Sorcery: Prismatic Spells
This is why some D&D spells should stay in D&D. I have nothing more to say.
Prismatic Spray
Keywords: Obvious.
Full Cost: 453 points.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous or other.
You create a spray of flashing
colors. The spell spreads to affect everyone in a cone-shaped area. Cones use special
rules; see Area and Spreading Attacks
(p. B413). The cone has a maximum width of 6 yards at the spell’s maximum
range. This spell has no 1/2D range. Each sighted creature in the area resists
with its HT, and is stunned on a failed resistance roll. Should a creature fail
by 5 or more or roll a critical failure, it is additionally blinded for 5
seconds. Creatures with Protected Vision resist at +5.
Every creature in the area is
randomly struck by one or more beams, which have additional effects.
1d, 1d
|
Color
|
1-3,
1-2
|
Red
|
1-3,
3-4
|
Orange
|
1-3,
5-6
|
Yellow
|
4-5,
1-2
|
Green
|
4-5,
3-4
|
Blue
|
4-5,
5-6
|
Indigo
|
6, 1-4
|
Violet
|
6, 5-6
|
Struck
by two beams. Roll twice more and ignore any other “struck by two beams”
results.
|
Red: The
subject takes 4d burning damage.
Orange: The
subject takes 2d corrosion damage from acid.
Yellow: The
subject takes 4d burning surge damage. Metallic armor counts as DR 1 against
this attack, but nonmetallic armor protects normally. Targets stuck by this
attack must make an HT roll, at -1 per 2 points of penetrating damage, or be
physically stunned. On subsequent turns, they can roll HT to recover.
Green: The
subject takes 5d toxic damage. Sealed protects against this effect, as this is
a Contact Poison.
Blue: The
subject is turned into stone! If he fails to resist with HT, his body and
anything he is carrying become stone. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21);
countering it requires Remove Curse (GURPS
Thaumatology - Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53).
Indigo: The
subject becomes permanently hallucinating (p. B428), if he fails to resist with
Will. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove
Curse (GURPS Thaumatology - Sorcery,
p. 21).
Violet: The
subject that fails to resist with Will, is sent with his gear up to his
Extra-Heavy encumbrance to one other random plane of existence.
Statistics: Affliction
1 (HT; Cone 6, +110%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; Link,
+10%; Magical, -10%; Reduced Duration on Blindness, 1/30, -30%; Reduced Range,
1/10, -30%; Secondary Blindness, +10%; Vision-Based, +150%) [33].
Red: Burning
Attack 4d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased 1/2D,
x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [33].
Orange:
Corrosion Attack 2d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased
1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [33].
Yellow:
Burning Attack 4d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased
1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Side
Effect, Stunning, +50%; Surge, Arcing, +100%) [63].
Green: Toxic
Attack 5d (Accessibility, Random effect, -30%; Cone 6, +110%; Contact Agent,
+150%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range,
1/10, -30%) [63].
Blue: Affliction
1 (HT; Accessibility, Random effect, -30%; Cone 6, +110%; Cosmic, Immune to
Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, x10, +15%;
Link, +10%; Magical, -10%; Malediction 2, +150%; Paralysis, Variant, +150%; Reduced
Range, 1/10, -30%) [67].
Indigo: Affliction
1 (Will; Accessibility, Random effect, -30%; Based on Will, +20%; Cone 6,
+110%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%;
Hallucinating, +50%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%;
Malediction 2, +150%; Reduced Range, 1/10, -30%) [59].
Violet: Affliction 1 (Will; Accessibility, Random effect, -30%; Based on Will, +20%; Cone 6, +110%; Heart Attack, Variant, +300%; Increased 1/2D, x10, +15%; Link, +10%; Malediction 2, +150%; Reduced Range, 1/10, -30%; Sorcery, -15%) [69].
Prismatic Wall
Keywords: Obvious.
Full Cost: 1,945 points for level 1
+ 192.5 points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell conjures a vertical,
opaque wall—a shimmering, multicolored plane of light that protects you from
all forms of attack. The wall flashes with seven colors, each of which has a
distinct power and purpose. You do not have to concentrate to maintain it, Prismatic
Wall is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put
up multiple walls as needed, but each wall dissipates once the duration runs
out.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology - Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Prismatic Wall 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Prismatic Wall 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
The wall can be destroyed, color by
color, in consecutive order, by various magical effects; however, the first
color must be brought down before the second can be affected, and so on. The following
list shows the seven colors of the wall, the order in which they appear, their
effects on creatures trying to attack you or pass through the wall, and the
magic needed to negate each color:
Red: This
wall provides DR 12 against non-magical projectiles. Anything crossing the red
wall takes 4d burning damage. The wall is destroyed when it takes 20 points of
cold damage (such as from the Cone of Cold spell).
Orange: This
wall provides DR 12 against magical projectiles. Anything crossing the orange
wall takes 2d corrosion damage from acid. The wall is destroyed when subjected
to strong wind (a 4d Air Jet would suffice).
Yellow: This
wall provides stops poison, gases, and pertification. Anything crossing the yellow
wall takes 4d burning surge damage. Metallic armor counts as DR 1 against this
attack, but nonmetallic armor protects normally. Targets stuck by this attack must
make an HT roll, at -1 per 2 points of penetrating damage, or be physically
stunned. On subsequent turns, they can roll HT to recover. The wall is
destroyed when subjected to the Disintegrate spell.
Green: This
wall provides DR 12 against breath attacks. Anything crossing the green wall
takes 5d toxic damage from contact poison. The wall is destroyed when subjected
to the Create Door spell.
Blue: The area
behind blue wall is nearly impossible to detect, see, or divine with any
Information spells, regardless of the magic system used to cast them. The blue
wall reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely
fails to divine the area, while one that succeeded by 10+ provides less
information than normal and is at a huge
disadvantage if it’s resisted. The wall negates all mental attacks used through
it. Any living creature passing through the wall turns into stone! If he fails
to resist with HT, his body and anything he is carrying become stone. This
cannot be undone via Dispel Magic (GURPS
Thaumatology - Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology - Sorcery, p. 21) or
the equivalent of Stone to Flesh (GURPS
Magic, p. 53). The wall is destroyed when subjected to the Magic Missile
spell.
Indigo: The
wall negates all spells cast through it. Any living creature passing through
the wall becomes permanently hallucinating (p. B428), if he fails to resist
with Will. This cannot be undone via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21); countering it requires Remove
Curse (GURPS Thaumatology - Sorcery,
p. 21). The wall is destroyed when subjected to the Mage Light spell.
Violet: Any unattended
object crossing the violet wall takes 10d corrosion damage from disintegration.
Any passing living creature that fails to resist with Will, is sent with his
gear up to his Extra-Heavy encumbrance to one other random plane of existence. Unlike
other walls, the violet wall can be
dispelled with Dispel Magic (but not Remove Curse), but only when all other
walls are destroyed.
Statistics:
Red: Burning Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Takes 20 cold damage, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Crushing Attack 4d (Accessibility, Only non-magical projectiles, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Cosmic, Only damaged by cold, has extra HP, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Takes 20 cold damage, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [83].
Orange: Corrosion Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Strong Wind, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Crushing Attack 4d (Accessibility, Only magical projectiles, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Strong Wind, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [73].
Yellow: Burning Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [121] + Immunity to Poison (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [79] + Sealed (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [79] + Immunity to Petrification (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [27].
Green: Toxic Attack 5d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Create Door, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [121] + Crushing Attack 4d (Accessibility, Only breath weapons, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Create Door, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [73].
Blue: Obscure 10 (Information Spells; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Defensive, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Ranged, +50%; Stealthy, +100%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [123] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Remove Curse on the effect, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Extended Duration, Permanent, on the Paralysis, +150%; Link, +10%; Magical, -10%; Malediction 1, +100%; Paralysis, Variant, +150%; Persistent, +40%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Static (Mental Attacks; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Only around the border of the area, -0%; Ranged, +40%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [137].
Indigo: Affliction 1 (HT; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Remove Curse on the effect, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Extended Duration, Permanent, on the Hallucinating, +150%; Hallucinating, +50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Persistent, +40%; Terminal Condition, Mage Light, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [81] + Static (Magic; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Defensive, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Only around the border of the area, -0%; Ranged, +40%; Terminal Condition, Mage Light, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [182] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [1].
Violet: Corrosion Attack 10d (Accessibility, Only on objects, -10%; Area Effect, 2 yards, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [400] + Affliction 1 (Will; Area Effect, 2 yards, +50%; Based on Will, +20%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Heart Attack, Variant, +300%; Link, +10%; Magical, -10%; Malediction 1, +100%; Persistent, +40%; Variable, Area, +5%; Wall, Shapeable, +60%) [82].
* Calculate the total cost, then round up.
Dear lord!
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