Thursday 2 February 2017

Sorcery: Air Spells

Sorcery: Air Spells

Since the college of Fire is mostly done, the college of Earth is fully done, let's move on to the college of Air! Here are some basic (and one not so basic) spells of this elemental college. Air Vision allows you to ignore smoke, fog, and other obstructions. Breathe Air lets aquatic creature to breathe air. Create Air and Essential Air create air where non exists. Purify Air removes all toxins and impurities from the air. Seek Air is a useful spell when underwater or in space. Windstorm is a complex spell that causes many hidering effects in combat.

Air Vision
Keywords: Buff.
Full Cost: 17 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell lets the subject see through smoke, fog, dust, sand, etc. Each level of this spell allows the subject to see through up to six inches of smoke, fog, dust, sand, etc. The subject can just barely see the outline of the substance he is looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of the subject’s other vision advantages (Infravision, Ultravision, etc.).
Statistics: Affliction 1 (HT; Advantage, Air Vision 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Air Vision to the Advantage enhancement [+5]. Note: Each level of “Air Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Air, -40%) [5].

Breathe Air
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject becomes able to breathe air as though it were water. He does not lose his ability to breathe water.
Statistics: Affliction 1 (HT; Accessibility, Only on water-breathing creatures, -40%; Advantage, Breathe Air, +80%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Breathe Air” is Doesn’t Breathe (Gills, -50%; Magical, -10%) [8].


Create Air
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create breathable air where none exists. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the air appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster can fill an area up to one yard in radius per level with air. 1 cubic foot of air is enough for one person to breathe for 1 minute.
Statistics: Create Air (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost and round up.

Essential Air
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create essential air where none exists. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the air appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster can fill an area up to one yard in radius per level with air. 1 cubic foot of essential air is enough for one person to breathe for 3 minutes.
Essential air is “purer” and can be used (breathed or consumed) three times as long before becoming foul. Fire burns hotter (but not faster) in essential air, adding an extra point of damage to each die (this will even increase the heat of Essential Flame!). If the air is created in an open area, it disperses within 5 seconds.
Statistics: Create Air (Cosmic, Essential Element, +50%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [8/level].

Purify Air
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell removes all impurities from the air in its area of effect.
To cast the spell, the caster touches the air he wishes to purify, takes a Concentrate maneuver and rolls vs. IQ. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an area of air up to one yard in radius per level.
Statistics: Create (Accessibility, Only to transform into breathable air, -20%; Transmute Gas to Gas, +50%; Transmutation Only, -100%; Magical, -10%) [8/level].
  
Seek Air
Keywords: Information.
Full Cost: 62 points or 77 points.
Casting Roll: Per. Use IQ for analysis.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest significant amount of air. The basic (62-point) version of this spell takes standard range penalties. The improved (77-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of air, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s an air vent” or “it’s an oxygen tank”).
Any known sources of air may be excluded if the caster mentions them before casting.
Statistics: Detect Air (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62]. The improved version adds Long-Range 1 (+50%) [+15].


Windstorm
Keywords: Area (Leveled).
Full Cost: 126 points for level 1 + 25 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

Create a circular windstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the area at Move 1 with a Concentrate maneuver.
Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the storm.
Second, Dodge values of all creatures within the area of effect is increased by 2 against projectile attacks.
Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Selective Area, Only to create an “eye”, +10%) [37] + Enhanced Dodge 2 (Affects Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Link, +10%; Mobile 1, +40%; Persistent, +40%; Ranged, +50%; Sorcery, -15%) [89]. Additional levels add further levels of Area Effect (+50%) to all advantages [+25].

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