Sunday 5 February 2017

Sorcery: Light and Darkness Spells II

Sorcery: Light and Darkness Spells II

All of the following spells affect vision. Bright Vision protects from glare and flashbangs. Dark Vision lets the subject see in utter darkness. Night Vision allows the subject to see if there is any light at all. Infravision allows the subject to see heat rays. Hawk Vision makes the subject see far, and Small Vision makes the subject able to see microscopic things.

Bright Vision
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject’s vision is protected against overload. It rapidly adapts to the most intense of stimuli, allowing him to function normally after a maximum of two seconds of impairment. He will never suffer permanent damage to vision as a result of excessive sensory input, and he gets +5 to rolls to resist temporary damage and Vision-Based attacks. This spell resists glare and eye damage from lasers, and lets Dark Vision, Infravision, and Night Vision adjust instantly from bright light to darkness.
Statistics: Affliction 1 (HT; Advantage, Bright Vision, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Bright Vision” is Protected Vision (Magical, -10%) [5].

  
Dark Vision
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see even in pitch darkness, as if he had the Dark Vision advantage.
Statistics: Affliction 1 (HT; Advantage, Dark Vision, +230%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Dark Vision” is Dark Vision (Magical, -10%) [23].
  
Hawk Vision
Keywords: Buff.
Full Cost: 17 points for level 1 + 4.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject can “zoom in” with his eyes as if using binoculars. Each level lets him ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if he takes an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided he takes an Aim maneuver for seconds equal to the bonus (see Scopes under Firearm Accessories, p. 411). The benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If the subject has both, he must opt to use one or the other
Statistics: Affliction 1 (HT; Advantage, Hawk Vision 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Hawk Vision to the Advantage enhancement (+50%) [+4.5*]. Note: Each level of “Hawk Vision” is Telescopic Vision 1 (Magical, -10%) [4.5].
* Calculate the total cost, then round up.

Infravision
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see “infrared” or heat rays in addition to normal light, as with the Infravision advantage (p. B60).
Statistics: Affliction 1 (HT; Advantage, Infravision, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Infravision” is Infravision (Magical, -10%) [9].

Night Vision
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see clearly as long as there is any light at all, as with Night Vision 9. In utter darkness, the subject is still blind.
Statistics: Affliction 1 (HT; Advantage, Night Vision, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%: Sorcery, -15%) [25]. Note: “Night Vision” is Night Vision 9 (Magical, -10%) [9].

Small Vision
Keywords: Buff.
Full Cost: 16 points for level 1 + 4 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject can see details that would normally be invisible without a magnifying glass or a microscope. Each level increases magnification by a factor of 10: 5 points gives 10x, 10 points gives 100x, and so on. This magnification only applies to objects within 1 foot.
Level 1 suffices for ordinary forensic investigation. Level 3 (1,000x) is equivalent to the best optical microscopes. Level 5 (100,000x) is comparable to an electron microscope, capable of imaging viruses. Level 6 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.
While the spell is on, the subject is nearsighted: he is incapable of seeing objects further than a yard away clearly – they appear blurred and all melee attacks are made at -2 to skill.
Statistics: Affliction 1 (HT; Advantage, Small Vision 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Additional levels add further Small Vision to the Advantage enhancement (+40%) [+4]. Note: Each level of “Small Vision” is Microscopic Vision 1 (Magical, -10%; Nuisance Effect, -2 to melee attacks, -10%) [4].


4 comments:

  1. Why take the spell Dark Vision for 37 points if one can just take the advantage for 25? Can this spell not be the Dark Vision advantage with Costs Fatigue (1), Takes Extra Time (1) and Sorcery Limitations for a total of 18 points?

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