Saturday, 8 April 2017

Sorcery: Animal Spells II

Sorcery: Animal Spells II

Some more animal spells, some of which I had to build from scratch, without basing on the existing spells. Will come in handy later! Beast Link establishes a mental link with a beast and forces the animal to follow you around. Beast Speech allows the caster to communicate with animals. Master is a spell that holds an aggressive animal still. Rider is useful when a mount is needed in the wilderness. Spider Silk is a simple binding attack.

Beast Link
Keywords: Resisted (Will).
Full Cost: 47 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent (see text).

Establishes a mental link with an animal. The animal will not stray far from the caster after that (generally not more than a half-hour’s travel). It will then come, once, whenever the caster wishes, at a fast but not killing pace. It must find the caster with its own senses, be it smell, sight, or hearing – it does not gain knowledge of the caster’s location upon being called; it only gets the urge to find the caster. If it is a wild beast, any reactions must be re-determined when the creature arrives. Once the beast arrives, or once the caster casts this spell on another beast, the effect ends.
Statistics: Affliction 1 (Will; Accessibility, Only on animals, -25%; Based on Will, +20%; Disadvantage, Obsession (Stay close to the caster; No self-control roll), +12%; Disadvantage, Obsession (Follow the caster; No self-control roll), +12%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Terminal Condition, Called, -10%; Triggered Delay on the second Disadvantage, +50%) [47].



Beast Speech
Keywords: None.
Full Cost: 22 points.
Casting Roll: None.
Range: Personal.
Duration: Indefinite.

You can converse with animals. The quality of information you receive depends on the beast’s IQ and the GM’s decision on what the animal has to say. It takes one minute to ask one question and get the answer – if the animal decides to speak at all.
Statistics: Speak with Animals (Sorcery, -15%) [22].
   
Master
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Holds any beast motionless and quiet as long as the caster maintains eye contact and concentration, up to the spell’s duration. If the subject is struck, slapped, or shaken, they recover on their next turn. When the spell ends, the subject is stunned until they can make a Will roll (roll once per second).
Statistics: Affliction 1 (Will; Accessibility, Animals only, -25%; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Have to maintain eye contact, -15%; Requires Concentrate, -15%; Sorcery, 15%; Vision-Based, -20%) [25].

Rider
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.

The subject animal behaves as though it were a trained, loyal riding animal. The creature must be capable of carrying the caster, and the caster must still make a Riding roll whenever it would normally be required.
Statistics: Mind Control (Accessibility, Animals Only, -25%; Accessibility, Only to make the animal a loyal rider, -50%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%; Suggestion, -40%) [20].

Spider Silk
Keywords: Missile, Obvious.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Permanent, until destroyed, or until the victim breaks free.

The caster shoots a strand of spider silk, which stretches from his fingertip to the target. The strands appear wispy and weightless, but are very strong. On a hit, the caster’s victim is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The spell has ST 10, but the caster can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the spell. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the webs. Innate Attacks hit automatically; other attacks are at -4. External attacks on the webs take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
The webs have DR 3. Each point of damage reduces ST by one. At ST 0, the webs are destroyed and the victim is freed.
Statistics: Binding 10 (Sorcery, -15%) [17].

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