Monday 13 November 2023

Wizardry: Fire Spells II

Wizardry: Fire Spells II

Fire Shield has been changed compared to its D&D version - now it only has one version that simply deals fire damage and illuminates the area. I decided to ignore Fire Seeds and combine Fire Storm and Incendiary Cloud into the latter. Fire Trap is a spell very similar to Explosive Runes. Produce Flame is actually a very interesting spell with some quite unique mechanics.
 
    Fire Shield
    Keywords: Buff.
    Full Cost: 6 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 18 seconds.
 
    This spell wreathes you in flame and causes damage to each creature that attacks you in melee. Anyone who touches you takes 1d-1 burning damage per second. You also shed light as a torch.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fire Shield, +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6]. Note: “Fire Shield” is Burning Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [6] + Illumination (Magical, -10%) [1].
  
    Fire Trap
    Keywords: Area (Fixed), Obvious.
    Full Cost: 8 points/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Permanent or until discharged.
 
    You touch an object that can be opened (a book, a chest, a door, etc.) and create a fire trap. When the object is opened by anyone not specified during the casting, the trap explodes. Everyone within four yards of the trap takes dice of burning damage equal to your level of this spell. The GM must determine what the maximum level available in the campaign is.
    Statistics: Burning Attack (Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Triggered Delay, Opening, +50%; Selective Effect, +20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8/level].
 
    Incendiary Cloud
    Keywords: Area (Fixed).
    Full Cost: 32 points.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 10 seconds.
 
    You may fill a 4-yard-radius area with a cloud of roiling smoke shot through with white-hot embers. This gives -5 to all vision and Infravision rolls made through it. To place the cloud 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. It then drifts from that point with the wind.
    Every creature in the area takes 1d-2 burning damage per second. In addition, any creature that breathes in the smoke takes 1d-2 burning damage per second, ignoring external DR. Once the creature loses 1/3 of its HP to this respiratory effect, it begins to cough (p. B428) until it recovers HP above this threshold.
    Statistics: Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5] + Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Effect, +50%; Symptoms, 1/3 HP, Coughing, +60%) [7] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20].
  
    Produce Flame
    Keywords: Buff, Obvious.
    Full Cost: 8 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP, see text.
    Casting Time: 1 second.
    Range: Self.
    Duration: 9 minutes, see text.
 
    Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with an unarmed melee attack, dealing 1d-1 follow-up burning damage. Alternatively, you can hurl the flames with the Innate Attack (Projectile) skill. When doing so, you pay 1 FP for each ranged attack. The attack has 1/2D 10, Max 50, Acc 3, and deals 1d-1 burning damage. It can be dodged, blocked, but not parried. No sooner do you hurl the flames than a new set appears in your hand. Each attack (melee or ranged) you make with the flames reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
    This spell does not function underwater. This spell requires an open hand; if you pick something up or grab something, it stops functioning.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Produce Flame, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Produce Flame” is Burning Attack 1d-1 (Environmental, Air, -5%; Follow-Up, Punch, +0%; Limited Use, 9/day, Fast Reload, -5%; Magical, -10%; Nuisance Effect, Requires a free hand, -10%) [3] + Burning Attack 1d-1 (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Environmental, Air, -5%; Increased 1/2D, 2x, +5%; Limited Use, 9/day, Fast Reload, -5%; Magical, -10%; Nuisance Effect, Requires a free hand, -10%; Reduced Range, 1/2, -10%) [3/5=1] + Illumination (Environmental, Air, -5%; Magical, -10%; Requires a free hand, -10%) [1]. Two Burning Attack advantages are taken as alternative abilities.

No comments:

Post a Comment