Spell Changes

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This is a page for changes to GURPS 4e spells still under consideration. These changes not currently in use in any of my campaigns, but are possibly to be implemented at a future date, once I'm satisfied. Spell variations and not-yet adopted new spells will also be listed here.


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'.

'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.


Air College

<p>Forked Lightning<BR /> Regular spell<BR /> 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 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.<br /> 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.<br /> <span style="color:teal;">Duration: 1 second<br /> Cost: 2 to 6 points. Deals 1d-1 burning surge damage for every 2 full points of energy put into the spell.<br /> The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.<br /> Prerequisites: Lightning Stare.</span></p>


Animal College

<p>Note to self: develop pricing guidelines for Partial Shapeshifting. This may result in existing spells being re-priced.</p> <p>Dire Beasts<br /> Area spell<br /> 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-).<BR />Caster may only cast this spell on animals for which he knows the appropriate (Animal) Control spell. <BR />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.<BR/> <font color="brown">Duration: 1 hour<br /> Cost: 10/S per size modifier increase (minimum 2 yard radius)<br /> Casting time: 5 seconds<br /> Prerequisites: 10 Animal spells, or Enlarge. Alternately, Power Investiture (Druidic) 5<br /></font> 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.<br/> Cost assumes that the GM is using the modified cost for Enlarge from DF1</p>

Body Control College

<p>Deathtouch<br/> This spell ignores all 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.<br/> 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.</p>

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

<p>Shrink<br /> Limit levels of Shrinking to (2&times;Magery) levels.</p>

<p>Shrink Other<br /> Limit levels of Shrinking to (Magery) levels.<br /> Note: Using &times;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.</p>

Earth College

<p>Shattering Stone Missile<br /> Missile spell<br /> 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. <br /> <font color="DarkSlateGray">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. <br /> Time to cast: 1 to 3 seconds. <br /> Prerequisites: Earthquake, Stone Missile. </font></p>

Enchantment College

<p>Deflect<br /> 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.<br/> Cost is increased to 500/2500/8000/15000/25000 to reflect the significant utility of this enchantment.</p>

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

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

Fire College

<p>Burning Touch<br /> Damage type is "burning", and may start secondary fires, as usual.</p>

<p>Explosive Fireball<br /> 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).<br/> 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.</p>

<p>Fuel Air Explosion Fireball<BR /> Missile spell<BR /> 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&times;distance in yards (round down), as per a Fuel Air Explosion, rather than three&times;distance like a standard explosion.<br /> <span style="color:red;">Duration: Instant<br /> 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.<br /> Casting time: 1-3 seconds<br /> Prerequisites: Explosive Fireball, Fast Fire, Fire Cloud.<br /></span></p>

<p>Conflagration<BR /> Area spell<br /> 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).<br /> This is real fire, and will quickly ignite any flammable objects it touches. Cannot be cast within rock, foes, etc.<br /> <span style="color:red;">Duration: 10s<br /> Base Cost: 2 per 1d+1 damage, up to Magery dice of damage, minimum 4 for 2d+2. Half that to maintain.<br /> Ordinary fires set by this spell do not require maintenance, but will only burn with their natural intensity once the spell ends.<br /> Casting time: 2 seconds<br /> Prerequisites: Create Fire, Fast Fire, Magery 2.</span></p>

<p>Cone of Flame<BR /> Regular spell<BR /> 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.<br /> <span style="color:red;">Duration: 1 second<br /> Cost: 2 to 6 points, same to maintain. Deals 1d burning damage for every 2 full points of energy put into the spell.<br /> The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.<br /> Prerequisites: Flame Jet.</span></p>

<p>Dragon's Fiery Breath (VH)<BR /> Regular spell<BR /> 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.<br /> <span style="color:red;">Duration: 1 second<br/> Cost: 2 to 8 points, same to maintain. Deals 1d+1 burning damage for every 2 full points of energy put into the spell.<br /> 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.</span></p>

Healing College

<p>New Spell: Preserve Corpse<br /> Regular spell<BR /> 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. <br /> <font color="SlateBlue">Duration: 1 day. <br /> Cost: 15 to cast, 1/3rd to maintain. Adjusted normally by SM.<br /> Time to Cast: 1 minute.<br /> Prerequisites: Final Rest, Remove Contagion</font></p>

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

<p>Invisibility<br/> 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.</p>

<p>Sunbolt<br/> Damage is tightbeam burning, not impaling. <br /> Note that this is generally better for zapping Unliving or Homogenous undead and demons, who mock your impaling damage.</p>

<p>Revision: Flash<br/> Regular Spell<br/> 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.<br />

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.<br /><br /> <i>Cost: 4.<br /> Time to cast: 2 seconds.<br /> Prerequisite: Continual Light.<br /></i> Note: Revision as per Kromm. </p>

Movement College

<p>Rooted Feet<br /> Now also a Movement College spell.</p>

<p>Glue<br /> Prerequisite changed to Rooted Feet. May also be referred to as Mass Rooted Feet.</p>

<p>Flight<br /> 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.</p>

<p>Hawk Flight<br /> 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).</p>

<p>Jump<br /> 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.<br />

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!</p>

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

Necromancy College

Preserve Corpse is also a Necromancy spell.

Todo: Brainstorm on the idea of more necromantic damage spells (dealing with demons, ghosts, shadow creatures, zombies, etc for the most part)

Protection and Warning College

Revision: Shield<BR /> Regular Spell<BR /> <font color="#7E3117">Cost: (2 + DB from physical shield) energy per DB to a maximum DB bonus of 4.

Example: With no shield, the cost is 2 per DB - this bonus applies to Parry and Dodge but does not allow a Block defense. If you've got a Large Shield for DB 3, it costs 5 Energy for +1 DB and the DB also applies to Blocks made with your Large Shield.</font>

<p>Revision: Armor<BR /> Regular Spell<BR /> <font color="#7E3117">Cost: (1 + DR from armor) energy per DR. Split DRs use the lower of the two numbers. If you've got mixed or layered armor, use the total DR over the single location with the highest armored DR (taking into account the "split DR counts as the lower number" rule). <br/> This DR counts as DR bought with the Forcefield enhancement, protecting all hit locations, and the characters equipment.

Examples: if you've got mail for 4/2*, it costs 3 Energy for 1 DR. If you've got plate for 6, it costs 7 Energy for 1 DR. If you've got three layers of cloth (each 1*) it costs 4 Energy for 1 DR

Note that natural DR does not increase the cost, only equipment-type armor does.</font>

Water College

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

<p>Create Acid<BR /> 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.<BR /> 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.<BR /> 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.</p>

<p>Acidic Cloud<BR /> Area spell<br /> 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.<br /> 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.<br/> 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&times;, 12 yards high for 3&times;, and so on.<br /> <font color="SeaGreen">Duration: 5 minutes, except in windy areas where it lasts as little as 10 seconds<br /> Base Cost: 4/S<br /> Casting time: 3 seconds<br /> Prerequisites: Create Acid, Fog.<br /></font></p>

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

<p>Rain of Acid, Acid Ball, Acid Jet and Spit Acid<BR /> Damage type is "corrosion", not "acid". </p>

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

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

<p>Dephlogistic Fog<br /> Area spell<br /> An advanced form of the Stench spell, Dephlogistic Fog creates a cloud of highly toxic billious fog.<br /> 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. <br /> 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.<br /> Otherwise see Stench (Magic page 24) for the behavior of this spell.<br /> <font color="SeaGreen">Duration: 5 minutes, reduced in windy areas<br /> Base Cost: 5. Cannot be maintained; must be recast.<br /> Casting time: 2 seconds<br /> Prerequisites: Devitalize Air, Stench, Acidic Cloud.<br /></font></p>

<p>Snow Cone<br /> Regular spell<br /> 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 damage to creatures of flame; it can kill or knock down even large swarms of flying creatures. It extinguishes normal fire within its radius.<br /> 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.<br /> 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.<br /> <span style="color:SeaGreen;">Duration: 1 second Cost: 2 to 6 points. Deals 1d of knockback for every 2 full points of energy put into the spell.<br /> The cone has a maximum range and maximum width equal to half the energy put into the spell. Same cost to maintain.<br /> Prerequisites: Snow Jet.</span></p>

<p>Dragon's Icy Breath (VH)<br /> Regular spell<br /> Similar to Icy Breath, but a wide cone emits from the caster's mouth instead of a single jet. 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.<br /> <span style="color:SeaGreen;">Duration: 1 second<br /> Cost: 2 to 8 points. Deals 1d+1 burning (no incendiary) damage for every 2 full points of energy put into the spell.<br /> The cone has a maximum range and maximum width equal to half the energy put into the spell. Cannot be maintained.<br /> Prerequisites: Snow Cone, Icy Breath.<br /> Time to cast: 2 seconds.</span></p>

<p>Vitriolic Acid Ball<br /> Missile spell<br/> 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).<br /> <span style="color:SeaGreen;">Cost: Any amount up to twice your Magery level per second, for three seconds. The acid ball does 1d corrosion (explosion) damage per full 2 energy points.<br /> Prerequisites: Acid Ball.<br /> Time to cast: 1 - 3 seconds.</span></p>

Weather College

<p>Frost<br /> Base cost changed to 1/5 (minimum 1), from 1.<br /> 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).</p>

<p>Spark Storm<br /> Now a Power Investiture 6 Druid spell in Dungeon Fantasy games.<br /> 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).</p>

<p>Ball Lightning<br /> Now a Power Investiture 5 Druid spell in Dungeon Fantasy games.</p>

<p>Fog<br /> Duration changed from 1 minute to 10 minutes.<br /> 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?).<br /> 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.</p>

Misc

Work on creating more "Mass" spells.