Sorcery: Water Spells II
And more water spells! Breathe Water is useful for underwater adventures, and Walk on Water helps to avoid such adventures. Snow Shoes is very useful in arctic terrain. Foul Water is a delayed poisonous attack. And Water Jet can come into use against swarms or fire elementals.
Breathe Water
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject becomes able to breathe
water as though it were air. He does not lose his ability to breathe air.
Statistics:
Affliction 1 (HT; Accessibility, Only on air-breathing creatures, -10%; Advantage,
Breathe Water, +80%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Breathe Water” is Doesn’t Breathe (Gills, -50%; Magical,
-10%) [8].
Foul Water
Keywords: Buff.
Full Cost: 56 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
Renders a gallon of water
undrinkable. Foul water is readily recognizable by its uninviting color and
smell, whereas fouled beer or wine may be more difficult to detect. Anyone
foolish enough to drink it must make a HT roll. On a failed roll, he is seized
by painful stomach cramps, taking 1d toxic damage; he is at -3 to DX and IQ for
1 hour.
Foul water also fails to satisfy thirst,
and cannot support fish or other water-dwellers (a fish of any sort slowly
suffocates in fouled water; a sea-mammal becomes ill from ingesting it). In a
body of water, the foul water is eventually diluted to harmlessness; if cast in
a mountain stream, for instance, this spell effectively lasts only a second or
two.
Statistics: Affliction 1 (HT; Accessibility, Can only be cast on water, -10%; Advantage, Foul Water, +300%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [56]. Note: “Foul Water” is Affliction 1 (HT; Aura, +80%; Attribute Penalty, DX-3, IQ-3, +60%; Blood Agent, -40%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Link, +10%; Melee Attack, Reach C, -30%) [26] + Toxic Attack 1d (Aura, +80%; Blood Agent, -40%; Link, +10%; Melee Attack, Reach C, -30%; Resistible, HT, -25%) [4].
Snow Shoes
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject does not suffer DX or
Move penalties for snow or ice.
Statistics:
Affliction 1 (HT; Advantage, Snow Shoes, +100%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%)
[26]. Note: “Snow Shoes” is Terrain Adaptation (Ice; Magical, -10%) [5] + Terrain
Adaptation (Snow; Magical, -10%) [5].
Walk on Water
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject can walk on the surface
of any liquid as if it were solid ground. He moves at his usual ground Move.
This doesn’t protect him from any damage that he would take from coming into
contact with the liquid, however. He can’t traverse volcanic lava or boiling
acid without taking damage!
Statistics:
Affliction 1 (HT; Advantage, Walk on Water, +140%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Walk on Water”
is Walk on Liquid (Magical, -10%) [14].
Water Jet
Keywords: Jet, Obvious.
Full Cost: 34 points for level 1 + 8 points per additional level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 20 yards.
Duration: Instantaneous.
You shoot a thin jet of water from
your fingertip, which can strike any target up to 20 yards away (without range
or speed penalties). It can be dodged or blocked, but not parried. This jet
does 1d crushing damage per level, doubled,
for the purposes of knockback, but does not deal injury or blunt trauma. It will extinguish a one-yard-radius area
of normal fire.
Against enemies with Injury
Tolerance (Diffuse), such as gaseous beings and swarms, and against creature of
flame, this becomes a much more
potent attack, doing full damage – including the doubling! Ignore the usual
injury cap of 2 HP (Injury to Unliving,
Homogenous, and Diffuse Targets, p. B380).
If the spell strikes the face, it
causes no injury (unless the attack was against the aforementioned enemy types),
but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles,
closed helmets, ultra-tech visors protect against this spell.
Statistics:
Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does
knockback-based damage against diffuse and flame targets, +50%; Double
Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link,
+10%; No Blunt Trauma, -20%; No Wounding*, -5%; Sorcery, -15%) [8/level] +
Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable,
-5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x,
+5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced
Duration, 1/60, -35%; Vision-Based, +150%) [26].
* Except versus diffuse and flame
targets, an exception which decreases the value of this limitation.
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