Sorcery: Water Spells III
Water college sure is a big one. Dehydrate and Frostbite are spells that do both HP and FP damage. Walk Through Water is a useful movement spell. Snow Jet is a useful spell against swarms and fire elementals. Geyser is an area of effect attack with some neat additional effects. Dry Spring can reduce the water output of a natural spring. Create Spring does the opposite.
Create Spring
Keywords: None.
Full Cost: 19 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Permanent.
The spell increases the output of a
spring. Note, however, that the local geology may eventually shift, restoring
the spring’s output to its previous level. This spell can also create a spring
where none exist, if there are underground waters in the area.
Spring Magnitude
|
Flow
(ft3/s, gal/min, pint/min)
|
Flow
(L/s)
|
1st magnitude
|
>100 ft3/s
|
2800 L/s
|
2nd magnitude
|
10 to 100 ft3/s
|
280 to 2800 L/s
|
3rd magnitude
|
1 to 10 ft3/s
|
28 to 280 L/s
|
4th magnitude
|
100 US gal/min to 1 ft3/s
(448 US gal/min)
|
6.3 to 28 L/s
|
5th magnitude
|
10 to 100 gal/min
|
0.63 to 6.3 L/s
|
6th magnitude
|
1 to 10 gal/min
|
63 to 630 mL/s
|
7th magnitude
|
2 pint to 1 gal/min
|
8 to 63 mL/s
|
8th magnitude
|
Less than 1 pint/min
|
8 mL/s
|
0 magnitude
|
No flow (sites of
past/historic flow)
|
Spell Level
|
Output
Increase in Gallons/Hour
|
1
|
10 lbs. * 3600 / 8.35 =
4,311 gallons/hour
|
2
|
40 lbs. * 3600 / 8.35 =
17,245 gallons/hour
|
3
|
90 lbs. * 3600 / 8.35 =
38,802 gallons/hour
|
4
|
160 lbs. * 3600 / 8.35 =
68,982 gallons/hour
|
5
|
250 lbs. * 3600 / 8.35 =
107,784 gallons/hour
|
6
|
360 lbs. * 3600 / 8.35 =
155,209 gallons/hour
|
7
|
490 lbs. * 3600 / 8.35 =
211,257 gallons/hour
|
8
|
640 lbs. * 3600 / 8.35 =
275,928 gallons/hour
|
9
|
810 lbs. * 3600 / 8.35 =
349,221 gallons/hour
|
10
|
1000 lbs. * 3600 / 8.35 =
431,137 gallons/hour
|
+1
|
=10*lvl2 * 3600 /
8.35
|
Statistics:
Control Water (Accessibility, Only to increase the output of springs, -85%;
Extended Duration on Persistent, Permanent, +150%; Persistent, +40%; Sorcery,
-15%) [19/level].
Dehydrate
Keywords: Resisted (HT).
Full Cost: 30 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
If the victim fails to resist, he takes 1d fatigue damage, as water is being removed from the tissues of his body. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.
Statistics: Fatigue Attack 1d (Based on HT, +20%; Dehydration, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [30].
Dry Spring
Keywords: None.
Full Cost: 19 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Permanent.
The spell dries and blocks the
waterflow within a spring, reducing its output. Note, however, that the local
geology may eventually shift, restoring the spring’s output to its previous
level.
Spring Magnitude
|
Flow
(ft3/s, gal/min, pint/min)
|
Flow
(L/s)
|
1st magnitude
|
>100 ft3/s
|
2800 L/s
|
2nd magnitude
|
10 to 100 ft3/s
|
280 to 2800 L/s
|
3rd magnitude
|
1 to 10 ft3/s
|
28 to 280 L/s
|
4th magnitude
|
100 US gal/min to 1 ft3/s
(448 US gal/min)
|
6.3 to 28 L/s
|
5th magnitude
|
10 to 100 gal/min
|
0.63 to 6.3 L/s
|
6th magnitude
|
1 to 10 gal/min
|
63 to 630 mL/s
|
7th magnitude
|
2 pint to 1 gal/min
|
8 to 63 mL/s
|
8th magnitude
|
Less than 1 pint/min
|
8 mL/s
|
0 magnitude
|
No flow (sites of past/historic
flow)
|
Spell Level
|
Output
Reduction in Gallons/Hour
|
1
|
10 lbs. * 3600 / 8.35 = 4,311
gallons/hour
|
2
|
40 lbs. * 3600 / 8.35 = 17,245
gallons/hour
|
3
|
90 lbs. * 3600 / 8.35 = 38,802
gallons/hour
|
4
|
160 lbs. * 3600 / 8.35 = 68,982
gallons/hour
|
5
|
250 lbs. * 3600 / 8.35 = 107,784
gallons/hour
|
6
|
360 lbs. * 3600 / 8.35 = 155,209
gallons/hour
|
7
|
490 lbs. * 3600 / 8.35 = 211,257
gallons/hour
|
8
|
640 lbs. * 3600 / 8.35 = 275,928
gallons/hour
|
9
|
810 lbs. * 3600 / 8.35 = 349,221
gallons/hour
|
10
|
1000 lbs. * 3600 / 8.35 = 431,137
gallons/hour
|
+1
|
=10*lvl2 * 3600 /
8.35
|
Statistics:
Control Water (Accessibility, Only to dry springs, -85%; Extended Duration on
Persistent, Permanent, +150%; Persistent, +40%; Sorcery, -15%) [19/level].
Frostbite
Keywords: Resisted (HT).
Full Cost: 19 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
If the victim fails to resist, he
takes 1d-2 fatigue damage and 1d-2 toxic damage, as heat is being drained from
the tissues of his body. Treat FP lost to the spell identically to FP lost to cold
(B430).
Statistics: Fatigue Attack 1d-2 (HT; Based on HT, +20%; Freezing, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [13] + Toxic Attack 1d-2 (HT; Accessibility, Only on living creatures of flesh, -20%; Based on HT, +20%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [6].
Geyser
Keywords: Area (Leveled).
Full Cost: 83 points for level 1 + 15 points/additional
level.
Casting Roll: None. Use Innate Attack (Gaze)
to aim.
Range: 100 yards.
Duration: Instantaneous.
You may cause a geyser of scalding-hot water
to gush forth from the ground.
The basic (83-point) version of this spell
lets you create a hole with a radius up to 2 yards. Every additional 15 points
doubles this radius: four yards for 62 points, eight yards for 77 points, and so
on. You may always choose to affect a smaller area.
All those within the geyser suffer 3d burning
non-incendiary damage. They are automatically pushed out of the area of effect,
and must make a DX roll to stay afoot! Two seconds after the geyser starts, the
water falls back as spray. Under normal conditions, it affects an area double
the radius of the original geyser. All those within this new spray area suffer
1d burning non-incendiary damage.
Statistics: Affliction 1 (DX; Accessibility, Legs and similar supportive body parts only, -20%; Area Effect, 2 yards, +50%; Based on DX, +20%; Cosmic, Irresistible Attack, +300%; Environmental, Ground, -20%; Fixed Duration, +0%; Link, +10%; No fatigue loss from Seizure, -20%; No Signature, +20%; Seizure, +100%; Sorcery, -15%; Reduced Duration, 1/180, -40%; Variable, Area, +5%) [49] + Burning Attack 3d (Area Effect, 2 yards, +50%; Environmental, Ground, -20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Variable, Area, +5%) [22] + Burning Attack 1d (Area Effect, 4 yards, +100%; Delay, 2 seconds, +0%; Environmental, Ground, -20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Overhead, +30%; Variable, Area, +5%) [12]. Improved versions add Area Effect (+50%/level) to all advantages [+15].
Snow Jet
Keywords: Jet, Obvious.
Full Cost: 34 points for level 1 +
plus 8 points per additional level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 20 yards.
Duration: Instantaneous.
You shoot a thin jet of snow from
your fingertip, which can strike any target up to 20 yards away (without range
or speed penalties). It can be dodged or blocked, but not parried. This jet
does 1d crushing damage per level, doubled,
for the purposes of knockback, but does not deal injury or blunt trauma. It will extinguish a one-yard-radius area
of normal fire.
Against enemies with Injury Tolerance
(Diffuse), such as gaseous beings and swarms, and against creature of flame, this
becomes a much more potent attack,
doing full damage – including the doubling! Ignore the usual injury cap of 2 HP
(Injury to Unliving, Homogenous, and
Diffuse Targets, p. B380).
If the spell strikes the face, it
causes no injury (unless the attack was against the aforementioned enemy types),
but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles,
closed helmets, ultra-tech visors protect against this spell.
Statistics:
Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does
knockback-based damage against diffuse and flame targets, +50%; Double
Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link,
+10%; No Blunt Trauma, -20%; No Wounding*, -5%; Sorcery, -15%) [8/level] +
Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable,
-5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x,
+5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced
Duration, 1/60, -35%; Vision-Based, +150%) [26].
* Except versus diffuse and flame
targets, an exception which decreases the value of this limitation.
Walk Through Water
Keywords: Buff.
Full Cost: 36 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Nine minutes.
This spell allows the subject to
pass through water, snow, and ice as if they were not even there. He does not
automatically sink to the bottom of bodies of water; the water beneath his feet
is as solid as he wishes it to be. He will need to hold his breath on long
trips (this spell does not provide air) and gains no special ability to see
through water. He may carry up to Light encumbrance while doing this.
Statistics:
Affliction 1 (HT; Advantage, Walk Through Water, +220%; Extended Duration, 3x,
+20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [36]. Note: “Walk Through Water” is Permeation (Water; Can Carry
Objects, Light Encumbrance, +20%; Magical, -10%) [22].
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