12-09-2011, 12:39 AM | #81 |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
Someone mentioned priestly buffing spells:
Bane The priest's foes are at -1 to attack and -1 to resist fear effects for the duration of the spell. Affliction: -1 'attack rolls', -1 to resist fear (+9%)* [Area Effect 12 yds** (+175%), Malediction 2 (+150%), Reliable (+50%), Costs Fatigue 4 (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Nuisance: No more than 60 yds range (-5%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 4 (-40%), Trigger: Common; Holy Water (-20%)] Total Cost 35. *-1 DX (Attack rolls only -40%), -1 Will (Only to resist fear -60%). **Actually 50' cube. Bless The priest's allies are at +1 to attack rolls and +1 to resist fear effects for the duration of the spell. Affliction: +1 'attack rolls', +1 to resist fear (+70%)* [Area Effect 12 yds*** (+175%), Malediction 2 (+150%), Costs Fatigue 4 (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Nuisance: No more than 60 yds range (-5%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 4 (-40%), Trigger: Common; Holy Water (-20%)] Total Cost 36. *+4 skill points [Cosmic* (+50%), Attack rolls only (-40%)]; +1 Will (Only to resist fear -60%). **Adds to current weapon skill. ***Actually 50' cube. Prayer The priest's allies gain a +1 to all rolls while foes have their Attributes penalised by -2 to ST and -1 to other Attributes for the duration of the spell. Affliction: Daredevil [Cosmic* +300%] (+600%) [Area Effect 20 yds (+213%), Link (+10%), Malediction 1 (+100%), Costs Fatigue 10 (-50%), Emanation (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 3 (-30%), Trigger: Very Common; Sacred Scroll (-10%)] Cost 92 CPs. +Affliction: -2 ST, -1 DX, -1 IQ, -1 HT (+35%) [Area Effect 20 yds (+213%), Link (+10%), Malediction 1 (+100%), Reliable 10 (+50%), Emanation (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 3 (-30%), Trigger: Very Common; Sacred Scroll (-10%)] Cost 41. Total Cost 133. *Works without foolhardy risks being taken. Recitation The priest's allies gain a +2 to all rolls or a +3 if they are of the same faith as the caster. Foes are penalised by -4 to ST and -2 to other Attributes. Affliction: Daredevil 2 [Cosmic* +300%] (+1200%) [Area Effect 20 yds (+213%), Link (+10%), Malediction 1 (+100%), Costs Fatigue 15 (-75%), Emanation (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 3 (-30%), Trigger: Very Common; Sacred Scroll (-10%)] Cost 144 CPs. Affliction: Daredevil 1 [Cosmic* +300%] (+600%) [Area Effect 20 yds (+213%), Link (+10%), Malediction 1 (+100%), Accessability: Faithful of own faith (-40%), Emanation (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 3 (-30%), Trigger: Very Common; Sacred Scroll (-10%)] Cost 87 CPs. +Affliction: -4 ST, -2 DX, -2 IQ, -2 HT (+70%) [Area Effect 20 yds (+213%), Link (+10%), Malediction 1 (+100%), Reliable 10 (+50%), Emanation (-20%), Gadget: Can be Stolen (-25%), Magical (-10%), Requires Gestures (-10%), Requires Words (-10%), Takes Extra Time 3 (-30%), Trigger: Very Common; Sacred Scroll (-10%)] Cost 43. Total Cost 274. *Works without foolhardy risks being taken.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 12-10-2011 at 04:10 AM. |
12-10-2011, 04:16 AM | #82 |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
As an example of how truly nasty attack spells, even relatively 'low-level' ones, can be, here are a couple of cool ones:
Ice Storm A 20' radius area of hailstorm that rages for 10 seconds and does 3d cr + 2 burn (cold) to anyone caught within the area. Hearing and Vision in the area are at -2 and movement is at half speed, with combat penalties as for bad footing. Innate Attack 3d cr [Area of Effect 6 yds (+125%), Increased Range x20 1/2D and x2 Max (+25%), Link (+10%), Overhead (+30%), Persistent (+40%), Blockable (-5%), Costs Fatigue 12 (-60%), Magical (-10%), Requires Words (-10%), Requires IQ Roll (-5%), Requires Gestures (-10%), Takes Extra Time 2 (-20%)] 33 points. + Follow-Up (+0%) Innate Attack 2d burn (cold) {Magical -10%)] 9 points. +Obscure 2 (Hearing) [Area of Effect 6 yds (+75%), Link (+10%), Ranged (+50%), Magical (-10%), Requires Gestures (-10%), Requires IQ Roll (-5%), Requires Words (-10%). 8 points. +Obscure 2 (Vision) [Area of Effect 6 yds (+75%), Extended (Infravision) (+20%), Link (+10%), Ranged (+50%), Magical (-10%), Requires Gestures (-10%), Requires IQ Roll (-5%), Requires Words (-10%). 9 points. Special Effects: Perk Treacherous footing (+1 cost of movement) in the area while spell lasts; Perk Bad Footing (combat penalties) in the area while spell lasts. 2 points. Total 62 points. Cone of Cold Magery 5 version. A 20 yds long cone that is 20 yds wide at the terminus and does 10d burn (cold) damage to anyone caught within it. Burn (cold) damage cannot set fires, but does reduce the temperature of things it damages, which may cause them damage from rapid changes in temperature if they are subsequently hit with heat attacks. Innate Attack 10d burn (cold) [Cone 20 yds (+250%), Increased 1/2D Range (+5%), Cost FP 20 (-100%), Magical (-10%), Reduced Max Range /5 (-10%), Requires Gestures (-10%), Requires IQ Roll (-5%), Requires Words (-10%), Takes Extra Time 3 (-30%)] Total Cost 90.
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12-10-2011, 09:26 AM | #83 |
Join Date: Jan 2006
Location: Central Europe
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
5d/second for 10 seconds seems a lot nastier than the original 4th level spell Ice Storm. If I recall, it was a bit underwhelming for damage- the advantage was that it did cold damage which was hard to get, and was a 4th level spell which did direct damage.
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12-10-2011, 12:35 PM | #84 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
Quote:
That being said, I'm happy for the GURPS version being more useful than the D&D version, owing to GURPS mechanics making more sense. The fluff description of Ice Storm sounds bad-ass and it's no bad thing that the spell should come out bad-ass. I mean, you're paying a lot in points (either knowing the spell permanently or in Modular Ability: Cosmic that allows you to memorise it) and using 12 FP to cast it.
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d&d, dungeon fantasy, fantasy, gurps magic, spells as advantages, spells as powers |
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