Wizard's Fire. Path of the elements.

Penalty: -2 (often, medium power, some restrictions)

Time: 30 minutes

Material Components: twine, copper, and wax ($15)

The caster summons a wisp of fire that hovers over his shoulder (caster'schoice of left or right) for the spell's duration. This wisp has a numberof charges equal to the caster's margin of success +1. The wisp shedslight based on the number of charges it currently holds. To determine howbright the light is, compare the wisp's current charges to the marginalbonus table, using the "margin" column for the number of charges and the"bonus" column for light level (what, exactly, the light level means isTBD).

The wisp can be covered but not smothered. It also exerts no physicalforce. It will attempt to maintain its position or a close approximationof such at all times, but cannot move anything out of the way to do so. Ifthe wisp moves more than 1' from its normal hovering place, it flickersout and reappears as close to its normal hovering place as possible.

The caster can expend charges to generate bolts of fire with a readyaction. To do so, the caster selects how many charges he would like todraw from the wisp (minimum 1, maximum = the caster's magery). The wispimmediately loses that number of charges, and a small flame immediatelyappears in one of the caster's free hands. The caster may hold a singlefirebolt in each free hand indefinitely until the spell itself expires. Hemay also attack with them. Firebolts use innate attack: bolt for theirattacks and have an accuracy of 1. They have a maximum range of 100 yards,at which point they immediately extinguish. Firebolts deal 1d-2 burningdamage at 1 charge, and each additional charge adds +2 to the damage ofthat bolt, subject to conversions (note: the average damage of 1d-2 is 2).

The firebolts also generate light based on the number of charges theycontain.

The caster may also attack using a firebolt in-hand with a successfulbrawling or grappling roll. The caster must, however, have a free handwhen generating firebolts.

-- Et cetera, -Galen

Proposed adjusted light table:

1 => -4 (dim torch)
2 => -3 (torch)
4 => -2
8 => -1
16 => 0 (daylight)

This topic: GURPS > WebHome > RitualMagicSystem > ElementalPath
Topic revision: 09 Jun 2012, DamianSmall
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