Sorcery: Weather Spells
First thing that comes to my mind |
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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