Sorcery: Making & Breaking Spells VIII
Last making and breaking spells! Annihilation and Destabilization deal massive damage to the subject. Transform Object transforms one object into another. Weapon Self allows the caster to meld with his weapon.
Annihilation
Keywords: Resisted (HT).
Full Cost: 64 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
This spell instantly and irrevocably
disintegrates a living being. Someone slain by Annihilation is turned to dust. Carried
items are unaffected. A critical failure with this spell costs the caster 1 HT permanently!
Statistics:
Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Based on IQ,
Own Roll, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack,
+300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical
Failure, -30%; Sorcery, ‑15%) [64]. Note: Fragile (Enhanced Unnatural) means the subject dies if
reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0,
the target dies.
Destabilization
Keywords: Resisted (HT).
Full Cost: 54 points/level.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
This spell instantly and irrevocably
destabilizes a living being. If the subject fails to resist, roll 4d per level
of this spell and assess that many HP of injury. Should this harm equal or exceed
the victim’s (HP score * 6), it’s immediately fatal regardless of HT or
advantages. If it’s not enough to kill the victim, the victim still takes this
much damage, ignoring DR. Someone slain by Destabilization explodes, doing [1d]
cutting fragmentation damage (pp. B414-415). The GM may make this damage
crushing for soft creatures, corrosion for acid slimes, and so on. Possessions
fall to the ground, but roll 1d for clothing or armor. A result greater than
the item’s DR means it’s shredded (destroyed).
A critical failure with this spell
costs the caster 1 HT permanently!
Statistics: Crushing
Attack 4d (Accessibility, Only on living creatures, -10%; Based on HT, +20%; Based
on IQ, Own Roll, +20%; Fragmentation [1d] on death, +15%; Malediction 2, +150%;
No Signature, +20%; Nuisance Effect, Critical Failure, -30%; Sorcery, -15%) [54/level].
Transform Object
Keywords: Buff.
Full Cost: 85 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
inanimate object into a different inanimate object of the same weight. It cannot
shift back on his own; it must wait for the spell to expire or be dispelled. The caster may only learn
the form of an object with which he is familiar. If the subject is destroyed, it
immediately reverts to its native form (which will also be destroyed).
The subject gains all the physical
attributes of the new form.
Statistics:
Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Transform
Object, +700%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [85]. Notes: “Transform
Object” is Morph (Magical, -10%; Mass
Conservation, -20%; Unliving Forms Only, -0%) [70]. This spell costs 85 points
for a racial template worth no more than the subject’s native racial template.
A more powerful form costs 85 points plus 90% of the difference in cost between
the subject’s native template and that of the other form. The caster may learn
to affect more powerful subjects by investing more points into this spell.
Usually the GM should not bother making racial templates for the objects, so it
is safe to say that the spell costs 85 points.
Weapon Self
Keywords: Resisted (Will).
Full Cost: 58 points for level 1 + 2
points/additional level.
Casting Roll: IQ.
Range: Touch.
Duration: 1 minute.
The caster’s body magically melds with
the melee weapon he is wielding. Equipment up to his Basic Lift meld with him,
but the rest of his equipment falls to the ground. The weapon now dances
through the air, as if wielded by an invisible opponent. The weapon has ST (9 +
spell level) and Move 5, and the caster’s weapon skills.
Once melded, the caster can use his
senses from the weapon, and can breathe if any part of it is touching air. If
the object takes damage, it affects the caster proportionally; e.g., 10 HP of
injury to a 100 HP tree results in a 1 HP wound for a 10 HP man.
Statistics:
Permeation (Weapons wielded by the caster; Can Carry Objects, No encumbrance,
+10%; Link, +10%; Magical, -10%; Meld I, +150%) [13] + Possession (Link, +10%; Maximum
Duration, 1 minute, -65%; Magical, -10%; No Memory Access, -10%; Specific,
Weapons wielded by the caster, -40%) [20] + Telekinesis 10 (Lift Only, -20%; Link,
+10%; One Task, Wielding Itself, -35%; Sorcery, -15%) [20] + Telekinesis 5 (Link,
+10%; Move Only, -40%; One Task, Wielding Itself, -35%; Sorcery, -15%) [5].
Each additional level adds Telekinesis 1 (Lift Only, -20%; Link, +10%; One
Task, Wielding Itself, -35%; Sorcery, -15%) [+2].
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