Wizardry: Frostburn Spells III
Conjure Ice Beast
Keywords: Summoning.
Full Cost: 12/24/35/58 points for levels 1-4.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
This spell lets you create a creature constructed from magical ice. Choose a creature to conjure from the table below, using its standard statistics with the application of the ice beast lens. You may choose the special ability from the list on the ice beast lens. You may always choose to conjure a creature from a list of a lower spell level.
Level 1: Bat (MCII, p. 4), dire rat (MCII, p. 274), monitor lizard (MCI, p. 134), wolf (MCI, p. 250).
The ice beast is vulnerable to Dispel Magic. In a no‑mana zone, it vanishes but returns if mana is restored before the spell ends. You may still command it from a no‑mana zone but cannot dismiss it early.
Casting multiple Summoning spells per day is difficult - each Summoning spell you cast imposes a cumulative -3 penalty on all subsequent Summoning spells cast that day. In addition, if a conjured creature is killed, you cannot cast this spell again for 24 hours; if dismissed, you must wait five minutes.
Statistics: Ally (Ice Beast; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Minion, +0%; Nuisance Effect, Summoning Penalties, -5%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [12]. Other versions increase 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 |
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. |
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].
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. |
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