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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