Thursday 27 July 2017

Sorcery: Fire Spells II

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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