Monday 9 September 2024

Wizardry: Frostburn Spells III

Wizardry: Frostburn Spells III

Conjure Ice Beast is a summoning spell that conjures an ice construct with some special abilities. I'll have to update/rework the actual lens, but the spell will not change.
Conjure Ice Object creates an object made of ice, but unlike Minor/Major Creation, it doesn't require a sample and is not limited to objects normally made of organic materials.
Control Temperature was split into Cool and Warm a la GURPS Magic. I already made these spells as druidic spells, so here we have the arcane versions.
Crack Ice shatters an area of ice, but does not affect ice creatures (unlike the original spell).
Crunchy Snow is complicated. There's one thing that GURPS lacks - irresistible afflictions, so such spells are very difficult to build. For example, take a look at Nightingale from GURPS Sorcery: Protection and Warning Spells - it's incredibly convoluted. If I were to build this spell are a variant of Nightingale, I'd end up with a spell that is very expensive, extremely situational, and that doesn't work like mundane crunchy snow. I can't use Control Snow, because snow is a solid, and hence I'd have weight-based limits. Control Sound with limitations is more valid, but ridiculously expensive, because "Sound" costs 20/level. However, if I say that "Snow Crunchiness" is a Rare category of "energy", then I get a spell that is much more affordable and consistent with the crunchy snow crunch from GURPS Tactical Shooting: Extreme Environments. Yes, the statblock looks scary and is six times longer than the spell's description, but the spell itself is quite simple.
 
Conjure Ice Beast
Keywords: None.
Full Cost: 3 points or more; see text.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: Indefinite.
 
Each time you cast this, you create a creature constructed from magical ice. The GM will create this being, but you can request one that meets broad criteria. This creature is a construct with the Ice Beast lens with physical features based on any living creature you are familiar with. The creature obeys your orders regardless of how you treat it.
A conjured monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
A conjured being is vulnerable to being dispelled or warded off with occult techniques, but not to being banished. If it is destroyed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
The point value of the conjured creature must equal or less that a percentage of your point value. The percentage in question depends on the spell level as shown on the table below.

Spell Level

Point Value Limit

Full Cost

Conjure Ice Beast I

5%

3 points

Conjure Ice Beast II

10%

5 points

Conjure Ice Beast III

15%

7 points

Conjure Ice Beast IV

20%

10 points

Conjure Ice Beast V

25%

12 points

Conjure Ice Beast VI

50%

24 points

Conjure Ice Beast VII

75%

35 points

Conjure Ice Beast VIII

100%

58 points

Conjure Ice Beast IX

150%

116 points

Statistics: Ally (Ice Beasts; Built on 75%; Constantly; Adjustable, +150%; Conjured, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Minion, +0%; Ranged, +40%; Reduced Duration, 1/6, -15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [35]. Other versions increase or decrease the point percentage.
 
Conjure Ice Object
Keywords: None.
Full Cost: 24 points for level 1 + 4 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.
 
You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit; it appears in your hand. Created objects cannot be used as material components for spells. Any object with moving parts does not function (for example, a crossbow). As a rule, ice objects work as stone objects of cheap quality.
If you fail your casting roll, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
A created object lasts indefinitely. That means, however, that if you want to cast this spell again, the first object goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells, GURPS Thaumatology: Sorcery, p. 8), you can keep multiple versions of this spell “on” to get around that problem. Unlike most spells with Indefinite duration, this one does not require paying FP to maintain.
Higher levels of this spell allow you to create heavier, larger objects. However in no case can you create an object weighting more than 2xBL; it must always be something you could hold in one hand.

Spell Level

Weight

Min. ST

1

5 lbs.

4

2

7 lbs.

5

3

10 lbs.

5

4

15 lbs.

7

5

20 lbs.

8

6

30 lbs.

9

7

50 lbs.

12

Statistics: Snatcher (Accessibility, Only ice objects, -20%; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]. Additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.
  
Cool
Keywords: Area (Leveled).
Full Cost: 14 points for level 1 + 5 points/additional level (or more).
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 5 minutes.
 
This spell lowers the ambient temperature of a hemispherical area. The basic version can reduce the temperature by up to 40°F. This will never do damage directly, but see Cold (p. B430) for effects.
More potent versions of Cool exist. Increasing the full cost of the spell increases the degree of potential temperature change by the same factor, as indicated by the table below.

Spell Strength

Full Cost

Cool (40°F)

14 points for level 1 + 5 points/additional level.

Cool (80°F)

28 points for level 1 + 10 points/additional level.

Cool (120°F)

42 points for level 1 + 15 points/additional level.

Cool (160°F)

56 points for level 1 + 20 points/additional level.

Cool (200°F)

70 points for level 1 + 25 points/additional level.

Statistics: Temperature Control 2 (Cold, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Increased Range, 10x, +30%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [14]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.
   
Crack Ice
Keywords: Area (Fixed).
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen ponds. The ice broken covers a 2-yard-radius cylindrical area up to 1 foot in depth. This spell does not affect ice creatures.
Statistics: Create Ice 18 (Accessibility, Limited to a 2-yard-radius 1-foor-deep cylindrical area, -20%; Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [45].
 
Crunchy Snow
Keywords: Area (Special).
Full Cost: 26 points for level 1 + 7 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: 50 minutes.
 
This spell makes snow crunchier, imposing a -3 penalty to Stealth rolls made when moving through it and +3 to Hearing rolls to notice the crunch. The area of effect has a radius of spell level yards.
Statistics: Control Snow Crunchiness 1 (Accessibility, Only to increase crunchiness, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 300x, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [12] + Control Snow Crunchiness 2 (Accessibility, Only to increase crunchiness, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Doesn’t increase area, -50%; Extended Duration, 300x, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [14]. Additional levels add Control Snow Crunchiness 1 (Accessibility, Only to increase crunchiness, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 300x, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Persistent, +40%; Only increases area, -50%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [7].

Warm
Keywords: Area (Leveled).
Full Cost: 14 points for level 1 + 5 points/additional level (or more).
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 5 minutes.
 
This spell increases the ambient temperature of a hemispherical area. The basic version can increase the temperature by up to 40°F. This will never do damage directly, but see Heat (p. B434) for effects.
More potent versions of Warm exist. Increasing the full cost of the spell increases the degree of potential temperature change by the same factor, as indicated by the table below.

Spell Strength

Full Cost

Warm (40°F)

14 points for level 1 + 5 points/additional level.

Warm (80°F)

28 points for level 1 + 10 points/additional level.

Warm (120°F)

42 points for level 1 + 15 points/additional level.

Warm (160°F)

56 points for level 1 + 20 points/additional level.

Warm (200°F)

70 points for level 1 + 25 points/additional level.

Statistics: Temperature Control 2 (Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Heat, -50%; Increased Range, 10x, +30%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [14]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.


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