Tuesday 31 October 2023

Wizardry: Fire Spells I

Wizardry: Fire Spells I

Burning Hands is an iconic D&D fire spell. Continual Flame is a weird one. In D&D, despite being called Continual Flame, it is a light spell, not a fire one. However, here I decided to move it to the college of Fire to give it a bit more utility than to simply set things ablaze. Also, it has a somewhat expensive material component since it lasts permanently and basically creates a magic item. Fireball is another iconic spell, and unlike in GURPS, this is an area effect by default. Since I'd like to keep area damage spells in check, I increased the FP cost and casting time. Delayed Blast Fireball is basically the same, but with a delay.
 
    Burning Hands
    Keywords: Cone, Obvious.
    Full Cost: 7 points/level.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    You fire a cone of flame that does 1d burning damage per level. This is a 6-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has the 1/2D range of 5 yards.
    Statistics: Burning Attack 1d (Cone 6, +110%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [7/level].
 
    Continual Flame
    Keywords: Buff.
    Full Cost: 25 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 3 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.
 
    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
    Material Component: You sprinkle ruby dust (worth $100) on the item that is to carry the flame.
    Statistics: Affliction 1 (HT; Accessibility, Objects only, -10%; Advantage, Continual Flame, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires gestures, -10%; Requires magic words, -10%; Trigger, Ruby Dust, -20%) [25]. Note: “Continual Flame” is Illumination (Magical, -10%) [1].
  
    Delayed Blast Fireball
    Keywords: Area (Fixed), Missile, Obvious.
    Full Cost: 6 points/level.
    Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: 100 yards.
    Duration: Until discharged.
 
    You throw a tiny bead stays inert for some time, and then expands to cover a spherical area. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. 
When casting the spell, you must set a delay – from “no delay” to ten seconds. When the set time passes, the bead expands, dealing dice of burning damage equal to your level of this spell to everything in its hex. Everything else within 4 yards takes damage divided by the distance in yards from the center of the blast. The GM must determine what the maximum level available in the campaign is.
If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range = ST x 2). If a creature handles and moves the bead within 5 seconds of its detonation, there is a 2-in-6 chance that the bead detonates while being handled.
Statistics: Burning Attack (Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Delay, Variable, Short, +10%; Dissipation, -50%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [6/level].
 
    Fireball
    Keywords: Area (Fixed), Missile, Obvious.
    Full Cost: 7 points/level.
    Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You throw a ball of fire that expands to cover a spherical area. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. When the projectile hits something, it expands, dealing dice of burning damage equal to your level of this spell to everything in its hex. Everything else within 4 yards takes damage divided by the distance in yards from the center of the blast. The GM must determine what the maximum level available in the campaign is.
    Statistics: Burning Attack (Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [5.5/level].
 

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