Sorcery: Blasting Spells II
More blasting spells from D&D/Pathfinder. Chaos Hammer is a crushing projectile attack that slows the victims. Cone of Cold is a cold version of Burning Hands. Delayed Blast Fireball is an area blast with a set delay. Explosive Runes explode when read. Fire Trap makes an object explode when opened.
Chaos Hammer
Keywords: Missile, Obvious.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
You launch a dark red spinning
hammer of chaotic energies that does 1d crushing damage per level. Targets
stuck by this attack must make an HT roll, at -1 per 2 points of penetrating
damage, or have their Move in all mediums reduced to x0.4 for (20 – HT) minutes.
This slowdown effect does not affect chaotic creatures, such as slaadi.
Statistics: Crushing
Attack 1d (Sorcery, -15%; Side Effect, Slower Move, x0.4,
Not against chaotic creatures, +75%) [8/level].
Cone of Cold
Keywords: Obvious.
Full Cost: 12.5 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of intense cold that does 1d burning damage per level. This damage comes from extreme cold, so it cannot set anything on fire. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 6 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics:
Burning Attack 1d (Cone 6, +110%; Increased 1/2D, 2x, +5%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [12.5/level].
Delayed Blast Fireball
Keywords: Area (Fixed), Missile,
Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Until discharged.
You throw a tiny ball of fire that stays
in the point of impact for some time, and then 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.
When casting the spell, you must set
a delay – from “no delay” to seconds, minutes, hours, and even days. When the
set time passes, everyone within four yards of the impact point takes dice of burning
damage equal to your level of this spell. 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 later!
Statistics:
Burning Attack (Area Effect, 4 yards, +100%; Delay, Variable, Long, +20%; Nuisance
Effect, Dangerous to be parried, -5%; Sorcery, -15%) [10/level].
Explosive Runes
Keywords: Area (Fixed), Obvious.
Full Cost: 12 points/level.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Permanent or until
discharged.
You touch a surface, casting magical
runes into being. When read by anyone you did not specify during casting, the
runes explode. Everyone within four yards of the impact point takes dice of crushing
damage equal to your level of this spell. This force damages insubstantial
beings as well as substantial ones. The GM must determine what the maximum
level available in the campaign is.
Statistics: Crushing
Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Melee Attack,
Reach C, Cannot Parry, -35%; Triggered Delay, Reading, +50%; Selective Effect, +20%; Sorcery, -15%) [12/level].
Fire Trap
Keywords: Area (Fixed), Obvious.
Full Cost: 11 points/level.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: Permanent or until
discharged.
You touch an object that can be
opened (a book, a chest, a door, etc.) and create a fire trap. When the object
is opened by anyone not specified during the casting, the trap explodes.
Everyone within four yards of the trap takes dice of burning damage equal to
your level of this spell. The GM must determine what the maximum level
available in the campaign is.
Statistics: Burning
Attack (Area Effect, 4 yards, +100%; Melee Attack, Reach C, Cannot Parry, -35%;
Triggered Delay, Opening, +50%; Selective Effect, +20%; Sorcery, -15%) [11/level].
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