Spell Changes

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This is a page for changes to GURPS 4e spells, either to clarify ambiguous points, to add more places where Magery level gives a direct benefit, or to fit better into a Dungeon Fantasy game. These changes are in use in my Chaos Scar game.

Spell variations and new spells are also listed here.

Cast and Blast

This is an optional rule. It is described here to make it clear what it means when campaign notes say that Cast and Blast is being used.

All Missile spells may be cast and thrown as a free action on the final turn of Concentrating on the spell - either for the initial casting roll or for growing the missile. If the missile is not immediately thrown after growing it is completed, it takes a full Attack action to throw the spell.

Example: Pyrexes has Magery 2 and casts Fireball for 2 dice of damage. This takes a single Concentrate action, and if he succeeds on the spell casting roll, he may opt to immediately make an Innate Attack roll to hit. If Pyrexes chooses to grow the spell, this takes an additional Concentrate action, at the end of which he may again opt to immediately throw the spell. If Pyrexes two Concentrate actions to grow his spell to the maximum 6d and does not throw it at the end of the second Concentrate (again, as a free action), then after this point it will take a regular Attack action for Pyrexes to throw the spell.

Note that the free action attack (small a) on a Concentrate turn is not part of an Attack action, and therefore Extra Attack and other similar options cannot be used in any way with it.

Melee Spells

Melee Spells also enjoy the benefit of Cast and Blast, with similar restrictions. Melee Spells are simpler, in that they cannot be charged - you only get one point where you can choose to Cast and Blast (or whack, as the case may be), and that is immediately upon successfully making your spell skill roll to cast the spell. You may always choose to hold the spell instead, as per the usual rules.

Alternatives to Explosive Missiles

Missile spells in general are awkward in that they look to be an excellent general purpose ranged damage effect but are (most) useful only for sniping at extended ranges by characters... who aren't already heavily invested in Meta spells. In campaigns where moving missile spells into a more spotlight role is desirable, use the Cast and Blast rule above - or allow mages to buy an advantage to access this rule (suggested: "Blastomancer, 10 points").

However, explosive missiles suffer especially badly in more general situations compared to Area spell effects. Area spells become more efficient the more energy is put into them. Explosive missiles have huge swaths of trailing 1 and 2 damage areas which are usually shrugged off by creatures with armour or any kind of natural DR, but relatively small areas of full or 1/3 damage that grow very slowly compared to the energy put in. This leads to two problems - tracking the trailing damage areas out to very long ranges and not doing very much at the center of the effect, for all the casting time and energy put in.

Below, the Explosive spells have had their cost structure changed to improve the situation somewhat, but it's a modest change that does not address the possibly-unsatisfying effect of the explosion rules. Especially for traditional fantasy gamers used to a little more "boom".

Explosive spells as Area effects

A suggested alternative: "Explosive" spells are an Area attack with a fixed Radius of 2 yards, plus [1d-1] fragmentation damage (which is out to 5 yards, p. B414). Explosive Fireball does "Hot Fragments" instead, p. 415. If the mage opts to grow the spell, then for 1 turn of growing the spell the Radius increases to 4 yards and the frag damage increases to [1d+1] and 5 yards. If the mage opts to grow the spell for the full 2 turns, the Radius increases to 8 yards and the frag damage increases to [2d] and 10 yards.

These radii and frag stats are independent of the dice of damage or energy put into the spell:

  • a 3d explosive fireball generated in one turn will have a radius of 2 yards and [1d-1]/5 yard frag damage.
  • a 3d explosive fireball generated over 3 turns (at a rate of 1d per turn) will have a radius of 8 yards and [2d]/10 yard frag.

New Spell Types

Cone Spells

'Cone' spells are an advancement of Jet spells, in the same way that 'Explosive' spells are advancements of the Missile spells that match them. Cones will, generally, cost twice as much per die as the associated Jet, and both maximum length and maximum width of the cone are equal to half the energy put into the spell. Cones require the associated Jet as a prerequisite. May also modify spells like Lightning Whip, creating 'Sheet Lightning'.

Cone spells are all treated as a type of Jet attack, and such are a subtype of "Melee" attacks - the attacker does not take a speed-range penalty, and can use all melee combat options, just as with Jets.

'Dragon's Breath' Spells

Dragon's Breath spells are advancements of the Elemental 'Breath' spells in the same way that Cones are advancements of Jets. The same modifications that apply to Cone spells apply to Dragon's Breath spells, a Dragon's Breath spell requires both the appropriate Cone and the appropriate Breath spell. May also be an upgrade to spells like Lightning Stare or Air Jet, though in the latter case Shape Air may be as useful.

Dragon's Breath spells are (mechanically) a subtype of Cone Spells.

'Mass' Spells

Not strictly a new spell type, as Mass spells are simply Area spells. 'Mass' spells are an advancement of single-target beneficial spells ("buffs") and single-target penalizing spells ("debuffs" or sometimes "nerfs"). Mass spells are most often seen as Mass buffs but Mass debuffs are sometimes also allowed and useful.

A 'Mass' spell is a new spell based on the original single-target buff/debuff spell. Spell type changes from Regular to Area (any resistances are retained). Duration is as per the original spell. Base cost to cast and maintain is as per the original buff/debuff, with a minimum radius of 2. Time to cast becomes one second per energy spent. Prerequisites are the the original buff or debuff and IQ 13. If the original buff/debuff already requires IQ 13, add Magery 2 as an additional prerequisite. If the original buff/debuff already requires at least Magery 2 and IQ 13, increase the Magery requirement by 1.

Faster Mass Spells

With the casting time specified above, these spells are challenging to cast in the middle of combat, even at very high skills. As an option, "Quickened Mass (spell)" is generated similarly to "Mass (Spell)", with double the cost to cast and a casting time of 1 second per 8 energy spent. Prerequisites are "Mass (Spell)" and Haste. Exceptions: Quickened Mass Haste has a prerequisite of Mass Haste and Great Haste; Quickened Mass Great Haste has a prerequisite of Mass Great Haste and Grace (and costs a hella lotta energy).

Buffs and Debuffs

This definition section is mostly to clarify conversation

In the context of spells, a "buff" is a Regular spell that can be cast on the caster or on another target; the spell must not be resisted, must be maintainable with a duration of at least one minute, and must provide unequivocal bonuses or benefits. Good examples are Might, Flight, and Resist Fire. Transformation spells, including the various Body Of spells, are not considered "buffs" for this purpose as they can be quite inconvenient under the wrong circumstances.

A "debuff" is a Regular spell that can be cast on the caster or another target; the spell must be resisted, must be maintainable with a duration of at least one minute, must not do damage to the spell target, and provides either ambiguous/situational bonuses (like the above mentioned Transformation spells) or provides unequivocal penalties. Examples are Clumsiness, Increase Burden, and Dullness.

Air College

All Lightning and Shocking spells do Tight-Beam Burning Surge damage, and treat any metal armor as DR 1 unless it specifically bypasses armor entirely. If the target is wounded by a lightning or shocking spell, he must make a HT roll, at -1 per 2 HP suffered, or be stunned. He may attempt a HT roll each turn thereafter to recover.

Buffeting Breath
Regular spell
shoots a column of rushing wind from the caster's mouth. Each turn, roll against Innate Attack (Breath) or DX-2 to hit. This attack may be dodged or blocked, but not parried. Any targets hit take crushing-no-wounding-double-knockback damage based on the energy in the spell (see below).
The jet does real damage (and double knockback) to vaporous beings or swarms, and is very good at dusting and sweeping, and blowing away light objects.
No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Buffeting Breath can be cast “no hands” at any level of skill and requires no hands free to attack with.
Duration: 1 second
Cost: 1 to 4 points. Deals 1d+1 crushing-no-wounding-double-knockback damage for every point of energy put into the spell.
The jet has a range in yards equal to the number of dice in the attack. Same cost to maintain.
Prerequisites: Air Jet.

Air Blast
Cone spell
Emits a wide cone of rushing wind from the caster's fist (or enchanted Staff). Each turn, roll against Innate Attack or DX-4 to hit, using the Cone rules on B413. Any targets within the area take crushing-no-wounding-double-knockback damage, based on the energy put into the spell (see below).
The caster may cast this spell as many times as he has hands; cones wielded in the 'off hand' have the usual -4 penalty to hit.
Duration: 1 second
Cost: 2 to 8 points. Deals 1d crushing-no-wounding-double-knockback damage for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to equal to the number of dice in the attack. Same cost to maintain.
Prerequisites: Buffeting Breath.

Lightning Stare
Lightning Stare can be maintained for the same cost to cast.

Forked Lightning
Regular spell
Emits a wide cone of lightning from the caster's fist (or enchanted Staff). Each turn, roll against Innate Attack or DX-4 to hit, using the Cone rules on B413. Any targets within the area take tight-beam burning surge damage, and if damaged must make a modified HT check or be stunned, as per Lightning. Effective DR against this spell from conductive armor is reduced to 1.
The caster may cast this spell as many times as he has hands; cones wielded in the 'off hand' have the usual -4 penalty to hit.
Duration: 1 second
Cost: 2 to 6 points. Deals 1d-1 tight-beam burning surge damage for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.
Prerequisites: Lightning Stare.

Explosive Lightning
Cost is 3 plus 1 per die of tight-beam burning surge damage, not 2/die. E.g.: A 3d Explosive Lightning costs 2+3=5 energy (and requires Magery 3).
Additional dice may be accumulated over two further turns of concentration normally, costing 1/extra die. E.g.: continuing to build the 3d Explosive Lightning above for two more turns, adding 3d each turn, costs an additional 3 energy per turn, for a total of 12 energy (3+3+3+3) for a 9d Explosive Lightning bolt. Don't drop it.

Resist Lightning
Resist Lightning gives 5 DR (vs Electricity and Lightning) per energy point spent, rather than fiat protection.

Animal College

Note to self: develop pricing guidelines for Partial Shapeshifting. This may result in existing spells being re-priced.

Dire Beasts
Area spell
Cast on an area, this spell enlarges all animals of a certain kind within its borders by 1 or more size modifiers, duplicating all the effects of Enlarge Other. This spell also grants all the subject animals Bad Temper 15-; any existing Bad Temper disadvantages are worsened by one level (IE Bad Temper 12- becomes Bad Temper 9-).
Caster may only cast this spell on animals for which he knows the appropriate (Animal) Control spell.
Note that this spell does not affect animals created by Create Animal, nor anyone under the effect of Shapeshift, Shapeshift Others, or other similar spells and effects. GMs call whether Werewolves in wolf form turn into dire wolves, etc.
Duration: 1 hour
Base Cost: 10/S per size modifier increase (minimum 2 yard radius)
Casting time: 5 seconds
Prerequisites: 10 Animal spells, or Enlarge. Alternately, Power Investiture (Druidic) 5
Notes Casting cost is cheaper than Enlarge because it specifically affects only one type of Animal rather than anything that can be affected by Body Control spells. GMs may choose to restrict this spell to only one level of growth.
Cost assumes that the GM is using the modified cost for Enlarge from DF1

Calm Beasts
Area spell
Cast on an area, this spell improves the Reaction to the caster of all animals in the area, improving the roll by the energy put into the spell.
Duration: 1 hour
Base Cost: 2 4, or 6, same to maintain (minimum 2 yard radius)
Casting time: 2 seconds
Prerequisites: Beast Soother

Create Animal
Becomes an Animal college spell as well as Illusion and Creation.
Note that while the created animal is IQ 5, and thus is limited in its ability to follow orders, this may be substantially smarter than a "real" animal.
Alternate Prerequisites: Beast Summoning, Master and the (Animal) Control spell appropriate to the type of animal created.

Create Mount
Becomes an Animal college spell as well as Illusion and Creation.
Alternate Prerequisites: Create Animal, Rider, and the (Animal) Control spell appropriate to the type of Mount created.

Create Animal Horde (VH)
Regular spell
As per Create Animal, but creates many animals of the same type. Figure the range penalty based on the distance between you and the furthest animal created. Created animals may not occupy the same hexes at creation - no cheating and creating six horses in the same two hexes to avoid the penalty.
Use the rules for Mind Control with Area Effect from Powers to control the Horde (page 100).
Cost to Cast: As per Create Animal, multiplied by the number of animals created. Creating 4 brown bears (SM +1) would cost 2 × 4 = 8 energy.
Casting time: Equal to twice the cost to create one animal of the given type. Creating 2, 4, or 20 brown bears (SM +1) would take 4 seconds.
Prerequisites: Create Animal, Magery 3

Independence
Becomes an Animal college spell as well as Illusion and Creation. When learned as part of the Animal college, it can only be cast on Create Animal, Create Mount, and Create Animal Horde.
Alternate Prerequisites: Create Animal.

Initiative
Becomes an Animal college spell as well as Illusion and Creation. When learned as part of the Animal college, it can only be cast on Create Animal, Create Mount, and Create Animal Horde.

Body Control College

Deathtouch
This spell ignores all non-forcefield DR (natural or equipment based or magical) and all wounding modifiers, hit locations, etc, to deal direct injury. The mage must touch the victim skin, clothing, armor, or shield to inflict the spell - diffuse cloud creatures can be touched in this way, most Insubstantial creatures cannot unless another effect allows this.
Force field effects that prevent contact with skin/clothing/armor/shield must be penetrated or bypassed before this spell can be delivered. Deathtouch can be delivered with a punch, kick, or Staff blow, to punch through forcefield DR.

Enlarge and Enlarge Other
Whether using the costs from Dungeon Fantasy 1 or not, limit levels of Enlargement to (Magery) levels.

Mass Might
Fill Me In.

Mass Grace
Fill Me In.

Mass Vigor
Fill Me In.

Shrink
Limit levels of Shrinking to (2×Magery) levels.

Shrink Other
Limit levels of Shrinking to (Magery) levels.
Note: Using ×2 is potentially also acceptable; depends on if the GM wants Shrink Other cast with Magery 2 to be able to turn SM +2 giants into SM -1 dwarves or not. A Magery 1 mage can learn Shrink and Shrink other, and probably should NOT turn the giant into a dwarf, or even a SM -4 imp.

Earth College

Shattering Stone Missile
Missile spell
Create a ball of stone and fire it from one hand; it explodes and throws razor-sharp shards of stone, injuring anything it hits. This spell has 1⁄2D 40, Max 80, Acc 2 and does [2d cut] fragmentation damage.
Cost: Any amount up to twice your Magery level per second, for three seconds. The missile does 1d+1 cr explosion damage per full 2 points of energy, plus a flat [2d cut] fragmentation.
Time to cast: 1 to 3 seconds.
Prerequisites: Earthquake, Stone Missile.

Elemental Spirits Spells

Elemental Horde

Conjures a swarm of Small (element) Elementals.

Enchantment College

Deflect
Note that any random hit-location against someone with Deflect should be rolled before any Active Defense to determine if it strikes a protected location. There is no "passive defense" effect or "cover" effect, unlike in 3e, or with a real shield. Unlike Shield DB, however, the Deflect bonus applies from any angle - attacks from behind, above, and below do not circumvent Deflect. Deflect does not enable you to make otherwise forbidden Blocks or Parries.
Cost is increased to 500/2500/8000/15000/25000 to reflect the significant utility of this enchantment.

Defending Shield
Cost is reduced to 100/500/2000 to reflect the relative benefit compared to Deflect.

Defending Weapon
Cost is reduced to 100/500/2000 to reflect the relative benefit compared to Deflect.

See Also: Enchantments

Fire College

Burning Touch
Damage type is "burning", and may start secondary fires, as usual.

Explosive Fireball
Cost is 2 plus 1 per die of burning damage, not 2/die. E.g.: A 3d Explosive Fireball costs 2+3=5 energy (and requires Magery 3).
Additional dice may be accumulated over two further turns of concentration normally, costing 1/extra die. E.g.: continuing to build the 3d Explosive Fireball above for two more turns, adding 3d each turn, costs an additional 3 energy per turn, for a total of 11 energy (2+3+3+3) for a 9d Explosive Fireball. Don't drop it.

Breathe Fire
Breathe fire can be maintained for the same cost to cast.

Fuel Air Explosion Fireball
Missile spell
Creates an explosive fireball with exceptional range. This has 1/2D 25, Max 50, Acc 1. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by two×distance in yards (round down), as per a Fuel Air Explosion, rather than three×distance like a standard explosion.
Duration: Instant
Cost: Any amount up to twice your Magery level per second, for three seconds. The fireball does 1d burning damage per full 2 points of energy.
Casting time: 1-3 seconds
Prerequisites: Explosive Fireball, Fast Fire, Fire Cloud.

Conflagration
Area spell
Fills the area with a gout of intense flame that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground).
This is real fire, and will quickly ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.
Duration: 10s
Base Cost: 2 per 1d+1 damage, up to Magery dice of damage, minimum 4 for 2d+2. Half that to maintain.
Ordinary fires set by this spell do not require maintenance, but will only burn with their natural intensity once the spell ends.
Casting time: 2 seconds
Prerequisites: Create Fire, Fast Fire, Magery 2.

Cone of Flame
Regular spell
Emits a wide cone of flame from the caster's fist (or enchanted Staff). Each turn, roll against Innate Attack or DX-4 to hit, using the Cone rules on B413. Any targets within the area take burning damage. The caster may cast this spell as many times as he has hands; cones wielded in the 'off hand' have the usual -4 penalty to hit.
Duration: 1 second
Cost: 2 to 6 points, same to maintain. Deals 1d burning damage for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.
Prerequisites: Flame Jet.

Dragon's Fiery Breath (VH)
Regular spell
Similar to Cone of Fire, but the cone emits from the caster's mouth. Caster rolls to hit against DX-2 or Innate Attack skill; this counts as an action, and the caster must be facing the target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Dragon's Fiery Breath can be cast "no hands" at any level of skill.
Duration: 1 second
Cost: 2 to 8 points, same to maintain. Deals 1d+1 burning damage for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to half the energy put into the spell. Cannot be maintained. Prerequisites: Cone of Flame, Breathe Fire. Time to cast: 2 seconds.

Resist Cold
Resist Cold gives Temperature Tolerance 3 (Cold Only) and 5 DR (vs Cold) per energy point spent, rather than fiat protection.

Resist Fire
Resist Fire gives Temperature Tolerance 5 (Heat Only) and 5 DR (vs Heat and Flame) per energy point spent, rather than fiat protection.

Healing College

New Spell: Mass Healing (VH)
Area spell
As per Major Healing, but restores up to 8 HP to each subject in the area. Mass Healing from a single caster can only affect a given subject once per day.
Duration: Instant.
Base Cost: 1 to 4. Twice the amount spent is restored to each subject (scaled normally for subjects with 20+ HP). Minimum radius 2 yards.
Time to Cast: 1 second per energy spent.
Prerequisites: Major Healing, IQ 13

New Spell: Preserve Corpse
Regular spell
Protects a dead body from decay, drying out, or scavengers. Time spent under the effect of a Preserve Corpse spell does not count towards the skill penalty for a Resurrection.
Duration: 1 day.
Cost: 15 to cast, 1/3rd to maintain. Adjusted normally by SM.
Time to Cast: 1 minute.
Prerequisites: Final Rest, Remove Contagion

New Spell: Quickened Mass Healing (VH)
Area spell
As per Mass Healing, but significantly faster to cast. Quickened Mass Healing from a single caster can only affect a given subject once per day; this is counted separately from Mass Healing.
Base Cost: 2 to 8. The same amount is restored to each subject (scaled normally for subjects with 20+ HP). Minimum radius 2 yards.
Time to Cast: 1 second per 8 energy spent, minimum 1 second.
Prerequisites: Mass Healing, Haste

Recover Energy

Recover Energy has been adjusted to make it more granular. Use the table below (from Bookman's GURPS Pages).

Skill Recovery Rate
10- 1/10 minutes
11 1/8 minutes
12-13 1/6 minutes
14-15 1/5 minutes
16-17 1/4 minutes
18-20 1/3 minutes
21+ 1/2 minutes

Light and Darkness College

Invisibility
When using the changes from DF1 - instead of terminating instantly, the invisibility effect terminates (Magery-1) seconds after the terminating event - instantly for Magery 1 casters, 1 second later for Magery 2 casters, etc.
Under consideration: Recasting Invisibility on a subject within 5 minutes of a previous Invisibility expiring takes a -5 penalty.
Under consideration: Fringe effect.
Under consideration: terminates (Magery/2) seconds after the terminating event.

Mass Invisibility

Sunbolt
Damage is tightbeam burning, not impaling. Damage type is not considered heat/fire but "light" - Demons with heat/fire DR and anyone with Resist Fire can still be harmed by this spell.
Note that this is generally better for zapping Unliving or Homogenous undead and demons, who mock your impaling damage.

Revision: Flash
Regular Spell
Creates a brilliant flash of light. This may affect anyone who's facing the flash or its reflection with his eyes open (GM's decision, if not using a battle map). The caster himself is unaffected if he closes his eyes as he casts the spell. Others must make a HT roll – including the caster's allies, unless he shouts a warning (which others may hear!) or if they can see him casting (gesture-free casting makes this impossible) and are familiar with the Flash spell and have Absolute Timing. In DF, assume characters and monsters with Thaumatology or Magery are familiar.

Modifiers: Any bonus for eye protection or Protected Vision; -3 within 10 yards, no modifier at 11-25 yards, or +3 at 26+ yards (like an Affliction beyond 1/2D range); if the flash is reflected, use the total distance to and from whatever it bounced off, and add +3 if that's something like light-colored walls or foliage rather than an actual mirror such as ice, metal armor, or water.
Failure means a DX penalty (also reduces all DX-based skills) equal to margin of failure, lasting for 1 minute. Treat failure by 10+, or any critical failure, as blindness instead.

Cost: 4.
Time to cast: 2 seconds.
Prerequisite: Continual Light.
Note: Revision as per Kromm.

Meta-Magic College

AKA Arcane College

New Spell: Magic Volley
Special/R-DX spell
This is not a missile spell. There is no roll to hit, nor a defence roll; the result of the spell is determined by resistance, and damage interacts with DR normally.
This spell fires a volley of target-seeking magical bolts at the subject. You hit with one bolt per point you win the resistance contest by, up to a maximum of six missiles. Each missile does N+1 cr where N is the energy put into the spell, to a maximum N of 5.
You may target a specific hit location by taking a penalty to your spell skill equal to the hit location penalty - otherwise you strike a random hit location.
This spell is treated as a Regular spell, but takes distance penalties based on the speed/range table instead of -1/yard.
Cost: Energy equal to the damage per missile -1, minimum final cost of 1. For double the cost, the missiles gain an armor divisor of 1/2.
For example, if 1 energy is spent, each missile does 2 damage. If 5 energy is spent, each missile does 6 damage.
Prerequisites: Magery 1 and 5 Meta-Magic spells.

New Spell: Magic Barrage
Special/R-DX spell
As per Magic Volley, but you hit with two bolts per point you win the resistance contest by, up to a maximum of twelve.
Cost: 1 per point of damage. For double the cost, the missiles gain an armor divisor of 1/2.
For example, if 1 energy is spent, each missile does 1 damage. If 5 energy is spent, each missile does 5 damage.
Prerequisites: Magery 2, Magic Volley Version 2, and 10 Meta-Magic spells.

Movement College

Revision: Apportation
Regular spell; Resisted by Will
Move physical objects without touching them. This allows the mage to lift one subject as if with the Telekinesis advantage (substituting spell penalties for the TK range limit). Living subjects get to resist with Will.
Duration: 1 minute.
Cost: Varies with the level of Telekinesis advantage to apply to the object. Cost to maintain is the same.

Energy cost Telekinesis BL
1 1 ST 1 lb
2 3 ST 2 lbs
3 6 ST 8 lbs
4 12 ST 29 lbs
5 14 ST 40 lbs
6 16 ST 52 lbs
7 18 ST 65 lbs
8 20 ST 80 lbs
+1 +2 ST etc.

Prerequisite: Magery 1.
Item: Staff or wand. Usable only by mages; the item must touch or point at the subject. Energy cost to create: 900.

Rooted Feet
Now also a Movement College spell.

Glue
Prerequisite changed to Rooted Feet. May also be referred to as Mass Rooted Feet.

Flight
This spell grants the Flight advantage (p.B56), allowing Move at double the caster's normal Basic Move and modified normally for encumbrance, instead of a fixed Move.

Hawk Flight
This spell grants the Flight advantage (p.B56), allowing Move at double the caster's normal Basic Move, and two levels of Enhanced Move (Air) (p.B52).

Jump
Here is a quick reference of what one level of Jump spell does for your character. Use these results instead of the direct increase to Move in DF games using the alternate Jumping rules from DF2.

High Jump +1 Foot / level
Broad Jump +4 Feet / level
Don't forget that not taking 2 turns to Concentrate (ie most combat situations) halves your final jump distance!

New Spell: Kangaroo stride
TODO: Removes the requirement to Concentrate for full Jumping distance, and protects the caster from extra fatigue cost for jumping repeatedly.

Hold Fast
Enchantment cost is 300 energy per yard of knockback resistance, always on.

New Spell: Quick Dressing
Regular spell
Reduce the time the character takes to dress, both in regular clothing, and in armor or environmental suits.
Start at the 1 yard line on the Speed/Range table and move up the chart one line per level of the spell. Read distance in yards as the fraction for time to don. For example, the first level (2 feet = 2/3rds of a yard) reduces donning time to 2/3rds normal. Subsequent levels reduce to 1/2 normal, 1/3 normal, 2/9 normal, etc.
Here's the most interesting part of the table, expressed in fractions of a yard for your convenience:

Level Time to don Don in 1 second!
1 2/3
2 1/2
3 1/3
4 2/9
5 5/36
6 1/12
7 1/18
8 1/24
9 1/36 Full suit of cloth or mail
10 1/54 Full suit of layered cloth, light leather, mail-and-plate
11 1/72 Full suit of heavier leather, scale, jousting mail, or brigandine
12 1/108 Full suit of segmented or solid plate
13 1/180

Duration: 10 seconds. The spell is broken if the subject stops taking Ready actions to dress.
Cost: 1 to cast and 1 to maintain per level. Maximum number of levels is capped to twice the casters Magery.
Time to cast: 1 second.
Prerequisites: Grace and Dancing Object.

Item: Suit of clothing or armor, always on, only affects time to don the enchanted suit. Energy cost to create: 200 per level. Counts as an Armor Enchantment, using locational armor costs.

Necromancy College

Existing spells that are now also Necromancy spells
  • Preserve Corpse
  • Agonize
  • Choke
  • Weaken Blood
  • Wither Limb
  • Deathtouch
Slow Healing

An alternate prerequisite path is "Magery 1, Weaken Blood"

Horde of Shades

Similar to Animal Horde but with shadows. Prerequisites: Magery 2, Animate Shadow, Loyalty?

Swarm of Imps

Short duration spell (1 min/maintainable) that conjures a number of small demons to do the casters bidding.

Hurl Through Hell

Why should D&D warlocks get all the cool sounding spells?

Todo: Brainstorm on the idea of more necromantic combat-y spells (dealing with demons, ghosts, shadow creatures, zombies, etc for the most part). Black tentacles!

Protection and Warning College

Revision: Shield
Regular Spell
Creates a shimmering, transparent shield that floats in front of the subject. It acts as if it were a DB 2 shield held in one hand, without actually using a hand. The caster assigns a "hand" to it at casting time; it cannot be changed without recasting.
The subject Blocks with the shield using the casters spell skill (modified by mana level) as their "Shield" skill. This Block defence does not benefit from Combat Reflexes. Example: A caster with a skill of 15 in a -3 mana zone creates a shield with a Block defence of 11=(15-3)/2 + 3 + 2 DB and provides a general +2 DB bonus to Parry and Dodge.
The shield is difficult to see, requiring a Perception check (modified by range penalties) to notice despite being "in plain sight". Mages may add their Magery level to the Perception check; it is automatically detected by Detect Magic, Mage Sight, and other effects that reveal active spells or enchanted objects.
Duration: 10 minutes.
Cost: 1, same to maintain.

Revision: Armor
Regular Spell
Creates a shimmering, transparent field that protects the subject like a suit of armour. This field provides a weightless DR 4, but does not "stack" with equipment DR. The spell can be cast for twice the cost to make it "stack" with equipment DR.
This DR counts as DR bought with the Forcefield enhancement, protecting all hit locations, and the characters equipment.
The field is difficult to see, requiring a Perception check (modified by range penalties) to notice despite being "in plain sight". Mages may add their Magery level to the Perception check; it is automatically detected by Detect Magic, Mage Sight, and other effects that reveal active spells or enchanted objects.
Duration: 10 minutes.
Cost: 2, same to maintain.

Water College

Revision: Create Spring
Regular Spell
Increases a springs output, or creates one where none exists.
For 100x the base cost the change can be made permanent (fractional gallons are allowed, down to 1/60th of a gallon).
Note, however, that the local geology may eventually shift, reducing the springs output to its previous level.
Duration: 1 minute.
Cost: 4x the increase in the springs output, in gallons per 10 seconds, half to maintain.
Time to cast: 10 seconds (1 minute to create a permanent spring)
Prerequisites: Dry Spring and Shape Water.
Item: Staff. Cost to create: 675 energy and a $500 emerald.

Create Acid
In general, see p428 for rules on acids. Acid created in the "dense mist of droplets" form fills one hex per gallon created, doing 1d-3 corrosion damage per second, and victims in the area must make a HT roll to avoid direct eye damage. The "Dense mist of droplets" form will rapidly fall to the ground; the air is no longer filled with acid after one second.
Immersion in a blob of acid or having a gallon-blob dropped on ones head does 1d-1 corrosion per second, and if the face is exposed, will require a HT-2 roll to avoid direct eye damage, as above.
Acids can be created that do not eat glass, ceramics, or noble metals, at the casters discretion. GMs may require a Chemistry or Alchemy roll to identify the correct type of acid.

Acidic Cloud
Area spell
Fills the area with a dense caustic mist. Passing through a Acidic Cloud hex is like being splashed with acid, causing 1d-3 corrosion damage and risking eye damage on a failed HT roll, while spending an entire turn in an Acidic Cloud counts as immersion, doing 1d-1 corrosion a second and risking eye damage on a failed HT-2 roll.
The acid cloud obstructs vision as well as dissolving it; each hex of acid cloud in your line of sight imposes a -1 penalty on vision rolls and ranged attack rolls.
Like all Area spells, this spell affects an area 4 yards high; a higher column of fog can be created by spending proportionally more energy - 8 yards high for 2×, 12 yards high for 3×, and so on.
Duration: 5 minutes, except in windy areas where it lasts as little as 10 seconds
Base Cost: 4/S
Casting time: 3 seconds
Prerequisites: Create Acid, Fog.

Essential Acid
See Create Acid, above. Essential acid does +3 damage per die, and victims are at -2 on HT rolls.
Essential Acid eats everything. There is no safe way to store it without the use of magic.
You cannot create an Essential Acid that does not attack some kinds of matter. Essential Acid is evil like that.

Rain of Acid, Acid Ball, Acid Jet and Spit Acid
Damage type is "corrosion", not "acid".

Resist Acid
Resist Acid gives 5 DR (vs Acid) per energy point spent, rather than fiat protection. This DR is not reduced by taking corrosion damage.

Dephlogistic Fog
Area spell
An advanced form of the Stench spell, Dephlogistic Fog creates a cloud of highly toxic billious fog.
Air in the area becomes Lethally Toxic and extremely Corrosive as per the descriptions in GURPS Space, p78. Victims in the area must make two HT-4 rolls immediately or take 1d toxic damage (as an Area Blood agent, unSealed DR does not protect) and 1d-3 corrosion (DR protects, but is dissolved normally). If the HT roll against corrosion damage is failed, make a second HT+1 roll or take the damage directly to the Eye hit location. Doesn't Breathe, Filter Lungs, and holding your breath protect from the toxic, but not the corrosive damage.
If victims remain in the cloud, they must roll again after each minute spent or suffer the damage again. Regardless of the results of HT rolls, characters in the area will suffocate unless they have an alternative air supply or unless they Don't Breathe - Filter Lungs, Oxygen Combustion or Oxygen Absorption are not sufficient to avoid this as the air has been devitalized.
Otherwise see Stench (Magic page 24) for the behavior of this spell.
Duration: 5 minutes, reduced in windy areas
Base Cost: 5. Cannot be maintained; must be recast.
Casting time: 2 seconds
Prerequisites: Devitalize Air, Stench, Acidic Cloud.

Vitriolic Acid Ball
Missile spell
Similar to Acid Ball, throw a ball of acid from one hand. When it strikes something, it bursts, inflicting acid damage and drenching everything near-by. It has 1/2D 20, Max 40, Acc 1; use the Innate Attack skill. Can be thrown at a wall, floor, etc. (at +4 to hit) to catch foes in the blast. The target and anyone closer to the target than one yard takes full damage. Those further away divide damage by three times their distance in yards (round down).
Cost: 3 plus 1 per die of corrosion (explosion) damage. Additional dice may be accumulated over two further turns of concentration as normal for a Missile spell, costing 1/extra die.
Prerequisites: Acid Ball.
Time to cast: 1 - 3 seconds.

Frostbite
Damage type is burning; it has no incendiary component (This change is to be consistent with Frost Grenades in DF1).

Dehydrate
Like Deathtouch, this spell deals pure Injury; however, it is a metabolic hazard and many creatures are resistant or immune (or vulnerable!).
Recovery from this damage (even via magical healing spells) requires consumption of at least one pint of water (scaled for SM) per HP.

Breathe Steam
This spell can be maintained, with the same base cost to cast.

Icy Breath
This spell can be maintained, with the same base cost to cast.

Snow Cone
Regular spell
Emits a wide, cone-shaped torrent of snow from the caster's fist (or enchanted Staff). Each turn, roll against Innate Attack or DX-4 to hit, using the Cone rules on B413. It does knockback on all targets and full damage to creatures of flame and diffuse creatures. It extinguishes normal fire within its radius.
Targets may also be blinded; make a roll at HT+3 or be temporarily blinded as snow hits the face. If the HT roll fails, every 2 full energy points put into the spell blind the target for one second. After vision is regained, blurry vision will put him at a -3 penalty to combat skills for a further 1d seconds. On a critically failed HT roll, the target is blinded for 1d seconds for every 2 full energy points put into the spell; a successful HT roll means the target is unaffected by blindness.
The caster may cast this spell as many times as he has hands; cones wielded in the 'off hand' have the usual -4 penalty to hit. A caster with an active Colors spell (p. M110) may choose any color of snow he likes for his snow cone.
Duration: 1 second Cost: 2 to 6 points. Deals 1d of knockback for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.
Prerequisites: Snow Jet.

Dragon's Icy Breath (VH)
Regular spell
Similar to Icy Breath, but a wide cone emits from the caster's mouth instead of a single jet. Targets hit by Dragon's Icy Breath also suffer the blinding effect of Snow Cone (above).
Caster rolls to hit against DX-2 or Innate Attack skill; this counts as an action, and the caster must be facing the target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Dragon's Icy Breath can be cast "no hands" at any level of skill.
Duration: 1 second
Cost: 2 to 8 points. Deals 1d+1 burning (no incendiary) damage for every 2 full points of energy put into the spell.
The cone has a maximum range and maximum width equal to half the energy put into the spell. Cannot be maintained.
Prerequisites: Snow Cone, Icy Breath.
Time to cast: 2 seconds.

Weather College

Frost
Base cost changed to 1/5 (minimum 1), from 1.
Notes: This spell does almost nothing as written, except possibly reveal the footprints of invisible foes, and is NOT worth the current casting cost. Spell is not even guaranteed to cause damage to fire creatures - if making this change to casting cost, I would change the "damage" effect to "causes a -1 shock penalty for one second after the spell is cast, but no injury". It stings, but doesn't do any damage unless the creature has a relevant Weakness (and for creatures that have a Weakness to water, it will do max 1 point of injury (not multiplied for any Vulnerabilities).

Spark Storm
Now a Power Investiture 6 Druid spell in Dungeon Fantasy games.
Clerical Spark Storms will more likely to direct lightning bolts at characters who have traits that the cleric's god hates (not that the CLERIC hates).

Ball Lightning
Now a Power Investiture 5 Druid spell in Dungeon Fantasy games.

Fog
Duration changed from 1 minute to 10 minutes.
Notes: Has a significant effect on Fireball and Explosive Fireball, but for some reason has no other anti-fire effects - consider also causing penalties to light fires and to the Ignite/Create fire spells (-2?).
Thoughts on casting time vs casting cost: Takes 1 second to cast, vs 5 minutes for Mystic Mist, but Mystic Myst lasts for 10 HOURS, does not penalize defenders, AND causes additional terror and confusion effects on attackers. Same base cost.

Misc

Work on creating more "Mass" spells.