Wednesday, 18 November 2020

Sorcery: Water Spells IV

Sorcery: Water Spells IV

Let's make some new water sorcery spells.

Acid Sheath
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in acid that deals 1d-1 corrosion damage to enemies who touch their body.
Statistics: Affliction 1 (HT; Advantage, Acid Sheath, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [22]. Note: “Acid Sheath” is Corrosion Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [10].

Cool Water
Keywords: Area (Leveled).
Full Cost: 4 points for level 1 + 5 points/additional level (or more).
Casting Roll: None.
Range: 100 yards.
Duration: Indefinite.

This spell lowers the temperature of water in the area. The basic version can increase the temperature by up to 40°F. This will never do damage directly, but see Cold (p. B430) for effects.
    More potent versions of Cool Water exist. Increasing the full cost of the spell increases the degree of potential temperature change by the same factor, as indicated by the table below.

Spell Strength

Full Cost

Cool Water (40°F)

4 points for level 1 + 5 points/additional level.

Cool Water (80°F)

8 points for level 1 + 10 points/additional level.

Cool Water (120°F)

12 points for level 1 + 15 points/additional level.

Cool Water (160°F)

16 points for level 1 + 20 points/additional level.

Cool Water (200°F)

20 points for level 1 + 25 points/additional level.

    Statistics: Temperature Control 2 (Accessibility, Only water, -30%; Cold, -50%; Increased Range, 10x, +30%; Sorcery, -15%; Variable, Area, +5%) [4]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.

Corona of Cold
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in cold that deals 1d-1 non-incendiary burning damage to enemies who touch their body. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Affliction 1 (HT; Advantage, Corona of Cold, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,  15%) [21]. Note: “Corona of Cold” is Burning Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [9].

Corona of Frost
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in frost that deals 1d-1 fatigue damage to enemies who touch their body. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, p. B430). Targets who took damage from this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
    Statistics: Affliction 1 (HT; Advantage, Corona of Frost, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,  15%) [30]. Note: “Corona of Frost” is Fatigue Attack 1d-1 (Aura, +80%; Freezing, +20%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, DX-2 and Numb, +90%) [18].

Heat Water
Keywords: Area (Leveled).
Full Cost: 4 points for level 1 + 5 points/additional level (or more).
Casting Roll: None.
Range: 100 yards.
Duration: Indefinite.

This spell raises the temperature of water in the area. The basic version can increase the temperature by up to 40°F. This will never do damage directly, but see Heat (p. B434) for effects.
    More potent versions of Heat Water exist. Increasing the full cost of the spell increases the degree of potential temperature change by the same factor, as indicated by the table below.

Spell Strength

Full Cost

Heat Water (40°F)

4 points for level 1 + 5 points/additional level.

Heat Water (80°F)

8 points for level 1 + 10 points/additional level.

Heat Water (120°F)

12 points for level 1 + 15 points/additional level.

Heat Water (160°F)

16 points for level 1 + 20 points/additional level.

Heat Water (200°F)

20 points for level 1 + 25 points/additional level.

    Statistics: Temperature Control 2 (Accessibility, Only water, -30%; Heat, -50%; Increased Range, 10x, +30%; Sorcery, -15%; Variable, Area, +5%) [4]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.

Mantle of the Icy Soul
Keywords: Buff.
Full Cost: 66 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject becomes very resistant to cold, but also vulnerable to fire. They and all of their gear have DR 20 against cold and ice – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible cold effects other than damage (e.g., a spell that freezes the flesh to grant the subject Brittle) simply fail, as though the subject had successfully resisted. This spell does not grant the subject Temperature Tolerance. However, the subject also gains Vulnerability (Fire, x2) (p. B161).
    Statistics: Affliction 1 (HT; Advantage, Mantle of the Icy Soul, +500%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [66]. Notes: “Mantle of the Icy Soul” is Damage Resistance 20 (Force Field, +20%; Limited, Cold/Ice, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [40] + Immunity to Noxious Cold Effects (Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [6] + Internal Damage Resistance 20 (Limited, Cold/Ice, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [4]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

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