Friday 9 March 2018

Sorcery: Poison Spells III

Sorcery: Poison Spells III

More converted poison spells. Increase Potency makes poisons harder to resist. Obscure Poison makes Detect Poison not very reliable. Poisoning allows the caster to directly poison the victim. Remove Hangover is a good spell for alcoholic mages.

Increase Potency
Keywords: Area (Fixed).
Full Cost: 6 points for level 1 + 3 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can make poisons more potent. It can be cast on a poisoned creature, venomous creature, a container of poison, or an area of poison. If cast on a liquid or gaseous poison, it only affects one hex. This spell makes the affected poison harder to resist – subtract 1 from HT of all creatures resisting it per level of this spell.
Statistics: Control Poison 1 (Only to increase potency, -85%; Ranged, +40%; Sorcery, -15%) [6]. Additional levels add Control Poison 1 (Does not increase area, -50%; Magical, -10%; Only to increase potency, -85%; Ranged, +40%) [3/level].


Obscure Poison
Keywords: Buff.
Full Cost: 41 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The poison affected by this spell becomes difficult to detect magically. This gives a -10 penalty to rolls to detect the poison with spells and abilities, such as Detect Poison.
StatisticsAffliction 1 (HT; Accessibility, Only on poisons, -50%; Advantage, Obscure Poison, +300%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: “Obscure Poison” is Obscure 10 (Detect; Defensive, +50%; Limited, Detect Poison, -40%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [30].
  
Poisoning
Keywords: Resisted (HT).
Full Cost: 56 points for level 1 + 40 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Depends on the poison.

The caster poisons the victim with a dose of poison from the container he’s holding. The spell does not provide the poison, and the poison used works normally. The spell uses up a dose of poison. The combined value of appropriate enhancements and limitations (such as Cyclic, Side Effects and Symptoms) should not be more than 50% per level of the spell, and the damage should not be more than 2d. Since this spell poisons the victim directly, omit penetration modifiers, such as Contact Agent, Blood Agent, and Respiratory Agent.
Statistics: Toxic Attack 2d (HT; Accessibility, Only the held poison, -50%; Variable Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Requires Poison, -10%; Sorcery, -15%; Variable, +5%) [56]. Each additional level increases the Variable Enhancements by 500%.
   
Remove Hangover
Keywords: None.
Full Cost: 21 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

You can neutralize effects of a hangover (p. B440). This requires a touch and a successful IQ roll, and costs 1 FP. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful casting. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Accessibility, Only to remove hangover, -80%; Affects Self, +50%; Affliction Only, -40%; Capped, 1 FP, -30%; Magical, -10%; Xenohealing, Anything Alive, +80%) [21].

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