Thursday 3 October 2024

Wizardry: Frostburn Spells V

Wizardry: Frostburn Spells V

I think that when I'm done with this book, the Ice college will be the largest one.
Frost Weapon is a simple weapon buff that adds cold damage.
Frostbite is a Malediction spell that deals fatigue damage.
Frostburn (the spell) deals frostburn (type) damage that was introduced in Frostburn (the book) and not mentioned anywhere else. In D&D, it reqruies a caster level check to heal magically, doesn't heal naturally in temperatures below freezing, and it cures cold creatures. Here, I made it so it cannot be healed at all unless the victim is brought into a warm area.
Mass Frostburn is an area version of Frostburn.
Frostfell is a very high level spell in its original form, but here I decided to turn it into a limited version of Cool that has a fixed temperature shift, no range, and a very long duration with a possibility of making it permanent. It also is affordable!
Gelid Blood imposes the normal side effects of cold damage without actually damaging the victim. Kind of sucks, doesn't it? But I guess it could be situationally useful, as it is less expensive than, for example, Frostbite.
Glacial Globe of Invulnerability is a fire-specific version of Globe of Invulnerability.
Glacial Ward makes the subject very resistant to fire spells that directly affect it. There actually aren't many of spells that this spells would be useful against, at least for now.
Glacier is a limited form of Column of Ice.
Glaze Lock jams a locking mechanism with ice, making it harder to pick.
 
Frost Weapon
Keywords: Weapon Buff.
Full Cost: 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
 
This spell temporarily imbues a weapon with icy cold. The weapon is visibly covered in frost while the spell is active. The weapon deals an additional 1d of follow-up (p. B105) non-incendiary burning damage due to intense cold. Targets injured by this follow-up damage must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Frost Weapon, +80%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]. Note: “Frost Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Visible, -10%) [8].
 
Frostbite
Keywords: Resisted (HT).
Full Cost (Touch): 31 points.
Full Cost (Short-Range): 34 points.
Full Cost (Ranged): 39 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
If the victim fails to resist, he takes 1d fatigue damage, as air freezes around him and drains heat from his body. Treat FP lost to the spell identically to FP lost to cold (p. B430). Targets who took damage from this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Fatigue Attack 1d (Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Freezing, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%) [31]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

Frostburn
Keywords: Obvious.
Full Cost: 10 points/level.
Casting Roll: Skill. Use unarmed combat skill or DX to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
This spell charges the caster’s hand with intense cold energy. The caster must touch the subject to trigger this spell. The touch deals 1d non-incendiary burning damage per level of this spell. Targets who took damage from this spell must make an HT roll, at -1 per 2 points of HP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). Damage dealt by this spell does not heal via natural or supernatural means unless the victim is brought into an area with an ambient temperature above freezing.
Statistics: Burning Attack 1d (Cosmic, Lingering Effect, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Incendiary Effect, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%) [10/level].
 
Frostfell
Keywords: Area (Leveled).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, S.
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%; Emanation, -20%; Extended Duration, 3,000x, +140%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [30]. Additional levels add Area Effect (+50%) [+10].
  
Gelid Blood
Keywords: Resisted (HT).
Full Cost (Touch): 19 points.
Full Cost (Short-Range): 22 points.
Full Cost (Ranged): 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
Cold energy surges through the target’s body, congealing the blood in the creature’s extremities, imposing a -2 penalty to DX and giving the target the Numb disadvantage (p. B146). Only living creatures with a circulatory system and blood can be affected by this spell; it does not affect creatures with Injury Tolerance (No Blood). In addition, each level of DR with the Limited, Cold/Ice limitation gives a +1 bonus to resist this spell even if it doesn’t normally protect against Maledictions.
Statistics: Affliction 1 (HT; Accessibility, Only living creatures with a circulatory system and blood, -20%; Attribute Penalty, -2 to DX, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Numb, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, DR may give a bonus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [19]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
  
Glacial Globe of Invulnerability
Keywords: Area (Fixed).
Full Cost: 64 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 10 seconds.
 
This spell creates an immobile spherical 2-yard-radius zone that negates fire magic around the caster. It completely prevents all fire magical powers from affecting anything in the area. Enemies can “burn” through your Glacial Globe of Invulnerability and affect those protected by it by winning a Quick Contest of Will with the caster. If the attacking ability already requires a Quick Contest of some kind, the attacker rolls only once, but the target gets +5 to resist. Glacial Globe of Invulnerability affects only hostile fire spells, leaving friendly effects unaffected.
Statistics: Static (Magic; Area Effect, 2 yards, Spherical, +80%; Costs Fatigue, 2 FP, -10%; Discriminatory, +150%; Magical, -10%; One Power, Heat/Fire, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, -50%; Takes Extra Time 1, -10%) [63] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [1].
  
Glacial Ward
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 seconds.
Range: Self – Touch.
Duration: 3 minutes.
 
A faint, shimmering reddish energy encases the subject’s body. The subject and all his carried gear becomes resistant to fire spells that directly affect them. This does not protect against Fireball! Enemies can “burn” through your Glacial Ward and affect the subject protected by it by winning a Quick Contest of Will with the you. If the attacking ability already requires a Quick Contest of some kind, the attacker rolls only once, but the subject gets +5 to resist.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Glacial Ward, +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Glacial Ward” is Static (Magic; Magical, -10%; One Power, Heat/Fire, -50%; Resistible, -50%) [6] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [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].
  
Glacier
Keywords: Area (Fixed).
Full Cost: 75 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: Instantaneous.
 
A cylindrical 3-yard-diameter 6-yard-tall block of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Those in the area may perform a retreating dodge to move out of the area. The block rises slowly, at a rate of 1 foot per second, and it stops rising if it meets resistance, such as somebody getting crushed against the ceiling.
The ice block remains indefinitely until melted through natural or unnatural means. Ice provides DR 0.8* per inch of thickness.
Statistics: Create Ice 75 (Accessibility, Limited shape, -10%; Environmental, Ground, -20%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Nuisance Effect, Doesn’t rise instantaneously, -5%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [75].
  
Glaze Lock
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes or 15 hours, see text.
 
You jam a locking mechanism with ice, imposing a -3 penalty on Lockpicking attempts to open it. In temperatures below freezing, this spell lasts 15 hours instead of 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Only on locks, -60%; Advantage, Glaze Lock, +30%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Extended Duration, 300x, Only below freezing, +40%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Glaze Lock” is Resistant to Lockpicking (+3) (Magical, -10%) [3].

Mass Frostburn
Keywords: Area (Fixed).
Full Cost: 32 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: Instantaneous (but see text).
 
Cold energy spreads out in all directions from you. Everyone within four yards of you takes 2d non-incendiary burning damage. Targets who took damage from this spell must make an HT roll, at -1 per 2 points of HP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). Damage dealt by this spell does not heal via natural or supernatural means unless the victim is brought into an area with an ambient temperature above freezing.
Statistics: Burning Attack 2d (Area Effect, 4 yards, Spherical, +115%; Cosmic, Lingering Effect, +100%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Magical, -10%; No Incendiary Effect, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%; Takes Extra Time 1, -10%) [32].
 


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