Thursday 12 January 2017

Grimoire: Elemental Melee Spells

GURPS Magic lacks a lot of the 'traditional' spells that games like D&D have. This is probably by design; most damage-dealing spells in D&D are variations upon "you do fire damage" or "you do lightning damage" and so on for each element. GURPS takes a more basic approach, with one or two spells per school that deal damage with an amount you can choose.

That said, there are still some gaps. One of the things that was conspicuous was the lack of sword spells, so that mages could brandish blades of pure fire. Lightning Whip is a great spell... but why not do the same for other elements or colleges? After the jump are a few simple spells that fill these gaps.

Hopefully which college these spells belong to should be obvious. If not, assume the spell belongs to the same college as it's prerequisites.

Water Blade
Regular
Creates a blade of razor-sharp water in the caster’s hand. The sword inflicts cutting damage and has Reach 1. Use Force Sword to wield.

Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 cut damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Water Jet

Water Whip
Regular
Creates a whip of water in the caster’s hand. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip inflicts 1d cutting damage every time it strikes.

Duration: 10 seconds
Cost: 1 per two yards of reach (maximum of 8 yards). Same to maintain.
Time to Cast: 2 seconds.
Prerequisites: Water Jet

Lightning Blade
Regular
Creates a blade of crackling lightning in the caster’s hand. The sword inflicts burning damage with the surge modifier and has Reach 1. Damage inflicted by Lightning Blade has the same side effects as Lighting (see M196). Use Force Sword to wield.

Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 burn sur damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Lightning

Fire Blade
Regular
Creates a blade of roaring fire in the caster’s hand. The sword inflicts burning damage and has Reach 1. Use Force Sword to wield.

Duration: 10 seconds
Cost: Any amount up to your Magery level per second, for three seconds. The sword does 1d+1 burn damage per energy point.
Time to Cast: 2 seconds.
Prerequisites: Flame Jet

Fire Whip
Regular
Creates a whip of flame in the caster’s hand. It is wielded like a normal whip (p. B404), except that it always takes only one second to ready, and it cannot be used to parry or entangle. The whip inflicts 1d burn damage every time it strikes.

Duration: 10 seconds
Cost: 1 per two yards of reach (maximum of 8 yards). Same to maintain.
Time to Cast: 2 seconds.
Prerequisites: Flame Jet

2 comments:

  1. Neat! I'm certainly going to use these in my games.

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    Replies
    1. Good to know, especially because it was some of your posts that inspired them!

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