Sunday, 6 October 2024

Druidic Spells: Frostburn Spells

Druidic Spells: Frostburn Spells

Now that I'm done with wizard spells from Frostburn, I still have to druidify some of them. The book actually assigned many spells to the druid spell list, but since I separated Cold/Ice and Water into two different colleges, most of the spells are not going to make it in. At least for now, because I like the concept of an arctic druid, but I want to restrict the list to "standard" stuff first. Aside from the adjusted spells from previous posts, there are new spells that are exclusive to druids, mostly related to weather manipulation
Dire Winter drastically lowers the ambient temperature for one day in a huge area. An expensive spell for powerful druids using cooperative magic or ritual casting.
Evergreen is a spell that makes plants (both regular ones and animated ones) resistant to cold for almost a week.
Fimbulwinter causes intense winter for 8d weeks. A very powerful spell where I had to stretch the rules a bit, but I think the result is fine, and the cost is appropriate for the effect.
Ice Age is an even bigger version of Dire Winter. I intentionally didn't include a character point cost because I think it would be too cheap if I did that. Now, it's a ritual casting spell that seems to have an appropriate cost. Don't mess with druid circles.
  
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.
 
A bank of fog composed entirely of tiny ice shards billows out from the point you designate, filling a 4-yard-high cylindrical area. The fog obscures normal sight and Infravision, imposing a -7 penalty to Vision rolls and tasks based on these senses. The area of effect drifts with the wind, but any wind more forceful than a light breeze disperses it.
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

Daily wind and snowfall during a fimbulwinter are determined using the table below. Add +4 to the roll when cast during winter, +2 in spring or autumn, -1 in summer, +1 for a cold climate, -1 for temperate climate, and -3 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.

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)

You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you take a Concentrate maneuver to designate a new kind of weather (which fully manifests itself 10 minutes later).
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].
 
Thin Air
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.
 
This spell thins the atmosphere in the area, possibly causing creatures caught therein to suffer the effects of altitude sickness. The area of effect has a radius of 4 yards and height of 4 yards. This spell reduced atmospheric pressure by 20% per level (up to creating vacuum at level 5). The decrease of pressure does not cause wind to blow – the atmosphere is magically stabilized. For effects, see Atmospheric Pressure (p. B429) and Vacuum (p. B437).
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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