Sorcery: Air Spells II
Some more air spell! Stench fills an area with a toxic gas. Destroy Air is useful when you need to suffocate somebody in a closed room or destroy poisonous gases. Shape Air allows you to move air, and Odor allows you to produce specific odors.
Destroy Air
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
This spell allows you to destroy air.
To destroy air, you must stand amidst it, take a Concentrate maneuver, and pay 1
FP. Then make an IQ roll. Success means the target is gone. This spell only
affects inanimate objects.
You can destroy all air in an area
up to one yard in radius per level of this spell.
Statistics: Create
Air (Destruction Only, +0%; Magical, -10%; Reduced Fatigue Cost 1, +20%)
[5.5/level*].
* Calculate the total cost and round
up.
Odor
Keywords: Area (Special).
Full Cost: 12 points for level 1 + 4
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
Produces any odor the caster is
familiar with in an area, which must have an initial radius (in yards) no
greater than your level of this spell. The odor stays while you keep
concentrating, and lingers for about an hour, gradually diminishing (outdoors
it spreads out and quickly dissipates), when you stop concentrating. The spell
produces no other physical effects – for instance, the odor of a poison is not
poisonous.
Statistics:
Control Air 1 (Accessibility, Only to change odors, -65%; Ranged, +40%;
Sorcery, -15%) [12]. Additional levels add Control Air +1 (Accessibility, Only
to change odors, -65%; Only increases area of effect, -50%; Ranged, +40%;
Sorcery, -15%) [4/level]. Note: As
this is one advantage (Control Air) with the Sorcery limitation, not two, it
costs only 1 FP to use.
Shape Air
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can control the shape of air in
an area, which must have an initial radius (in yards) no greater than your
level of this spell. This even allows you to “walk” the air, with a Move equal
to your spell level. You cannot split the air into multiple components – it
must remain one continuous area – but you do not have to leave it in a circular
shape. You must actively concentrate while shaping or moving the air, but may
otherwise maintain this spell normally (no concentration required).
Statistics:
Control Air (Ranged, +40%;
Sorcery, -15%) [25/level].
Stench
Keywords: Area (Leveled).
Full Cost: 13 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may fill a two-yard-radius area
with yellowish gas that reeks of brimstone. To place the cloud at a distance,
use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting
an area. The initial attack roll places the effect. It then drifts from that
point with the wind.
Additionally, every subject that
inhales the cloud, takes 1d toxic damage, if he fails a HT-1 roll. Should he
cumulatively lose 2/3 of his HP to this spell, he begins to choke. The subject
loses his ability to breathe or speak. He may do nothing but drop. While the
choking endures, he suffers the effects of suffocation (see Suffocation, p. 436). After that the
subject is stunned (p. B420) and may roll vs. HT once per second to
recover. The subjects with Doesn’t Breathe or Injury Tolerance (Homogenous) are
immune to this effect! These symptoms abate only when the damage that caused
them is healed.
Statistics: Toxic
Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Resisted,
HT-1, -25%; Respiratory Agent, +50%; Sorcery, -15%; Symptoms, 2/3 HP, Choking,
+100%; Variable, Area, +5%) [13]. Further levels add Area Effect (+50%) to the
advantage [+2].
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