Wizardry: Fire Spells IV
And here we have the final fire spells, aside from the elemental summoning ones that will be described in a different post. I decided to rework Pyrotechnics and turn it into Smoke Cloud that causes coughing and impedes vision. Quench extinguishes fire and doesn't have the ability to dispel magic fire or remove fire spells from magic items. Scorching Ray is a very cheap fire attack spell. Wall of Fire conjures a flaming barrier. Meteor Swarm had to go, I don't like this spell. However, let's make Meteor Shower from the Might and Magic series instead! This spell poses a difficulty mechanically, as GURPS doesn't really like multi-projectile explosive or area attacks, and I came up with something of a workaround.
Meteor Shower
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 34 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 3 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
The caster calls down a rain of flaming meteors from the sky that fall in a 4-yard-radius area. Thus, this spell can only be cast outdoors. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. One second after the casting has finished, everyone in the area is attacked with an effective skill of 10, modified only for their SM. Anyone who fails to dodge takes 1d+1 crushing damage. This is an overhead attack – victims may raise their shields as cover, at the risk of damaging them (p. B484). In addition, everyone within 8 yards of the center of the area takes 2d burning damage as large-area injury (p. B404) as the meteors explode with flames.
Statistics: Burning Attack 2d (Area Effect, 8 yards, +150%; Costs Fatigue, 3 FP, -15%; Delay, 1 second, +0%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [22] + Crushing Attack 1d+1 (Area Effect, 4 yards, +100%; Bombardment, Skill-10, -15%; Delay, 1 second, +0%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [12].
Quench
Keywords: Area (Special).
Full Cost: 10 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
Within a radius equal to your level in this spell, all fire immediately goes out.
Statistics: Create Fire (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [10/level].
Scorching Ray
Keywords: Missile, Obvious.
Full Cost: 1 point/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
You project a ray of fire at a single target. Use Innate Attack (Beam) to hit, applying normal range penalties. It does burning damage with dice equal to your level of this spell. The GM must determine what the maximum level available in the campaign is.
If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own scorching ray!
Statistics: Burning Attack (Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1/level].
Smoke Cloud
Keywords: Area (Fixed).
Full Cost: 47 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 4-yard-tall cylindrical area with smoke. This gives -5 to all vision 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.
Additionally, every creature that inhales the smoke, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%) [29] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [18].
Wall of Fire
Keywords: Area (Leveled), Obvious.
Full Cost: 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: Five minutes.
This spell conjures a transparent wall of fire. Anything crossing the wall takes 2d burning damage.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Statistics: Burning Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [25]. Additional levels increase Area Effect (+50%) [+5].
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