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. Control Fire Elemental, Create Fire Elemental, and Summon Fire Elemental deal with the fire elementals. 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: 5 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: One second.

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.
This jet lasts until the beginning of your next turn, allowing you to parry incoming attacks with it. If a parry is successful, your jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if you cast it every turn, it never “flickers out” and you can continue to attack with it normally.
Statistics: Burning Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [5/level].

Burning Death
Keywords: Resisted (HT).
Full Cost: 19 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. Armor and Resist Fire do not protect, but natural DR does. 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, 5 seconds, +250%; Melee Attack, Reach C, Cannot Parry, -35%; Malediction 1, +100%; Sorcery, 15%; Symptoms, ½ HP, Terrible Pain, +120%) [19].

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.

Control Fire Elemental
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

You can mentally dominate fire elementals you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Your victims have no initiative while under your control, and temporarily acquire Slave Mentality (B154).
Statistics: Mind Control (Accessibility, Fire Elementals Only, -60%; Puppet, -40%; Sorcery, -15%) [10].

Create Fire Elemental
Keywords: None.
Full Cost: 22 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create fire elementals. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the fire elemental appears within arm’s reach. Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
The point value of the created elemental to the same number can be up to 10 x (level squared) points – 10 points at level 1, 40 points at level 2, 90 points at level 3, and so on.
The created elemental is not under the caster’s control.
See GURPS Magic, p. 76 or GURPS Dungeon Fantasy 9 – Summoners, p. 28 for statistics of fire elementals.
Statistics: Create Fire (Magical, -10%; Reduced Fatigue Cost 3, +60%; Vital Creation, +0%) [30/level].

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: 17 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, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [17]. Notes: “Flaming Armor” is Burning Attack 1d-1 (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [4] + Illumination (Magical, -10%) [1].


Summon Fire Elemental
Keywords: None.
Full Cost: 15 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite.

This allows the caster to call a nearby fire elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent. The GM determines the elemental’s precise capabilities. If it is killed, the summoner must wait a full day to call replacements. Dismissing the fire elemental is a free action, but the caster may only dismiss him if it is physically present. The caster can only cast this spell if his character’s point total is at least 2 times bigger than the elemental’s.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
See GURPS Magic, p. 76 or GURPS Dungeon Fantasy 9 – Summoners, p. 28 for statistics of fire elementals.
Statistics: Ally (Fire Elemental; Built on 50%; Constantly, no roll required; Conjured, +100%; Minimum Duration, 1 hour, -5%; Sorcery, -15%) [15].

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