Wizardry: Frostburn Spells IV
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].
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.
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].
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.
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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