Wizardry: Frostburn Spells II
Column of Ice is a fun spell. While quite simple, it can serve many purposes. It can isolate an enemy in combat, it can isolate you in combat, it can give you a good vantage point for shooting, it can deal damage, it can create cover, it can serve as a lift, etc. Imagination is the limit.
Cometstrike calls down a comet from the sky that crashed down, deals explosive damage, and sends sharp icy fragments everywhere.
Call Avalanche
Keywords: Area (Fixed).
Full Cost: 50 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP + 1 character point.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous.
This spell may only be cast outside. At the start of the next turn after the completion of the spell, an avalanche of packed snow falls out of the sky, dealing large-area crushing damage and potentially burying creatures within the area. The avalanche covers an area 9 yards in radius. The effects are as follows:
Distance
from the center |
Snow
depth |
Damage |
Effects
for SM+1 |
Effects
for SM+0 |
Effects
for SM-1 |
Effects
for SM-2 |
1 yard |
9 feet |
6d |
Buried |
Buried |
Buried |
Buried |
2 yards |
8 feet |
4d+2 |
Buried |
Buried |
Buried |
Buried |
3 yards |
7 feet |
3d-1 |
Very deep snow |
Buried |
Buried |
Buried |
4 yards |
6 feet |
1d+2 |
Very deep snow |
Buried |
Buried |
Buried |
5 yards |
5 feet |
1d-1 |
Very deep snow |
Very deep snow |
Buried |
Buried |
6 yards |
4 feet |
1d-2 |
Deep snow |
Very deep snow |
Buried |
Buried |
7 yards |
3 feet |
0 |
Deep snow |
Deep snow |
Very deep snow |
Buried |
8 yards |
2 feet |
0 |
Deep snow |
Deep snow |
Deep snow |
Very deep snow |
9 yards |
1 foot |
0 |
Medium snow |
Medium snow |
Deep snow |
Deep snow |
Buried: The victim is buried and pinned by the avalanche. Use the damage roll as effective ST of the snow holding the victim in place. If additional castings of this spell cover the victim in extra snow, treat each extra foot of snow as +1 to ST. The victim cannot move, speak, or breathe (see Suffocation, p. B436); his only options are purely mental abilities. He may try to break free by rolling a Quick Contest of ST against the snow once every 10 seconds. A failed attempt also makes the victim lose 1 FP. This FP lost counts as FP lost to freezing (see Cold, p. B430). Allies may try to free the victim by digging (see Digging, p. B350).
Statistics: Crushing Attack 6d (Area Effect, 9 yards, +150%; Character point-powered, x1/5; Delay, 1 second, +0%; Dissipation, Variant, -30%; Environmental, Ground, -20%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [51 / 5 = 11] + Binding 21 (Area Effect, 9 yards, +150%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Delay, 1 second, +0%; Dissipation, Variant, -50%; Engulfing, +60%; Enhanced Layering, x0.42, +140%; Environmental, Ground, -20%; Environmental, Outdoors, -20%; Link, +10%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Suffocating, +75%; Takes Extra Time 1, -10%; Unbreakable, +40%) [192 / 5 = 39].
Column of Ice
Keywords: Area (Fixed).
Full Cost: 33/47/59/66/74/81/88/94/100/105 points for level 1-10.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: Instantaneous.
A cylindrical 3-yard-diameter column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Those in the area may perform a retreating dodge to move out of the area.
The column rises at a rate of 4 yards per second. The maximum height of the column in yards is equal to the spell level, but the caster may always choose to create a shorter one. Moving and fighting atop the ice column takes the same penalties as moving and fighting on normal ice. The fact that the column rises counts as movement at Move 5 even if creatures atop stand still, prompting DX rolls to remain standing until the column reaches its maximum height.
Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions. This deals 2d crushing damage and stops the column’s growth. This is large-area injury that treats rigid armor as flexible.
The ice column remains indefinitely until melted through natural or unnatural means. Ice provides DR 0.8* per inch of thickness.
Statistics: Create Ice 33 (Accessibility, Only as a cylindrical column, -25%; Environmental, Ground, -20%; Magical, -10%; Nuisance Effect, Doesn’t rise instantaneously, -5%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [33]. Level 2 increases the level of Create to 47 [+14]. Level 3 increases the level of Create to 59 [+12]. Level 4 increases the level of Create to 66 [+7]. Level 5 increases the level of Create to 74 [+8]. Level 6 increases the level of Create to 81 [+7]. Level 7 increases the level of Create to 88 [+7]. Level 8 increases the level of Create to 94 [+6]. Level 9 increases the level of Create to 100 [+6]. Level 10 increases the level of Create to 105 [+5]. If you’d like to create taller columns, either calculate the required level of Create or just treat every extra level as +6 to cost. One yard of the column weighs 10,916.47 pounds.
Cometstrike
Keywords: Missile, Obvious.
Full Cost: 75 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
The caster calls down an icy comet from the sky. Thus, this spell can only be cast outdoors. Use Innate Attack (Gaze), at +4, if targeting a hex instead of a creature or object; see Scatter (p. B414) if you miss. One second after the casting has finished, the comet falls, dealing 6d crushing damage on direct impact. Anything nearby receives “collateral damage” equal to basic damage divided by the distance in yards from the blast. This spell bypasses any cover that does not provide overhead protection, and negates attack penalties to hit crouching, kneeling, sitting, or prone targets. (If you are already above or below your target, adjust this appropriately.)
After impact, the comet sends sharp icy fragments. Everyone within 10 yards of the point of impact is attacked with effective skill 15, modified by range penalties from the point of impact; see Fragmentation Damage (p. B414). The fragments deal 2d impaling damage.
Statistics: Crushing Attack 6d (Costs Fatigue, 2 FP, -10%; Delay, 1 second, +0%; Environmental, Outdoors, -20%; Explosion 3, +150%; Fragmentation, [2d imp], +40%; Magical, -10%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [75].
Have you ever thought about making famous npc stats like Bruenor, Drizzt, Elminster, Tanis Half-Elven, Raistlin Majare and Flint Fireforge from D&D and Shalelu, Ameiko, and Mokmurian from Rise of the Runelords or Barzillai Thrune and Shensen from Hell's Rebels
ReplyDeleteNo, I haven't
DeleteGreat job
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