Saturday 10 March 2018

Sorcery: Poison Spells IV

Sorcery: Poison Spells IV

Even more poison spells. Slow Poison changes the rate of poison damage, keeping the number of cycles intact. Sobriety is another spell useful for alcoholic wizards. Spit Venom is useful for naga mages or other innately poisonous magical creatures.

Slow Poison
Keywords: Area (Fixed).
Full Cost: 45 points for level 1 + 15 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can make poisons slower. 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 a five-yard-radius area. The poison affected (or the poison that affects the subject) deals damage at a slower rate. This is useful when you wish to delay death from poisoning or make a venomous snake temporarily less dangerous. The rate is decreased by a step for each level of this spell (see Cyclic, p. B103-104). For example, if you cast Slow Poison 2 on a poison that deals damage once a minute, it will deal damage once a day. The number of cycles remains unchanged.
Statistics: Control Poison 5 (Only to slow, -65%; Ranged, +40%; Sorcery, -15%) [45]. Additional levels add Control Poison +5 (Does not increase area, -50%; Only to slow, -65%; Ranged, +40%; Sorcery, -15%) [15/level]. Note: As this is one advantage (Control Poison) with the Sorcery limitation, not two, it costs only 1 FP to use.


Sobriety
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

You can neutralize effects of being tipsy or drunk (p. B428). 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! Becoming sober thanks to this spell does not save from a hangover.
Statistics: Healing (Accessibility, Only to sober up, -80%; Affliction Only, -40%; Capped, 1 FP, 30%; Magical, 10%; Xenohealing, Anything Alive, +80%) [6].

Spit Venom
Keywords: Missile, Obvious.
Full Cost: 14 points or more.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.

The caster must have a poisonous bite attack to cast this spell, or have poison applied to his teeth. The caster spits a dose of poison from his mouth. Use Innate Attack (Breath) to hit. This has 1/2D 1, Max 10, Acc 3. The spell does not provide the poison, and the poison used works normally. Thus, a contact poison must hit unarmored skin, a blood agent or a follow-up agent must hit an open wound, and an inhaled poison creates cloud where it hits.
At level one, this spell can only be used once per 10 seconds. Additional levels reduce this recharge time.
Level
Recharge
Point cost
Level
Recharge
Point cost
1
10 seconds
14 points
6
5 seconds
46 points
2
9 seconds
20 points
7
4 seconds
52 points
3
8 seconds
27 points
8
3 seconds
58 points
4
7 seconds
33 points
9
2 seconds
64 points
5
6 seconds
40 points
10
1 second
72 points
Statistics: Imbue 3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project Blow (VH) DX+0 [8] modified with Accessibility, Only bite venom, -80%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30% for a final cost of 14 points. Additional levels add more skill.

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