Saturday 24 December 2016

Sorcery: Weather Spells

Sorcery: Weather Spells

First thing that comes to my mind
I always liked the college of Weather magic. I feel like mages who have power over the weather are invaluable in low TL societies. They could help with farming, traveling, sailing, or hinder their enemies. Statting up these spells was a difficult task, although most of them look identical aside from a couple of words. Control advantage is not my forte.
  
Clouds
Keywords: Area (Special).
Full Cost: 28 points for level 1 + 21 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can create or dispel normal outdoor cloud cover in the area around yourself. This spell’s area of effect has a radius of 0.1 miles per level.
Statistics: Control Clouds 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28/level]. Additional levels add Control Clouds +1 (Only increases area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [21/level]. Note: As this is one advantage (Control Clouds) with the Sorcery limitation, not two, it costs only 1 FP to use.

Current
Keywords: Area (Special).
Full Cost: 69 points for level 1 + 61 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can change the direction and speed of currents of any large body of water within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by currents, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
Statistics: Control Currents 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Currents +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Currents +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Currents) with the Sorcery limitation, not two, it costs only 1 FP to use.

Fog
Keywords: Area (Leveled).
Full Cost: 29 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

The sorcerer conjures an area of dense fog that blocks vision and impedes fire attacks. This gives -8 to all vision rolls made through it. This fog impedes ladar in the same way. Flaming weapons and missiles lose their extra power in fog. A Fireball loses 1 point of damage per yard of fog it must traverse (e.g., a 3d Fireball that crosses 5 yards of fog inflicts 3d-5 damage), while victims of an Explosive Fireball may count each yard of fog as two yards of distance from the blast. However, no amount of fog will extinguish a fire. Any wind more forceful than a light breeze disperses it.
The basic (29-point) version of this spell covers a two-yard radius. For each additional 8 points, you may double this radius; e.g., four yards for 37 points, 8 yards for 45 points, or 16 yards for 53 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 8 (Drifting, +20%; Extended, Ladar, +20%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [29]. Additional levels add Area Effect (+50%) to the advantage [+8].


Frost
Keywords: Area (Fixed).
Full Cost: 5 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

You may create a covering of frost on all surfaces in up to a 16-yard radius. You may always choose to affect a smaller area. The frost is real, and lasts indefinitely if the temperature is below freezing. In warmer conditions, the frost quickly melts to a dew. When cast upon a real or magical fire, the frost produces a cloud of steam and causes the flames to hiss for a few seconds. Only a tiny fire – a match or candle – would actually be extinguished by this spell.
This spell does one point of burning damage (it comes from extreme cold, so it cannot set things on fire) to all creatures of flame in the area of effect (fire elementals, for example).
Statistics: Burning Attack 1 (Accessibility, Only against flaming creatures, -60%; Area Effect, 16 yards, +200%; No Incendiary Effect, -10%; Sorcery, -15%; Variable, Area, +5%) [5].

Hail
Keywords: Area (Special).
Full Cost: 46 points for level 1 + 41 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can make hail fall within the 0.1-mile-radius area around you, if there are clouds available in the area, or you can dispel hail. To work properly, this spell must be cast when the temperature is below freezing. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by hail, relative to the prevailing conditions. This can hinder concentration, Survival, and anything the GM allows.

Statistics: Control Hail 1 (Natural Phenomenon, +100%; Sorcery, -15%) [19] + Control Hail +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [27]. Additional levels add Control Hail +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41/level]. Note: As this is one advantage (Control Hail) with the Sorcery limitation, not two, it costs only 1 FP to use.

Rain
Keywords: Area (Special).
Full Cost: 46 points for level 1 + 41 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can create or prevent 3 inches of rain per level within the 0.1-mile-radius area around you, if there are rain clouds available in the area. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by rain, relative to the prevailing conditions. This can help with rolls for Boating, Farming, Seamanship, Survival and anything the GM allows.
Statistics: Control Rain 1 (Natural Phenomenon, +100%; Sorcery, -15%) [19] + Control Rain +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [27]. Additional levels add Control Rain +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41/level]. Note: As this is one advantage (Control Rain) with the Sorcery limitation, not two, it costs only 1 FP to use.
  
Snow
Keywords: Area (Special).
Full Cost: 46 points for level 1 + 41 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can create or prevent 3 inches of snow per level within the 0.1-mile-radius area around you, if there are clouds available in the area. To work properly, this spell must be cast when the temperature is 32°F or lower. When cast under warmer conditions, this spell simply summons a thin drizzle, dampening the ground but not leaving any significant puddles. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by snow, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
Statistics: Control Snow 1 (Natural Phenomenon, +100%; Sorcery, -15%) [19] + Control Snow +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [27]. Additional levels add Control Snow +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41/level]. Note: As this is one advantage (Control Snow) with the Sorcery limitation, not two, it costs only 1 FP to use.
  
Storm
Keywords: Area (Special).
Full Cost: 91 points for level 1 + 81 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can make create or dispel a storm within the 0.1-mile-radius area around you, if there are clouds available in the area. Depending on ambient temperature and humidity, it may be a simple windstorm or include rain, snow or hail – the odd lightning bolt, too. This is particularly effective at sea. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by storm, relative to the prevailing conditions. This can hinder concentration, Boating, Survival, and anything the GM allows.
Statistics: Control Storm 1 (Natural Phenomenon, +100%; Sorcery, -15%) [37] + Control Storm +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [54]. Additional levels add Control Storm +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [81/level]. Note: As this is one advantage (Control Storm) with the Sorcery limitation, not two, it costs only 1 FP to use.

Tide
Keywords: Area (Special).
Full Cost: 69 points for level 1 + 61 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can change the water level within the 0.1-mile-radius area around you by one yard per level of this spell. Every level of this spell give -1 or +1 to rolls that could be hindered or helped by tides, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
Statistics: Control Tides 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Tides +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Tides +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Tides) with the Sorcery limitation, not two, it costs only 1 FP to use.

Warm
Keywords: Area (Leveled).
Full Cost: 7 points for level 1 + 5 points/additional level (or more).
Casting Roll: None.
Range: 100 yards.
Duration: Indefinite.

This spell raises the ambient temperature of the area. The basic version can increase the temperature by up to 40°F. This will never do damage directly, but see Heat (p. B434) for effects.
More potent versions of Warm exist. Increasing the full cost of the spell increases the degree of potential temperature change by the same factor, as indicated by the table below.
Spell Strength
Full Cost
Warm (40°F)
7 points for level 1 + 5 points/additional level.
Warm (80°F)
14 points for level 1 + 10 points/additional level.
Warm (120°F)
21 points for level 1 + 15 points/additional level.
Warm (160°F)
28 points for level 1 + 20 points/additional level.
Warm (200°F)
35 points for level 1 + 25 points/additional level.
Statistics: Temperature Control 2 (Heat, -50%; Increased Range, 10x, +30%; Sorcery, -15%; Variable, Area, +5%) [7]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.
     
Waves
Keywords: Area (Special).
Full Cost: 69 points for level 1 + 61 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can change the strength of waves within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by waves, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
Statistics: Control Waves 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Waves +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Waves +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Waves) with the Sorcery limitation, not two, it costs only 1 FP to use.

Wind
Keywords: Area (Special).
Full Cost: 69 points for level 1 + 61 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.

You can change the strength and direction of wind within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by wind, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
Statistics: Control Winds 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Winds +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Winds +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Winds) with the Sorcery limitation, not two, it costs only 1 FP to use.


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