Monday, 19 February 2018

Sorcery: Prismatic Spells

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.





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