Wizardry: Lightning Spells II
I got a request to create some lightning spells because the College of Lightning is very small. I looked through some D&D spells (I try to see if there are any existing spells that can be adapted before I plug holes with GURPS or original spells).
Forked Lightning is a lightning version of Burning Hands.
Lightning Bug is a lightning version of Magic Missile.
Lightning Curtain creates a wall of lightning.
Lightning Lash borrows the name from a D&D spell, but the effects from a GURPS Magic spell.
Lightning Reflection lets you bounce lightning attacks back at the attacker.
Lightning Rod is an interesting spell that turns a metal object into a single-use lightning rod against electrical attacks.
Lightning Shield is one of my favorite defensive spells (used to be called Lightning Armor in GURPS). The original D&D spell for some reason incorporates an acidic version because... I don't know. Electric erosion?
Lightning Storm creates a spherical spark storm.
Forked Lightning
Keywords: Cone, Obvious.
Full Cost: 14 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of lightning that does 1d burning surge damage per level. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). 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). This spell has the 1/2D range of 5 yards.
Statistics: Burning Attack 1d (Cone 5, +100%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [14/level].
Lightning Bug
Keywords: Missile, Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to «lock on».
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
A missile of electrical energy flies off your fingertips towards your target. A successful hit does 1d-1 burning surge damage. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. It can be dodged, blocked, but not parried. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified Innate Attack (Projectile) roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your Innate Attack (Projectile) roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412).
Statistics: Burning Attack 1d-1 (Blockable, -5%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [10].
Lightning Curtain
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.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: Five minutes.
This spell conjures a transparent wall of cracking lightning. Anything crossing the wall takes 2d burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
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.
Statistics: Burning Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [40]. Additional levels increase Area Effect (+50%) [+5].
Lightning Lash
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
This spell creates a whip of lightning that you wield with the Force Whip skill. Lightning Lash deals swing burning surge damage at -2 per die at Reach 1-4 without the need for a Ready maneuver to change reach. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
While the whip cannot be used to deflect blows, you still may attempt a Parry at -2. If the parry succeeds, you still take the hit, but the attacker’s weapon takes damage from the Lightning Lash. Likewise, it cannot be parried, but if an unknowing opponent tries and does so successfully, his weapon takes damage from Lightning Lash in addition the normal effects of the hit.
If Lightning Lash leaves your hand for whatever reason, it disappears, but the spell can be recast as normal.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Lightning Lash, +220%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [21]. Note: “Lightning Lash” is Natural Weapon (Burning; Cannot Parry, -40%; Cosmic, Spell can be recast if the whip is gone, +50%; Destructive Parry, +40%; Extra Reach, 1-4, +150%; Intangible, +50%; Magical, -10%; Reduced Damage, -2 per die, -60%; Side Effect, Stunning, +50%; Single, -20%; Surge, Arcing, +100%; Swing-Capable, +20%) [22].
Lightning Reflection
Keywords: Obvious.
Full Cost: 13.5 points/level.
Casting Roll: Skill/2 + 3.
Components: V, S.
Cost: 1 FP.
Casting Time: Free action (active defense).
Range: Self.
Duration: Instantaneous.
When this spell is active, the caster can attempt to cast this spell as an active defense, when somebody attacks his with a ranged lightning attack, such Lightning Bolt, as long as the attack’s basic damage is less than Lightning Reflection level dice. For example, Lightning Reflection 3 would redirect any ranged electrical attack up to 3d while allowing those of 3d+1 or higher through. Convert all flat damage to dice (as per p. B269) for this determination.
A successful casting reflects the attack back to their source. An attacker unaware that this spell is in place must roll against the lower of IQ or Per, at +3 for Danger Sense and +3 for Combat Reflexes, to realize it in time to get a defense. If the attacker is not physically present at the time of the attack, the missiles are just deflected harmlessly. Do not roll damage or apply special effects until after determining who (if anyone) is hit.
This spell also reflects non-damaging ranged electrical attacks; each level of Lightning Reflection can repel one level of Affliction or 5 levels of Binding. It doesn’t stop most area effects or explosions.
The casting roll is modified by Combat Reflexes. If the caster tries to cast Lightning Reflection more than once in a turn, the casting roll takes a cumulative -4 penalty per attempt after the first. The caster rolls at -4 if stunned and cannot cast Lightning Reflection in situations where they would not get an active defense. If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Lightning Reflection, he cannot cast this spell until all FP are replenished. This spell does not count as an active defense for the purpose of cumulative defense penalties.
Statistics: Damage Resistance 3.5 (Active Defense, -40%; All-or-Nothing, -10%; Costs Fatigue, 1 FP, -5%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Magical, -10%; Reflection, +100%; Requires Gestures, -10%; Requires Magic Words, -10%) [13.5/level]. Note: Active Defense being IQ-based is a special feature.
Lightning Rod
Keywords: Buff.
Full Cost: 34 points for level 1 + 7 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 day.
This spell forces ranged lightning to a specific spot determined by the caster. When cast, the wizard chooses a metal object to become the lightning rod (a sword, a lamppost, or a gold piece). The focal point of the spell cannot be alive or heavier than 100 pounds. When any ranged electrical attack occurs within 25 yards of a lightning rod, the energy is redirected and absorbed into it, negating the attack and destroying the object (if someone is in contact with the rod, that person receives the full damage of the attack). If the object is not struck by a magical electricity within 24 hours, the spell ends.
The first level of this spell may redirect and absorb lightning attacks that deal no more than 10d basic damage. Each additional level increases the limit by 10d. This spell also absorbs non-damaging ranged electrical attacks; each level of Lightning Rod can repel ten levels of Affliction or 50 levels of Binding.
Statistics: Affliction 1 (HT; Accessibility, Only on metal objects, -30%; Advantage, Lightning Rod 1, +70%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [34]. Further levels add more Lightning Rod (+70%) [+7]. Note: Each level of “Lightning Rod” is Damage Resistance 35 (Affects Others 1, +50%; All-or-Nothing, -10%; Area Effect, 25 yards, Spherical, +340%; Backlash, Instant Destruction, -400%; Force Field, +20%; Limited, Ranged Lightning Attacks, -60%; Magical, -10%; Single Use, x1/5) [7].
Lightning Shield
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
This spell sheathes you in cracking lightning and causes damage to each creature that attacks you in melee. Any metallic weapon that hits the subject triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching the subject is similarly damaged. You also shed light as a candle.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Lightning Shield, +150%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Lightning Shield” is Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [14] + Illumination (Magical, -10%) [1].
Lightning Storm
Keywords: Area (Fixed).
Full Cost: 7 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds.
This spell creates electrical discharges within a 4-yard-radius spherical area. Bolts of lightning leap repeatedly about within this area, regardless of the presence or location of metal, water, or other conductors. Every creature in the area takes 1d-2 burning surge damage per second. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Statistics: Burning Attack 1d-2 (Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Takes Extra Time 1, -10%) [7].
No comments:
Post a Comment