Saturday 9 September 2017

Sorcery: Hellfire Spells

Sorcery: Hellfire Spells

More essential elemental spell, and this time we have Essential Fire spells. Explosive Hellfire Orb and Hellfire Orb are hellfire missile spells. Hellfire Jet and Hellfire Breath are variant jet attacks. Hellfire Rain is an area hellfire bombardment.

Explosive Hellfire Orb
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 12.5 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw an orb of hellfire that expands to cover an area; it is not technically an explosion, but the term has long since entered common use. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. Everyone within four yards of that spot takes dice of burning damage equal to your level of this spell with an armor divisor of (2). In addition, hellfire can harm insubstantial beings. The GM must determine what the maximum level available in the campaign is.
If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid dropping this at your own feet, where it detonates!
Statistics: Burning Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Armor Divisor, (2), +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [12.5/level].
   
Hellfire Breath
Keywords: Jet, Obvious.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.

A 10-yard jet of hellfire erupts from your mouth, much like the long tongue of a flamethrower. Use Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell with the (2) armor divisor. In addition, hellfire can harm insubstantial beings. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [8/level].

Hellfire Jet
Keywords: Jet, Obvious.
Full Cost: 11 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of hellfire erupts from your hand, much like the long tongue of a flamethrower. Use Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell with the (2) armor divisor. In addition, hellfire can harm insubstantial beings. The jet has 1/2D 5. The GM must determine what the maximum level available in the campaign is.
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 hellfire stream is not interrupted and the caster may continue to attack with it normally.
Statistics: Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [11/level].

Hellfire Orb
Keywords: Missile, Obvious.
Full Cost: 7.5 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw an orb of hellfire at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does burning damage with dice equal to your level of this spell with the (2) armor divisor. In addition, hellfire can harm insubstantial beings. The GM must determine what the maximum level available in the campaign is.
If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own hellfire orb!
Statistics: Burning Attack (Affects Insubstantial, +20%; Armor Divisor, (2), +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [7.5/level].

    Hellfire Rain
    Keywords: Area (Leveled).
    Full Cost: 12 points (or more).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    You cause hellfire to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d-1(2) burning damage. In addition, hellfire can harm insubstantial beings. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the damage or the area affected.
    The upgraded (21-point) version increases the damage to 2d-2(2). This is summarized in the table below.

Damage

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

1d-1

12 points

14 points

16 points

18 points

20 points

22 points

24 points

2d-2

21 points

25 points

28 points

32 points

35 points

39 points

42 points

    Statistics: Burning Attack 1d-1 (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Armor Divisor, (2), +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [12]. Improved versions add Area Effect (+50%/level) and/or improve to Burning Attack 2d-2.

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