Monday 13 February 2017

Sorcery: Air Spells II

Sorcery: Air Spells II

Some more air spell! Stench fills an area with a toxic gas. Destroy Air is useful when you need to suffocate somebody in a closed room or destroy poisonous gases. Shape Air allows you to move air, and Odor allows you to produce specific odors.

Destroy Air
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

This spell allows you to destroy air. To destroy air, you must stand amidst it, take a Concentrate maneuver, and pay 1 FP. Then make an IQ roll. Success means the target is gone. This spell only affects inanimate objects.
You can destroy all air in an area up to one yard in radius per level of this spell.
Statistics: Create Air (Destruction Only, +0%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost and round up.

Odor
Keywords: Area (Special).
Full Cost: 12 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

Produces any odor the caster is familiar with in an area, which must have an initial radius (in yards) no greater than your level of this spell. The odor stays while you keep concentrating, and lingers for about an hour, gradually diminishing (outdoors it spreads out and quickly dissipates), when you stop concentrating. The spell produces no other physical effects – for instance, the odor of a poison is not poisonous.

Statistics: Control Air 1 (Accessibility, Only to change odors, -65%; Ranged, +40%; Sorcery, -15%) [12]. Additional levels add Control Air +1 (Accessibility, Only to change odors, -65%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%) [4/level]. Note: As this is one advantage (Control Air) with the Sorcery limitation, not two, it costs only 1 FP to use.

Shape Air
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can control the shape of air in an area, which must have an initial radius (in yards) no greater than your level of this spell. This even allows you to “walk” the air, with a Move equal to your spell level. You cannot split the air into multiple components – it must remain one continuous area – but you do not have to leave it in a circular shape. You must actively concentrate while shaping or moving the air, but may otherwise maintain this spell normally (no concentration required).
Statistics: Control Air (Ranged, +40%; Sorcery, -15%) [25/level].
   
Stench
Keywords: Area (Leveled).
Full Cost: 13 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with yellowish gas that reeks of brimstone. To place the cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Additionally, every subject that inhales the cloud, takes 1d toxic damage, if he fails a HT-1 roll. Should he cumulatively lose 2/3 of his HP to this spell, he begins to choke. The subject loses his ability to breathe or speak. He may do nothing but drop. While the choking endures, he suffers the effects of suffocation (see Suffocation, p. 436). After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover. The subjects with Doesn’t Breathe or Injury Tolerance (Homogenous) are immune to this effect! These symptoms abate only when the damage that caused them is healed.
Statistics: Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%; Resisted, HT-1, -25%; Respiratory Agent, +50%; Sorcery, -15%; Symptoms, 2/3 HP, Choking, +100%; Variable, Area, +5%) [13]. Further levels add Area Effect (+50%) to the advantage [+2].

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