Sunday, 29 September 2024

Wizardry: Frostburn Spells IV

Wizardry: Frostburn Spells IV

Detect Fire is a divine-only spell in Frostburn, but I decided to arcanize it. After all, we have a useful Fire spell that isn't related to blasting stuff, which is very nice.
Dispel Cold and Dispel Fire work very differently in the original source. Here, I decided to turn them into limited versions of Dispel Magic. Now, instead of a very expensive spell of dubious utility, you have a much more affordable spell of much less dubious utility. Also, the Fire college yet again gains a non-blasting spell!
Ease of Breath is a very situational but cheap buff that lets you breathe in a thin atmosphere.
Entomb traps its victim in a block of ice.
Flash-Freeze transmutes water into ice and earth into perma- sorry, I mean everfrost. What the hell is everfrost? Google only mentions this book and a League of Legends item.
Flesh to Ice is merely a variant of Flesh to Stone.
Float is a non-reflexive version of Wave Blessing from Stormwrack.

 
Detect Fire
Keywords: Information.
Full Cost: 48 points.
Casting Roll: Skill. Use skill for analysis.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Unlimited (standard).
Duration: Instantaneous.
 
This spell detects heat energy. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest normal fire, supernatural fire effect or item, and all living beings other than those with the cold subtype. Arcane spellcasters also detect sorcerers whose bloodline allow casting fire spells, while divine spellcasters detect priests of fire deities. The caster may exclude any specific heat source he wishes. Success reveals the exact location of the creature, object, or effect that emanated the aura, allowing follow-up spells to be cast on it.
If the detection roll is successful, the GM makes a second roll against the better of the caster’s skill. Talent applies here but range penalties do not. Success reveals what the heat aura is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics: Detect (Heat Aura; Based on IQ, Own Roll, +20%; Blockable, -20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [48].

  
Dispel Cold
Keywords: Area (Fixed), Resisted (Will or spell).
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
Attempts to negate every instance of cold and ice magic in a 2-yard-radius hemispherical area. Note how much the caster’s skill roll succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispel Magic wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Magical, -10%; One Power, Cold/Ice, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%; Takes Extra Time 1, -10%) [20]. The Ranged version removes Short-Range 1, -10%) [+5].
 
Dispel Fire
Keywords: Area (Fixed), Resisted (Will or spell).
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
Attempts to negate every instance of fire magic in a 2-yard-radius hemispherical area. Note how much the caster’s skill roll succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispel Magic wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Magical, -10%; One Power, Heat/Fire, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%; Takes Extra Time 1, -10%) [20]. The Ranged version removes Short-Range 1, -10%) [+5].


Ease of Breath
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 1 day.
 
The subject becomes able to breathe in a thin atmosphere as if it were a normal atmosphere, and in very thin atmosphere as if it were a thin atmosphere.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Ease of Breath, +10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Note: “Ease of Breath” is Pressure-Tolerant Lungs (Thin; Magical, -10%) [1]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
 
Entomb
Keywords: Obvious.
Full Cost: 42 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent, until destroyed, or until the victim breaks free.
 
You trap a creature in a block of ice, suffocating it. If the victim is hit, he is pinned (see p. B370). He cannot move his limbs, speak, or breathe; his only options are to use purely mental abilities, to attack the ice block with an Innate Attack, or to try to break free using ST. If he runs out of breath before he breaks free (see Holding Your Breath, p. B351), he starts to suffocate; see Suffocation (p. B436). The ST of this effect is equal 15, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds. Treat FP lost to failed attempts to break free as freezing (see Cold, p. B430). Alternatively, he may try to destroy the ice bonds with an Innate Attack (they hit automatically). External attacks on the ice bonds take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
Victims also can roll thrust damage once every 10 seconds against Entomb as a free action. If this destroys the block, they may ignore its impediment at once. If it doesn’t, they’re affected normally but may still use their turn for a standard attempt to break free, and the block is not damaged by this free “attack.”
The ice block has DR 5. Each point of damage reduces ST by one. At ST 0, the ice block is destroyed and the victim is freed. If the temperature is above freezing, the ice block melts naturally, losing 1 point of ST every 10 minutes.
Statistics: Binding 15 (Costs Fatigue, 2 FP, -10%; Engulfing, +60%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Melts Naturally, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Suffocating, +75%) [42].
  
Flash-Freeze
Keywords: None.
Full Cost: 10 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
This spell allows you to drain heat from earth, stone, and water. Earth, mud, and stone become everfrost and water freezes. The matter being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of mud weighs 67 pounds per inch of thickness, a hex of water weighs 40 pounds per inch of thickness, a hex of dirt weighs 49 pounds per inch of thickness, and a hex of stone or gravel weighs 68 pounds per inch of thickness.
If a creature stands in the mud or water that is being transformed into everfrost or ice, it will not get stuck.
Statistics: Create (Link, +10%; Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Earth to Everfrost, +50%; Transmutation Only, -100%) [8/level] + Create (Link, +10%; Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Liquid Water to Ice, +50%; Transmutation Only, -100%) [2/level].
 
Flesh to Ice
Keywords: Resisted (HT).
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 53 points.
Full Cost (Ranged): 58 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
 
The subject, along with all its carried gear, turns into a mindless, inert ice sculpture. If the sculpture resulting from this spell is broken, melted, or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Ice to Flesh.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures made of flesh, -10%; Based on IQ, Own Roll, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Float
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard)
Duration: 3 minutes.
 
The subject becomes buoyant, gaining a +5 bonus to Swimming.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Float, +90%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Notes: “Float” is +5 to Swimming (Magical, -10%) [9]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].


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