Tuesday 19 December 2023

Wizardry: Ice Spells II

Wizardry: Ice Spells II

Let's finish the ice college. Polar Ray is a simple damaging ray. Ray of Frost is the same, but deals freezing fatigue damage. Sleet Storm is a very expensive spell that impedes vision and makes the ground slippery. Wall of Ice conjures an icy barrier.
 
    Polar Ray
    Keywords: Missile, Obvious.
    Full Cost: 5 points/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 fire a white ray of cold 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. This damage cannot set anything on fire, as it originates from extreme cold, not heat. 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). 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 polar ray!
    Statistics: Burning Attack (Costs Fatigue, 1 FP, -5%; Magical, -10%; No Incendiary Effect, -10%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5/level].
  
    Ray of Frost
    Keywords: Missile, Obvious.
    Full Cost: 13 points/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 fire a white ray of frost at a single target. Use Innate Attack (Beam) to hit, applying normal range penalties. It does fatigue damage with dice equal to your level of this spell. Treat FP lost to the spell identically to FP lost to 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). 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 ray of frost!
    Statistics: Fatigue Attack (Costs Fatigue, 1 FP, -5%; Freezing, +20%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13/level].
  
    Sleet Storm
    Keywords: Area (Fixed).
    Full Cost: 98 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 4 seconds.
    Range: 100 yards.
    Duration: 10 seconds.
 
    Driving sleet impedes sight (even Infravision) within it and causes the ground in the area to be icy. This spell affects an area 8 yards in radius. Vision and Infravision rolls made in the area or through the area are at -5. The icy area is considered a slippery surface. Those moving into or through the icy area must roll against DX2 every turn or fall; this roll is at +1 if walking at Move/2, +2 at Move/4, and +3 at Move/8 (round down, minimum 0). Critical failure causes 1d2 injury to a randomly chosen limb.     Outside of combat, if you walk slowly (Move 1), then you only need to make an unpenalized DX roll every four minutes to avoid falling.
    In combat, you have to make a DX-2 roll after each attack or defense roll. Perfect Balance gives +4, Excellent Balance gives +3. Failure means that you fall down.
    If you fail a DX roll to remain standing by 1, you fall on your knees; if you fail by 2, you assume a sitting posture, and any worse failure results in you falling prone. To stand back up after falling down on a slippery surface, you have to make two successful DX-2 rolls in a row.
    Slippery surfaces allow skidding (p. MA105).
    Statistics: Control Ground Friction 2 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [30] + Control Ground Friction 6 (Accessibility, Only to reduce friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [45] + Obscure Vision 5 (Area Effect, 8 yards, +100%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [23].
 
    Wall of Ice
    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: 1 second.
    Range: 50 yards.
    Duration: Five minutes.
 
    This spell conjures a translucent 7.5”-thick wall of ice. It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall has a certain number of HP 1 and DR 6 and dissipates once those are exceeded (or the duration runs out). A square yard of a wall melts naturally in 3 minutes, if the temperature is above freezing.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wall of Ice 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wall of Ice 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
    Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Melts Naturally, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [25]. Additional levels increase Area Effect (+50%) [+5].
 


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