Thursday 29 March 2018

Sorcery: Incarnum Spells III

Sorcery: Incarnum Spells III

Even more incarnum spells. Incarnum Arc and Incarnum Bladestorm are incarnum-based area attacks. Mass Adept Spirit and Mass Animal Spirit are area versions of previous buffs.

Incarnum Arc
Keywords: Incarnum, Missile, Obvious.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: 5 seconds.

You create a drifting “lightning rod” of incarnum that appears at the point you designate. Instantly, an arc of soul energy forms between you and the incarnum rod, creating a line. At the end of your turn, any living creature in that line is attacked by the arc with effective skill level 12 and takes 1d-1 toxic damage on hit, ignoring DR.
In subsequent turns, incarnum arcs again between you and the rod at the end of your turn. You can move the rod up at Move 3 by taking a Concentrate maneuver, or you can leave it in place and move yourself if you wish to change the path of the arc. If the distance between you and the rod at the end of your turn is further than 10 yards, no arc occurs but the spell remains active. This spell has no 1/2D range.
This spell’s cost can only be paid with essentia.
Statistics: Toxic Attack 1d-1 (Bombardment, Skill 12, -10%; Cone 1, +60%; Cosmic, Irresistible Attack, +300%; Costs Essentia, -5%; Increased 1/2D, x10, +15%; Mobile 3, +120%; Nuisance Effect, Stops when too far, -5%; Persistent, +40%; Reduced Duration, ½, -5%; Reduced Range, 1/5, -20%; Sorcery, -15%) [18].
  
Incarnum Bladestorm
Keywords: Area (Fixed), Incarnum.
Full Cost: 6 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

Creates a ground-level cloud of swirling Incarnum blades. It does not block vision, but it inflicts cutting damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect.
This spell covers a two-yard radius. Every creature in the area takes 1d-2 cutting damage per turn.
This spell’s cost can only be paid with essentia.
Statistics: Cutting Attack 1d-2 (Area Effect, 2 yards, +50%; Costs Essentia, -5%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [6].


Mass Adept Spirit
Keywords: Area (Leveled), Buff, Incarnum.
Full Cost: 34 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

Cast on an area, this spell bestows souls of a great ancient spellcasters on the subjects in the area. The sorcerer may choose which subjects (either individually or by type) receive this effect. The soul lies dormant within each subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul’s wisdom grants the subject a +1 bonus to Occultism, Ritual Magic, Thaumatology, and Symbol Drawing. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2.
The caster can exclude any creatures from the effect. 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 Adept Spirit, +50%; Advantage, Mass Adept Spirit (Accessibility, Costs 1 ER, -10%), +45%; Area Effect, 2 yards, +50%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [34]. Notes: “Mass Adept Spirit” is Talent (Occultism, Ritual Magic, Thaumatology, Symbol Drawing; Magical, -10%) [5]. 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 Animal Spirit
Keywords: Area (Leveled), Buff, Incarnum.
Full Cost: 41 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

Cast on an area, this spell bestows a small portion of the soul-energy of the animal kingdom on the subjects in the area. The soul lies dormant within each subject’s body, until the subject decides to awaken it with a Concentrate maneuver and a successful Will roll or until the duration expires, whichever comes first. While awoken, the soul energy grants the subject a +1 bonus to Per and Night Vision 5. The caster may pay an additional point of essentia during the casting to increase the bonuses provided to +2 and Night Vision to 7.
The caster can exclude any creatures from the effect. 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 Animal Spirit, +100%; Advantage, Mass Animal Spirit Bonus (Accessibility, Costs 1 ER, -10%), +65%; Area Effect, 2 yards, +50%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [41]. Notes: “Mass Animal Spirit” is Per+1 (Magical, -10%) [5] + Night Vision 5 (Magical, -10%) [5]. “Mass Animal Spirit Bonus” is Per+1 (Magical, -10%) [5] + Night Vision 2 (Magical, -10%) [2]. 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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