Sunday, 6 October 2024

Wizardry: Frostburn Spells VIII

Wizardry: Frostburn Spells VIII

Suppress Flame is a weird spell. The effects aren't very strong, but it is a 6th-level spell that also requires an expensive and rare material component. Here, I drastically reduced the duration and removed the need for the material component.
Thaw is the inverse of Flash-Freeze.
Thin Air decreases atmospheric pressure in an area.
Wall of Coldfire creates a wall that deals damage of this exotic frostburn type.
Zone of Glacial Cold creates a zone of cold that deals damage and nullifies Infravision.
That's it, isn't it? No, we still have the epic spells! Well, at least one of them that I'd like to keep.
Coldfire Blast doesn't really feel like an epic spell. Just a frostburn fireball.
  
Coldfire Blast
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 14.5 points/level.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous.
 
You throw a ball of unusually intense cold that expands to cover a spherical area. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. When the projectile hits something, it expands, dealing dice of non-incendiary burning damage equal to your level of this spell to everything in its hex. Everything else within 4 yards takes damage divided by the distance in yards from the center of the blast. 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. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Area Effect, 4 yards, Spherical, +115%; Cosmic, Lingering Effect, +100%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; 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%) [14.5/level].
 
Suppress Flame
Keywords: Area (Special).
Full Cost: 40 points for level 1 + 6 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 30 seconds.
 
You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire (torches, Continual Fame, and so on) is reduced by half. Fire damage in the area is at -2 per die, up to the minimum of 0. The area of effect has a radius of spell level yards and height of 4 yards.
Statistics: Control Fire 1 (Accessibility, Only to suppress flame, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [16] + Control Fire 4 (Accessibility, Only to suppress flame, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Extended Duration, 3x, +20%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]. Additional levels add Control Fire 1 (Accessibility, Only to suppress flame, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [6].
  
Thaw
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
All everfrost, slush, snow, mud, and ice in the spell’s area are filled with heat. Ice and snow become slush, slush becomes water, and everfrost becomes mud. 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 ice or slush weighs 40 pounds per inch of thickness, a hex of snow weighs 20 pounds per inch of thickness, and a hex of everfrost weighs 68 pounds per inch of thickness.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Everfrost to Mud, +50%; Transmute Ice to Slush, +50%; Transmute Slush to Liquid Water, +50%; Transmute Snow to Slush, +50%; Transmutation Only, -100%) [9/level].
 
Thin Air
Keywords: Area (Fixed).
Full Cost: 40 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, S.
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%; Extended Duration, 30x, +60%; Magical, -10%; Nuisance Effect, Cannot exempt people from effects, 5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [30] + Control Air 2 (Accessibility, Only to thin atmosphere, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 4 FP, -20%; Extended Duration, 30x, +60%; Magical, -10%; 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 Magic Words, -10%; Takes Extra Time 2, -20%) [10]. 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%; Does not increase area of effect, -50%; Extended Duration, 30x, +60%; Magical, -10%; Nuisance Effect, Cannot exempt people from effects, 5%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [10].
 
Wall of Coldfire
Keywords: Area (Leveled), Obvious.
Full Cost: 40 points for level 1 + 5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Five minutes.
 
This spell conjures an immobile, opaque curtain of frosty coldfire. Anything crossing the wall 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.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Material Component: A vial of coldfire ($100; 0.5 lb.).
Statistics: Burning Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Lingering Effect, +100%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; No Incendiary Effect, -10%; Persistent, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, DX-2 and Numb, +90%; Takes Extra Time 1, -10%; Trigger, Coldfire, -20%; Variable, Area, +5%; Wall, Shapeable, +60%) [40]. Additional levels increase Area Effect (+50%) [+5].
 
Zone of Glacial Cold
Keywords: Area (Fixed).
Full Cost: 35 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You may fill a 4-yard-radius 4-yard-high cylindrical area with icy cold. This makes Infravision completely ineffective in it. Every creature in the area takes 1d-2 non-incendiary burning damage per second. Targets injured by this spell 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: Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4] + Obscure Infravision 10 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [31].
 

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