up.

Essential Flame
Keywords: Area (Leveled).
Full Cost: 17 points for level 1 + 2.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.

You may create a patch of Essential Flame, which will burn regardless of fuel for the next five minutes. Any mage can tell the difference by looking. It cannot be extinguished by ordinary water or ordinary magic, but only by a similar quantity of Essential Water or by a Dispel Magic spell. If there is fuel available, it will begin spreading immediately and will continue to burn on its own afterward.
The basic (17-point) version of this spell lets you create fire in up to a two-yard radius. Every additional 2.5 points double this radius: four yards for 20 points, eight yards for 22 points, and so on. You may always choose to affect a smaller area.
Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; Cosmic, Cannot be extinguished by normal means, +100%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [17]. Improved versions add Area Effect (+50%/level) [+2.5*].
* Calculate the total cost and round up.

Fire Cloud
Keywords: Area (Leveled).
Full Cost: 4 points for level 1 + 1 point/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

Creates a ground-level cloud of swirling flames. It does not block vision, but it inflicts burning damage to anyone standing in it. To place the effect 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.
Every creature in the area takes 1d-2 burning damage per turn.
The basic (4-point) version of this spell covers a two-yard radius. For each additional point, you may double this radius; e.g., four yards for 5 points, 8 yards for 6 points, or 16 yards for 7 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Burning Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [4]. Further levels add Area Effect (+50%) to the advantage [+1].

Flaming Armor
Keywords: Buff.
Full Cost: 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in fire that deals 1d-1 burning damage to enemies who touch his body. The subject also sheds light as a torch.
Statistics: Affliction 1 (HT; Advantage, Flaming Armor, +70%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [19]. Note: “Flaming Armor” is Burning Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [6] + Illumination (Magical, -10%) [1].

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