Sunday 11 March 2018

Sorcery: Poison Spells V

Sorcery: Poison Spells V

And the final batch of poison spells. Sting is a weak poisoned missile spell. Toxic Rupture is a variant of Poisoning. Venom Bolt is a variant of Spit Venom. Venomous Intoxication transforms venom into alcohol.

Sting
Keywords: Missile, Obvious.
Full Cost: 4 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

This spell fires a poisonous needle. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1 point of small piercing damage. It is poisoned with a follow-up poison that deals 1 point of toxic damage each second for 5 seconds. Each instance of toxic damage can be negated with an HT roll. A successful roll stops all remaining cycles.
Statistics: Small Piercing Attack 1 (Magical, -10%) [1] + Toxic Attack 1 (Cyclic, 4 cycles, 1 second intervals, +200%; Follow-Up, +0%; Resistible, HT, -30%; Sorcery, -15%) [3].
  
Glandular Rupture
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 causes internal bleeding in the target creature's venom glands or similar organs. The target creature immediately becomes affected by its own poison, rolling to resist normally. 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 poison innate to the victim, -60%; Variable Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [56]. Each additional level increases the Variable Enhancements by 500%.

Venom Missile
Keywords: Missile, Obvious.
Full Cost: 17 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

The caster launches a dose of poison from the container he’s holding. Use Innate Attack (Projectile) 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. The spell uses up a dose of the poison.
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
17 points
6
5 seconds
57 points
2
9 seconds
25 points
7
4 seconds
65 points
3
8 seconds
33 points
8
3 seconds
73 points
4
7 seconds
41 points
9
2 seconds
81 points
5
6 seconds
49 points
10
1 second
89 points
Statistics: Imbue 3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project Blow (VH) DX+0 [8] modified with Accessibility, Only poisons, -50%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30%; Required Poison, -10% for a final cost of 17 points. Additional levels add more skill [+8].

  
Venomous Intoxication
Keywords: Resisted (HT).
Full Cost: 45 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 minutes.

The caster transforms poison that affects the subject, or poison in the venom glands of a poisonous creature into alcohol! This disables all poisonous attacks of the subject, if they cost less than 50 points, and temporarily neutralizes the poisons affecting the subject, but makes him drunk (p. B428) instead. For some very persistent poisons this is only a delay. When the spell ends, the subject may experience a hangover (p. B440). This spell does not affect poisons introduced into the victim’s body after the spell was cast.
Statistics: Affliction 1 (HT; Accessibility, Only on poisoned or poisonous creatures, -50%; Advantage, Venomous Intoxication, +140%; Drunk, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Poisons, +50%; No Signature, +20%; Nuisance Effect, Does not affect poisons introduced after the casting, -10%; Sorcery, -15%) [45]. Note: “Venomous Intoxication” is Immunity to Poison (Magical, -10%) [14].

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