Tuesday 28 March 2017

Sorcery: Steam Spells

Sorcery: Steam Spells

Steam spells are the last unconverted spells not only in the college of Water, but in all elemental colleges. Create Steam creates a cloud of scalding steam. Boil Water transforms water into steam, and Condense Steam does this the other way around. Steam Jet and Breathe Steam are scalding attacks.

Boil Water
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell allows you to turn water into steam. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The initial matter can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. The produced steam has the same volume in cubic yards. For example, with Boil Water 2 you could transform 40 lbs. of water into 40 cubic yards of steam.
Statistics: Create (Transmute Water to Steam, +50%; Transmutation Only, -100%; Magical, -10%) [2/level].
  
Breathe Steam
Keywords: Jet, Obvious.
Full Cost: 37 points for level 1 + plus 13 points per additional level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 20 yards.
Duration: Instantaneous.

You shoot a thin jet of steam 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 burning non-incendiary damage per level, and 1d crushing damage doubled, for the purposes of knockback only.
Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full crushing damage – including the doubling (in addition to burning damage)! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
If the spell strikes the face, it also blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
Statistics: 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%; Reduced Duration, 1/60, -35%; Sorcery, -15%; Vision-Based, +150%) [25] + Burning Attack 1d (Blockable, -5%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%) [5/level] + Crushing Attack 1d (Blockable, -5%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding*, -25%) [6.75/level].
* Except versus diffuse targets, an exception which decreases the value of this limitation.

Condense Steam
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell allows you to turn steam into water. To do so, touch the matter you wish to transform or stand amidst it, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The spell affects an area with a radius up to the spell level in yards. One cubic yard of steam is condensed into 1 lb. of water.
Statistics: Create (Transmute Steam to Water, +50%; Transmutation Only, -100%; Magical, -10%) [2/level].

Create Steam
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create scalding-hot steam where none exists. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the steam appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster can fill an area up to one yard in radius per level with steam. The steam deals 1 point of burning non-incendiary damage per second per level of the spell. DR protects normally.
Statistics: Create Steam (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost and round up.
   
Steam Jet
Keywords: Jet, Obvious.
Full Cost: 52 points for level 1 + 19.75 points per additional level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 20 yards.
Duration: One second.

You shoot a thin jet of steam 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 burning non-incendiary damage per level, and 1d crushing damage doubled, for the purposes of knockback only (this crushing damage deals no injury or blunt trauma).
Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full crushing damage – including the doubling (in addition to burning damage)! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
If the spell strikes the face, it also blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
The jet lasts until the beginning of the sorcerer’s next turn, allowing the user to parry incoming attacks with it. If a parry is successful, the jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if cast every turn, the steam stream is not interrupted and the caster may continue to attack with it normally.
Statistics: Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Destructive Parry, +10%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Melee-Capable, Reach 1, +15%; Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%; Vision-Based, +150%) [32] + Burning Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Melee-Capable, Reach 1, +15%; No Incendiary Effect, -10% Reflexive, +40%) [8.5/level] + Crushing Attack (Cosmic, Does knockback-based damage against diffuse targets, +50%; Destructive Parry, +10%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Melee-Capable, Reach 1, +15%; No Blunt Trauma, -20%; No Wounding*, -25%; Reflexive, +40%) [10.25/level].
* Except versus diffuse targets, an exception which decreases the value of this limitation.


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