Sorcery: Illusion and Creation Spells
And again, two death spells and a style spell. Create Foreign Body can cause a heart attack or a lesser effect. Mass Invisibility is useful for group stealth. Phantom Killer slays the victim with a tangible illusion.
Create Foreign Body
Keywords: Resisted (HT).
Full Cost: 46 points.
Casting Roll: Will. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: Instantaneous.
This spell creates a foreign body
within the subject’s circulatory system or other parts of the body. If the
target fails to resist, the result is stroke. Treat this as a mortal wound (p.
B423): The victim immediately falls unconscious and must roll vs. HT every 30
minutes, with any failure meaning death. At TL6+, trauma maintenance can help.
Natural recovery occurs only if one
of those HT rolls critically succeeds. Otherwise, surgery (roll as if the
subject were at -HP), Dispel Creation (at -5 without a way to see the
obstruction), or Remove Curse is needed. Neither Counterspell nor Dispel Magic
is effective. A victim who recovers is at the lower of -HP or current HP.
The above is the fastest this spell
can kill. Slower options (like coma) are possible, as are nonlethal ones (e.g.,
crippled body parts); effects vary, but the cure is identical. The condition –
mortal or not – must be one that a penny-sized foreign body could cause. The GM
should forbid anything that targets organs the subject lacks: mortal wounds
require a heart and blood; coma, a brain; and so on.
Statistics:
Affliction 1 (HT; Accessibility, Only on living creatures with organs, -15%;
Heart Attack, Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C,
Cannot Parry, -35%; No Signature, +20%; Sorcery, ‑15%; Variable, +5%) [46].
Mass Invisibility
Keywords: Area (Leveled), Buff.
Full Cost: 91 points for level 1 + 5
points/additional level or more.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
You make the subjects in an area
invisible. You may exclude any subjects from this effect. The subjects still make
noise, leave footprints, and has a scent – and anything the subjects are carrying
(up to the Medium encumbrance) becomes invisible too. The subjects get a +9 to
Stealth in any situation where being seen would matter, if they are carrying no
more than their Medium encumbrance.
Individuals using paranormal remote
viewing (crystal balls, Clairvoyance, etc.) cannot see the subjects if the
subjects would be invisible to their normal vision. Paranormal abilities that
detect enemies, life, and so on non-visually can still see the subjects.
Invisibility only works against
electromagnetic vision (which encompasses ordinary vision, Infravision,
Ultravision, and radar). The subjects do not cast shadows and do not show up in
mirrors.
The basic (90-point) version of this
spell affects subjects in a two-yard radius and ends if the subject attacks any
creature. For each additional 5 points, you may double this radius. The GM must
determine the maximum level allowed; 128 yards is recommended. You may always choose
to affect a lesser area. For purposes of this spell, an attack includes any
spell targeting a foe or whose area or effect includes a foe. Exactly who is a
foe depends on the invisible character's perceptions. Actions directed at
unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes holding a rope bridge while
enemies are on the bridge, remotely trigger traps, open a portcullis to release
attack dogs, and so forth. If the subject attacks directly, however, it
immediately becomes visible along with all its gear. The improved (98-point)
version of this spell eliminates this limitation.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
Version
|
2 yards
|
4 yards
|
8 yards
|
16 yards
|
x2
|
Basic
|
91 points
|
96 points
|
101 points
|
106 points
|
+5/level
|
Improved
|
99 points
|
104 points
|
109 points
|
114 points
|
+5/level
|
Statistics:
Affliction 1 (HT; Advantage, Invisibility, +680%; Area Effect, 2 yards, +50%;
Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [91].
Notes: “Invisibility” is Invisibility
(Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an
attack, -20%; Magical, -10%) [68]. The improved version removes the Dispels
after an attack limitation from the advantage [+8]. The additional levels add
more levels of Area Effect (+50%) [+5]. As a special effect, the DR subtracts from
the casting roll rather than forcing a resistance roll.
Phantom Killer
Keywords: Resisted (IQ or Per).
Full Cost: 109 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.
This spell can slay anything with a
mind (IQ 1+). It creates a phantom that’s visible to everyone but tangible to
the subject alone. The victim may choose to resist by trying to rationalize
away the illusion (IQ) or see through it (Per).
Successful resistance causes the phantom
to melt away harmlessly. A subject who fails to resist is instantly engulfed in
a monstrous shadow, conscious but incapacitated. Over the next minute, he can do
nothing but resist again each second. Victory here doesn’t end the curse but
merely staves off harm; each loss drains 1 HP. The cause of death could be
anything: a man might die of profound shock, a robot may shake itself apart, a
spirit could actually be consumed by an apparition of pure mana.
Others may attempt to dispel the
phantasm using Dispel Illusion or Remove Curse. General countermagic – such as
Counterspell or Dispel Magic – is ineffective. So are attacks on the Phantom Killer
or its creator!
Statistics:
Burning Attack 1 (Accessibility, Only on IQ 1+ beings, -5%; Based on IQ, +20%;
Cyclic, 1 second interval, 60 seconds, can be dispelled by Dispel Illusion or
Remove Curse, +3,000%; Link, +10%; Magical, -10%; Malediction 2, +150%; No
Incendiary Effect, -10%; Nuisance Effect, Multiple ways to resist, -10%) [65] +
Affliction 1 (IQ or Per; Accessibility, Only on IQ 1+ beings, -5%; Based on IQ,
+20%; Cosmic, Immune to Dispel Magic, +50%; Fixed Duration, +0%; Link, +10%; Malediction
2, +150%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant,
+150%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [44].
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