Sorcery: Mass Protection Spells II
And here we have the rest of the mass protection spells - Mass Resist Disease, Mass Resist Poison, Mass Resist Pressure, Mass Resist Sound, and Mass Resist Water.
Mass Resist Disease
Keywords: Area (Leveled), Buff.
Full Cost: 38 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: 100 yards.
Duration: 15 hours.
Cast on an area, this spell protects
all creatures within from disease. The sorcerer may choose which subjects
(either individually or by type) receive the protection. Every protected
subject becomes completely immune to diseases for the duration of the spell. He
cannot catch new diseases. Existing ones don’t disappear, but their symptoms
are suppressed and the duration does count toward a disease’s cycles (consider
any mandatory HT rolls to be successful). Recasting this spell enough times
lets the subject wait out a temporary illness!
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Disease, +90%; Area Effect, 2 yards,
+50%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [38]. Notes: “Mass Resist Disease” is Immunity
to Disease (Magical, -10%) [9]. Additional levels add Area Effect (+50%) [+5]. As
a special effect, the DR subtracts from the casting roll rather than forcing a
resistance roll.
Mass Resist Poison
Keywords: Area (Leveled), Buff.
Full Cost: 43 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: 100 yards.
Duration: 15 hours.
Cast on an area, this spell protects
all creatures within from poison. The sorcerer may choose which subjects
(either individually or by type) receive the protection. Every protected
subject becomes immune to poison for as long as the spell lasts. If he already
has some in his veins, it temporarily stops killing him but does not vanish.
However, this spell’s duration does count toward the poison’s normal lifespan
and any required resistance rolls are considered successful, which may allow
the subject to outlast a fast-cycling venom.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Poison, +140%; Area Effect, 2 yards, +50%; Extended Duration, 300x,
+100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective
Area, +20%; Sorcery, -15%) [43]. Notes:
“Mass Resist Poison” is Immunity to Poison (Magical, -10%) [14]. Additional
levels add Area Effect (+50%) [+5]. As a special effect, the DR subtracts from
the casting roll rather than forcing a resistance roll.
Mass Resist Pressure
Keywords: Area (Leveled), Buff.
Full Cost: 37 points for level 1 (or
48 points for level 1) + 5 points/additional level.
Casting Roll: Will.
Range: 100 yards.
Duration: 15 hours.
Cast on an area, this spell protects
all creatures within from pressure. The sorcerer may choose which subjects
(either individually or by type) receive the protection. Every protected
subject and all his gear are protected from the effects of high or low
pressure. When casting, the sorcerer must decide whether to grant the subject
Pressure Support (p. B77) or Vacuum Support (p. B96). This does not allow the
subject to breathe in such environments; other spells or abilities are needed
for that!
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
The basic (37-point) version of this
spell grants up to Pressure Support 1. The improved (48-point) version raises the
potential limit to Pressure Support 3. Either spell grants standard Vacuum
Support.
Statistics:
Affliction 1 (HT; Alternative Enhancements, See Notes, +72%; Area Effect, 2
yards, +50%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [37].
The improved version raises Alternative Enhancements to +182% [+11]. Notes: The Alternative Enhancements are
“Advantage, Pressure Support 1 (Force Field, +20%; Magical, -10%), +60%” and
“Advantage, Vacuum Support (Force Field, +20%; Magical, -10%), +60%.” The
improved version raises Pressure Support to 3 (+170%) but leaves Vacuum Support
as is. Additional levels add Area Effect (+50%) [+5]. As a special effect, the
DR subtracts from the casting roll rather than forcing a resistance roll.
Mass Resist Water
Keywords: Area (Leveled), Buff.
Full Cost: 39 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell protects
everyone within from water. The sorcerer may choose which subjects (either
individually or by type) receive the protection. Every protected subject (person,
creature, or object) and anything carried – or stored within, for a container –
is encased in a field which repels water and water-based liquids. He or it
cannot become damp or waterlogged, remaining dry even when submerged. (A living
subject would require other spells or abilities to breathe, resist pressure,
etc., however!) Someone could even throw (water-based) paint on the subject and
it would simply slough off with no effect.
This does not protect against the
effects of freezing cold, scalding steam, and so on! It offers no resistance
against ice missiles, geyser blasts, or most other attacks. However, the water
resistance does offer some small defense against acid: you get +2 DR versus
such attacks, and all of your DR is immune to being eroded away by acid.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Water, +160%; Area Effect, 2 yards,
+50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [39]. Notes: “Mass Resist Water” is Damage
Resistance 2 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [7] + Sealed
(Acid-Resistant and Waterproof Only, -50%; Force Field, +20%; Magical, -10%)
[9]. Additional levels add Area Effect (+50%) [+5]. As a special effect, the DR
subtracts from the casting roll rather than forcing a resistance roll.
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