Sorcery: Fire Spells II
Three more Fire spells, scattered around GURPS Magic - Death Spells and GURPS Magical Styles - Dungeon Magic. Blast Ball is an upgraded Explosive Fireball. Cremate incinerates the victim. Snuff Life's Flame kills the subject via a quick series of transmutations.
Blast Ball
Keywords: Missile, Obvious.
Full Cost: 11.5 points/level*.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
You throw a ball of fire at a single
target. Use Innate Attack (Projectile) to hit, applying normal range penalties.
It does burning damage with dice equal to your level of this spell. The attack
produces an explosion at the point of impact (on a miss, check for scatter; see
p. B414). The target takes damage normally; anything nearby receives
“collateral damage” equal to basic damage divided by the distance in yards from
the blast. The GM must determine what the maximum level available in the
campaign is.
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own fireball!
Statistics:
Burning Attack 1d (Explosion 3, +150%; Nuisance Effect, Dangerous to be
parried, -5%; Sorcery, -15%) [11.5/level*].
* Calculate the total cost then
round up.
Cremate
Keywords: Resisted (HT).
Full Cost: 26 points/level.
Casting Roll: IQ. Use DX or unarmed
combat skill to hit.
Range: Touch.
Duration: Instantaneous.
This spell instantly incinerates a victim
from within. If the subject fails to resist, roll 2d burning damage per level
of this spell. Should this harm equal or exceed the victim’s (HP score * 6),
it’s immediately fatal regardless of HT or advantages, turning the victim into
a pillar of flame. If it’s not enough to kill the victim, the victim still
takes this much damage, ignoring DR.
Victims killed by this spell –
whether by its instant death effect or total injury – leave behind flaming remains.
Treat this as ordinary fire (p. B433) that blazes for one minute if not
extinguished or fueled. Possessions are unaffected by the magic but likely to
burn in the aftermath unless fished out quickly.
Statistics: Burning
Attack 2d (Cosmic, Leaves no trace of the victim, leaves fire, +50%; Based on
HT, +20%; Based on IQ, Own Roll, +20%; Malediction 1, +100%; Melee Attack,
Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [26/level].
Snuff Life’s Flame
Keywords: Resisted (HT).
Full Cost: 66 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell turns the subject to fire
and then snuffs out the flames with an audible sound. All that’s left afterward
are the subject’s remaining possessions and a scorched spot on the scenery.
Statistics:
Affliction 1 (HT; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart
Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [66].
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