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Old 03-08-2008, 09:55 AM   #1
Harald387
 
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Join Date: Apr 2007
Location: Ottawa, ON, CA
Default [Magic] Something's missing - Cones!

So in getting more involved with GURPS Magic, I've noted a really sad lack of cone spells; this seems to me to be a serious oversight that needs to be corrected. We came up with the following; thoughts and commentary are welcome:

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'.

EXAMPLES:

Cone of Flame
Regular; Fire College

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. 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.

Snow Cone
Regular; Water College

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.

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 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 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.

EXAMPLES:

Dragon's Fiery Breath (VH)
Regular; Fire College

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. 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.

Dragon's Icy Breath (VH)
Regular; Water College

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.

Duration: 1 second
Cost: 2 to 8 points. 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: Snow Cone, Icy Breath.
Time to cast: 2 seconds.
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