Friday, 12 August 2022

Sorcery: Fire Spells III

Sorcery: Fire Spells III

Have you ever played with GURPS Magic and felt that there's not enough spells? The biggest fan resource that I know is Patyrsun's Codex Arcanum. Despite being written for the third edition, it is a great compilation of spells for all colleges. It can be easily adapted for use in the fourth edition (you can also fix the spelling there because it makes even me weep blood sometimes). I've had people request a sorcery conversion of Codex Arcanum, but even before that I converted some specific spells from that compendium. I think it's time to come back to it, as it has some interesting and weird spells. I will not convert everything, just the things that I like. I'm going to start with the college of Fire, as it is the most undeveloped elemental college.
 
Ashen Path
Keywords: Area (Fixed).
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
The caster makes himself the center of a small, powerful area of fire and destructive energy that ignites flammable objects in his hex and adjacent hexes. Every second, consult Making Things Burn (p. B433) – a target rated from Super-Flammable to Resistant ignites immediately. Anything more resistant to fire may catch if it stays in the area of effect for a longer time. Roll 3d after every 10 seconds of uninterrupted presence in the area; Highly Resistant materials (including flesh) catch on a 16 or less, while Nonflammable ones catch only on a 6 or less. This spell does no actual damage to the targets, though they will likely take damage from the resultant fire.
Statistics: Burning Attack 3 points (Area Effect, 2 yards, +50%; Aura, +80%; Incendiary, +10%; Melee Attack, Reach C, -30%; No Signature, +20%; No Wounding, -50%; Sorcery, -15%) [7].
  
Attract Flames
Keywords: Area (Special).
Full Cost: 38 points for level 1 + 28 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Special.
 
This spell draws flames towards the subject, as if the mage cast a Shape Fire spell with the focus on the victim's current hex. Flames within yards equal to the spell level will be drawn towards the victim’s hex at a rate of 1 yard per turn, as long as the caster concentrates and for 10 seconds after he stops.
In addition, the victim is at +1 to be hit with flame spells, flame weapons, and other flame attacks and he is at -1 to all rolls (including resistance rolls) to avoid flames and fire magic or to put out fires.
Statistics: Control Fire 1 (Accessibility, Only to attract flames to the target, -60%; Cannot concentrate to extend duration, -10%; Collective, +100%; Nuisance Effect, Cannot exempt people from effects, -5%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [38]. Additional levels add Control Fire +1 (Accessibility, Only to attract flames to the target, -60%; Cannot concentrate to extend duration, -10%; Collective, +100%; Nuisance Effect, Cannot exempt people from effects, -5%; Persistent, +40%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%) [28]. Note: As this is one advantage (Control Fire) with the Sorcery limitation, not two, it costs only 1 FP to use.
  
Bloodfire
Keywords: Buff.
Full Cost: 31 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 9 seconds.
 
Covers the subject in a white fire that heals damage caused by any sort of fire. The subject must make a HT roll, as the tissue regeneration is very painful. A failed HT roll indicates that the subject is stunned and may recover normally on his next turn. Regardless of the result, the subject experiences severe pain (p. B428) for the duration of this spell, healing 1 HP per second and emitting light equivalent to a torch.
This is also a Healing spell.
Statistics: Affliction 1 (HT; Advantage, Bloodfire, +210%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [31]. Note: “Bloodfire” is Illumination (Magical, -10%) [1] + Regeneration (Very Fast; Backlash, Severe Pain, -40%; Backlash, Stunning, Resistible, -5%; Limited, Heat/Fire, -40%; Magical, -10%) [20].
 
Boil Blood
Keywords: Resisted (HT).
Full Cost: 43 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 5 seconds.
 
This spell boils the subject’s blood. A subject who fails to resist submits to the spell and is overcome with agony (p. B428). Over the 5 seconds, he can resist again each second. Victory here doesn’t end the spell but merely staves off harm; each loss deals 1 point of non-incendiary burning damage.
This is also a Water spell.
Statistics: Burning Attack 1 point (Accessibility, Only on beings with blood, -10%; Based on HT, +20%; Cyclic, 1 second interval, 4 seconds, Resistible, +200%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Incendiary, -10%; No Signature, +20%) [10] + Affliction 1 (HT; Accessibility, Only on beings with blood, -10%; Agony, +100%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [33].
 
Brighten Fire
Keywords: Area (Special).
Full Cost: 45 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
 
You can make a fire with a radius up to spell level in yards burn more bright. It doubles the area of illumination and doubles the decrease of illumination penalties. This does not affect either fuel consumption or damage caused by the fire.
This is also a Light and Darkness spell.
Statistics: Control Fire 1 (Only to increase brightness, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +9 (Does not increase area, -50%; Only to increase brightness, -80%; Ranged, +40%; Sorcery, -15%) [36]. Each additional level adds Control Fire +1 (Only increases area, -50%; Only to increase brightness, -80%; Ranged, +40%; Sorcery, -15%) [4].
  
Cold Fire
Keywords: Area (Special).
Full Cost: 25 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
 
You can make a fire with a radius up to spell level in yards produce light without generating heat. It does half damage and consumes fuel at half the normal rate. Fuel is consumed at half the normal rate. For the duration of the spell, the flame can't set other objects on fire. Objects already set alight by the flame take half normal damage for the duration of the spell.
Since this spell makes ignition due to heat transfer impossible, explosives or weapons that are triggered by heat won't work. For example, explosives triggered by fuses or slow matches won't go off, and black powder weapons won't fire. Explosives and weapons triggered by chemical reactions (e.g., contact fuses, or modern bullet primers) will still fire, but heat damage from explosions is negated in the area of effect. For conventional explosives, the net effect is that the blast won't start secondary fires. Modern bullets are unaffected by this spell, though certain specialty rounds such as tracers or incendiaries won't function properly.
Statistics: Control Fire 1 (Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +4 (Does not increase area, -50%; Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [16]. Each additional level adds Control Fire +1 (Only decreases area, -50%; Only to remove heat, -80%; Ranged, +40%; Sorcery, -15%) [4].
  
Conduction
Keywords: Resisted (HT).
Full Cost: 34 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 90 minutes.
 
This spell improves the transfer of heat through an object improving its heat conduction properties. Use of this spell can make clothing conduct heat more efficiently in hot weather, or speed the transfer of heat through a metal object. Transfer of heat through the material is greatly improved. "Normal" heat transfer (like loss of body heat through clothing) is increased by 50% over normal.
Clothing affected by this spell is treated as if it were one level cooler. I.e., arctic clothing is treated as winter clothing, winter clothing is treated as heavy clothing, and heavy clothing is treated as light clothing.
Damage from fire or heat through a conductive material is increased. For each level of this spell, armor and clothing only provides half its normal DR against heat and flame damage. Flammable materials won't necessarily be destroyed by this heat transfer, but they will conduct heat through their material before they are completely consumed.
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Disadvantage, Vulnerability (Heat/Fire, x2; Variant), +30%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [34].
  
Dragon Breath
Keywords: Obvious.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.
 
You breathe a cone of flame that does 1d burning damage per level. 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 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics: Burning Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [8/level].
  
Fire Charm
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 31 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
 
This spell makes flames in the area dance in a hypnotic pattern that will mesmerize anyone looking at them. Any sapient creature that sees them must resist with IQ or become dazed for 3 minutes. You can omit any creatures from the effect. The magic does not affect anyone who is outside the area looking into it.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Environmental, Fire, -60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sorcery, 15%; Vision-Based, -20%) [31]. Additional levels add Area Effect (+50%) [+5].
  
Fire Fist
Keywords: None or Buff.
Full Cost: 8 or 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 1 minute.
 
Subject’s hands gain DR 5 vs. burning damage from heat or fire and burst into flames, emitting light equivalent to a torch. Punches deal 1 point of follow-up burning damage.
The basic (8-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (19-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.
Statistics: The basic version is Burning Attack 1 point (Follow-Up, Punch, +0%; Magical, -10%) [2] + Damage Resistance 5 (Limited, Heat/Fire, -40%; Partial, Hands, -40%; Sorcery, -15%) [5] + Illumination (Magical, -10%) [1]. The improved version is Affliction 1 (HT; Advantage, Fire Fist, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [19]. Note: “Fire Fist” is Burning Attack 1 point (Follow-Up, Punch, +0%; Magical, -10%) [2] + Damage Resistance 5 (Limited, Heat/Fire, -40%; Magical, -10%; Partial, Hands, -40%) [5] + Illumination (Magical, -10%) [1].
  
Fire Gem
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: None. Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: Permanent.
 
This spell traps a flame inside a gem where it will burn eternally. A flame gem will glow as brightly as a candle flame and is as hot as a coal. If the gem is ever broken the flame is released and will fill a single hex with flame that burns for five minutes regardless of the presence of fuel, dealing 1d-1 burning damage per second.
The caster must have a clear, flawless gem of at least 1 carat in order to cast this spell. Colorless gems are preferred, since the light produced by a flame gem is the color of the gem itself. Gems of other colors are used to produce colored light.
Unlike most spells, this spell takes one hour to cast.
Statistics: Affliction 1 (HT; Accessibility, Only on gems, -70%; Advantage, Fire Gem, +20%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [10]. Note: “Fire Gem” is Burning Attack 1d-1 (Area Effect, 1 yard, +25%; Backlash, Instant Destruction, -400%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Single Use, x1/5) [1] + Illumination (Magical, -10%) [1].
 
Insulation
Keywords: Resisted (HT).
Full Cost: 56 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 90 minutes.
 
This spell completely disrupts transfer of heat through an object improving its insulation properties. Use of this spell can make thin clothing protect against cold, or keep metal objects cool although they are in contact with heat. Transfer of heat through the material is greatly slowed. "Normal" heat transfer (like heat loss from a house or loss of body heat through clothing) is reduced by 50% over normal.
Clothing affected by this spell is treated as if it were one level warmer. I.e., thin clothing is treated as heavy clothing, heavy clothing is treated as winter clothing, and winter clothing is treated as arctic clothing.
Damage from fire or heat through an insulated material is halved. Note that this spell doesn't make the insulating material fireproof. Flammable materials will still burn, but they won't transfer heat through them until they are completely consumed.
The drawback of this spell is that some object require some heat transfer to work properly. For example, if this spell were cast on a cooking pot, it would render the pot nearly useless, since the food in the pot wouldn't heat.
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Insulation, +250%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [56]. Note: “Insulation” is Injury Tolerance (Damage Reduction 2, Variant; Limited, Heat/Fire, -40%; Magical, -10%) [25].
  
Orb of Fire
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
 
You become surrounded by a globular wall of fire that deals 1d-1 burning damage to everything in your hex and in the adjacent hexes. You also shed light as a torch. You and your gear are not damaged by your own Orb of Fire.
Statistics: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [8] + Illumination (Magical, -10%) [1].
  
Shape Smoke
Keywords: None.
Full Cost: 12.5 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
 
You can control the shape of smoke in an area, which must have an initial radius (in yards) no greater than your level of this spell. This even allows you to “walk” the smoke, with a Move equal to your spell level. You cannot split the smoke into multiple components – it must remain one continuous area – but you do not have to leave it in a circular shape. You must actively concentrate while shaping or moving the smoke, but may otherwise maintain this spell normally (no concentration required).
This is also an Air spell.
Statistics: Control Smoke (Ranged, +40%; Sorcery, -15%) [12.5/level].
 
Wall of Smoke
Keywords: Area (Leveled).
Full Cost: 32 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
 
You may encircle a two-yard-radius area with a 4-yard tall wall of smoke. This wall completely blocks vision and Infravision, but does nothing else. To place the wall at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect.
Statistics: Obscure Vision 10 (Extended, Infravision, +20%; Only around the border of the area, 0%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [32]. Further levels add Area Effect (+50%) to the advantage [+10].

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