Wednesday, 5 July 2017

Sorcery: Banestorm Spells

Sorcery: Banestorm Spells

I've never played Banestorm, but the supplement has three new setting-specific Gate spells. Let's convert them for the completeness' sake. Detect Banestorm confirms or denies banestorm activity. Identify Newcomer tells whether the subject was carried over to this world by a banestorm recently or not. Seek Banestorm tells the caster direction and distance to the nearest banestorm.
  
Detect Banestorm
Keywords: Information.
Full Cost: 6 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a long-distance (p. B421) penalty based on the distance to the nearest banestorm. If successful, this spell confirms or denies any current banestorm activity within the range, specified by the caster.
Any known sources of magic may be excluded if the caster mentions them before casting.
Statistics: Detect Banestorm (Long-Range 1, +50%; Selective Effect, +20%; Sorcery, -15%; Vague, -50%) [6].
  
Identify Newcomer
Keywords: Information.
Full Cost: 1 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

This spell, when cast on a person or object that the caster can see or touch, tells whether and when a banestorm brought it to Yrth.
Statistics: Detect (Banestorm Newcomers; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [1].

Seek Banestorm
Keywords: Information.
Full Cost: 12 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest banestorm, using the long-distance modifiers. If successful, the caster knows the exact distance and direction to the banestorm.
Any known passes may be excluded if the caster mentions them before casting.
Statistics: Detect Banestorm (Cannot Analyze, -10%; Long-Range 1, +50%; Precise, +100%; Sorcery, -15%) [12].

No comments:

Post a Comment