Druidic Spells: Frostburn Spells
Arctic Haze
Keywords: Area (Leveled).
Full Cost: 28 points for level 1 + 7 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 15 minutes.
Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Divine, -10%; Drifting, +20%; Extended, Infravision, +20%; Extended Duration, 100x, +80%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [2]. Further levels add Area Effect (+50%) [+7/level].
Boreal Wind
Keywords: Cone, Obvious.
Full Cost: 11 points for level 1 + 6 points/additional level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
This spell creates a severe blast of arctic air (approximately 50 mph) that originates from you. This gust does 1d crushing damage per level, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380). In addition, it does 1d linked non-incendiary burning damage from severe cold that does not scale with spell level.
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
Statistics: Burning Attack 1d (Cone 1, +60%; Divine, -10%; Increased 1/2D, 5x, +10%; Link, +10%; No Incendiary Effect, ‑10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5] + Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Link, +10%; No Blunt Trauma, ‑20%; No Wounding, Except against diffuse targets, ‑25%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6/level].
Dire Winter
Keywords: Area (Fixed).
Full Cost: 102 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Self.
Duration: 1 day.
This spell lowers the ambient temperature of a 0.3-mile-radius hemispherical area around the caster by up to 80°F. The temperature lowers at a rate of 8°F per second. This will never do damage directly, but see Cold (p. B430) for effects.
Statistics: Temperature Control 4 (Area Effect, 512 yards, +400%; Cold, -50%; Costs Fatigue, 5 FP, -25%; Divine, -10%; Emanation, -20%; Extended Duration, 10,000x, +160%; Immediate Preparation Required, 10 minutes, -45%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [102].
Ease of Breath
Keywords: Buff.
Full Cost (Self): 9 points.
Full Cost (Touch): 24 points.
Casting Roll: Skill.
Components: V, S, DF.
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%; Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9]. Note: “Ease of Breath” is Pressure-Tolerant Lungs (Thin; Divine, -0%) [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].
Evergreen
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 42 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 47 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 days.
You imbue plants in the area with supernatural heat. This spell affects both inanimate plants and mobile or sentient ones. The affected plants gain DR 5 against cold and have the lower limit of their temperature comfort zone extended for extra 3 x HT degrees.
Enrichment lasts for 6 months. Once the plants die or are harvested, the plants lose this effect.
Statistics: Affliction 1 (HT; Accessibility, Plants only, -20%; Advantage, Evergreen, +80%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Divine, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [42]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Note: “Evergreen” is DR 5 (Limited, Cold/Ice, -40%; Tough Skin, -40%) [5] + Temperature Tolerance 3 (Cold) [3].
Fimbulwinter
Keywords: Area (Special).
Full Cost: 118 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 6 FP + 1 character point.
Casting Time: 8 hours.
Range: Self.
Duration: 8d weeks.
You change the weather to a state of permanent winter, or strengthen winter conditions already present. This affects an area around you with a radius of 1 mile on level 1 + 0.1 mile for each additional level. The current, natural weather conditions are determined by the GM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.
Season |
Possible Weather |
Spring |
Frequent snowfall, nightly frost |
Summer |
Light snow, hailstorms, cold rain, cloudy |
Autumn |
Frequent snowfall, frost |
Winter |
Frigid cold, blizzard, and constant snowfall |
3d roll |
Amount of Snowfall |
Amount of Wind |
4 or lower |
2d6 inches of snowfall melt |
Weak (0-10 mph) |
5-6 |
No new snow |
Weak (0-10 mph) |
7-8 |
1d/2 inches snow |
Moderate (11+ mph) |
9-11 |
1d+2 inches snow or 1 inch hail |
Moderate (11+ mph) |
12-13 |
2d inches snow |
Strong (21+ mph) |
14-15 |
5d inches snow |
Strong (21+ mph) |
16 or higher |
1d+1 feet of snow |
Very strong (31+ mph) |
Statistics: Control Weather 9 (Accessibility, Only to cause winter, -25%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/5; Costs Fatigue, 6 FP, -30%; Divine, -10%; Extended Duration, 3,000,000x, +260%; Immediate Preparation Required, 8 hours, -90%; Natural Phenomena, +100%; Nuisance Effect, Cannot exempt areas from the effect, -5%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [108] + Control Weather +1 (Accessibility, Only to cause winter, -25%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/5; Costs Fatigue, 6 FP, -30%; Divine, -10%; Extended Duration, 3,000,000x, +260%; Immediate Preparation Required, 8 hours, -90%; Natural Phenomena, +100%; Nuisance Effect, Cannot exempt areas from the effect, -5%; Only increases area, -50%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [10]. Additional levels add Control Weather +1 (Accessibility, Only to cause winter, -25%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/5; Costs Fatigue, 6 FP, -30%; Divine, -10%; Extended Duration, 3,000,000x, +260%; Immediate Preparation Required, 8 hours, -90%; Natural Phenomena, +100%; Nuisance Effect, Cannot exempt areas from the effect, -5%; Only increases area, -50%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [10/level].
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, DF.
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, +100%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Notes: “Float” is +5 to Swimming (Divine, -0%) [10]. 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].
Frostfell
Keywords: Area (Leveled).
Full Cost: 28 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 8 hours.
This spell lowers the ambient temperature of a hemispherical area around the caster by up to 80°F. The temperature lowers at a rate of 8°F per second. This will never do damage directly, but see Cold (p. B430) for effects.
The caster may wish to make this spell permanent by spending 4 character points per yard of affected radius in addition to the normal casting cost.
Statistics: Temperature Control 4 (Cold, -50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Emanation, -20%; Extended Duration, 3,000x, +140%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [28]. Additional levels add Area Effect (+50%) [+10].
Ice Age
Keywords: Area (Fixed).
Full Cost: 182 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 6 FP.
Casting Time: 8 hours.
Range: Self.
Duration: 10 years.
This spell lowers the ambient temperature of an 18-mile-radius hemispherical area around the caster by up to 80°F. The temperature lowers at a rate of 8°F per second. This will never do damage directly, but see Cold (p. B430) for effects. The caster may wish to cancel the effect with a Concentrate maneuver.
Statistics: Temperature Control 4 (Area Effect, 32,768 yards, +700%; Cancellation, +10%; Cold, -50%; Costs Fatigue, 6 FP, -30%; Divine, -10%; Emanation, -20%; Extended Duration, 30,000,000x, +300%; Immediate Preparation Required, 8 hours, -90%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [182].
Obscuring Snow
Keywords: Area (Leveled).
Full Cost: 19 points for level 1 + 7 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
A 4-yard-high cylindrical area of swirling snow vapor appears around you. The snow obscures normal sight and Infravision, imposing a -7 penalty to Vision rolls and tasks based on normal sight and Infravision. The effect does not move with you, but drifts with the wind, and any wind more forceful than a light breeze disperses it.
Fire attacks become weaker in snow. Flaming weapons and missiles lose their extra power in snow. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of snow they must traverse. Fire explosions treat each yard of snow as two yards of distance from the blast for the purpose of damage. However, no amount of snow will extinguish a fire.
Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Divine, -10%; Drifting, +20%; Extended, Infravision, +20%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [19]. Further levels add Area Effect (+50%) [+7/level].
Keywords: Area (Fixed).
Full Cost: 34 points for level 1 + 8 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 4 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 5 minutes.
A character may make an area of thin atmosphere permanent by spending a number of character points equal to 2 + extra 1 per 10% of atmospheric pressure decrease.
Statistics: Control Air 2 (Accessibility, Only to thin atmosphere, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 4 FP, -20%; Divine, -10%; Extended Duration, 30x, +60%; Nuisance Effect, Cannot exempt people from effects, ‑5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [26] + Control Air 2 (Accessibility, Only to thin atmosphere, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 4 FP, -20%; Divine, -10%; Extended Duration, 30x, +60%; Nuisance Effect, Cannot exempt people from effects, ‑5%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [8]. Additional levels add Control Air 2 (Accessibility, Only to Only to thin atmosphere, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 4 FP, -20%; Divine, -10%; Does not increase area of effect, -50%; Extended Duration, 30x, +60%; Nuisance Effect, Cannot exempt people from effects, ‑5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [8].
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