Magic: Air Spells II
Some more Air spells, mostly converted from D&D 3.5 Spell Compendium.
Belker Claws
Regular; Resisted by HT
This spell solidifies smoke, inhaled
by the target, causing it to tear apart its insides, dealing 1d cutting damage,
ignoring DR. After that, the smoke leaves the target’s lungs and becomes
gaseous again.
Cost: 3.
Time to cast:
2 seconds.
Prerequisites:
Magery 1, Smoke, Solidify Air.
Item
Staff, wand, or jewelry. Usable only by mages. Cost to create: 1000 energy, $500 in
platinum, and a $500 opal.
Binding Winds
Regular; Resisted by ST
This spell encircles the subject in
whipping winds. The subject is free to move, unless he tries to leave his hex.
In this case, this is only possible if he wins in a Quick Contest of ST against
the spell skill. The wind does not cause any damage or knockback, but carries
the voice of the subject away. No sound can reach the subject and leave his
hex, making spellcasting difficult. On the other hand, this protects the
subject from sonic attacks.
Duration: 10
seconds.
Cost: 4 to
cast. 2 to maintain.
Time to cast:
4 seconds.
Prerequisites:
Wall of Wind.
Item
Staff, wand, or jewelry. Cost to create: 1000 energy, $500 in platinum.
Blood Sirocco
Area
As Windstorm (M25), but also deals 1
point of fatigue damage per second to everyone caught in the winds. Treat
fatigue lost to this spell as if it was lost to dehydration. Sealed creatures
are unaffected.
Duration: 1
minute after reaching full strength.
Base cost: 3.
Half that to maintain.
Time to cast:
The storm starts immediately, but the caster must concentrate for a number of
seconds equal to the storm’s radius in yards to bring the storm to full
strength.
Prerequisites:
Dehydrate, Windstorm.
Solidify Air
Area
This spell makes air in the area
solid. It is still transparent, and can be affected by Shape Air, but it can be
walked on like if on solid ground. Solid air has DR 3 per inch of thickness.
Solid air has no weight – it continues to float in place without falling to the
ground. By default, the caster solidifies all air in the target area, but he
can reduce the thickness, solidifying only a plane 1” thick, for example. This
does not reduce the casting cost.
Duration: 1
hour.
Base cost: 2.
Same to maintain.
Time to cast:
3 seconds.
Prerequisites:
Magery 1, Shape Air.
Item
(a) Staff, wand, or jewelry. Usable only by
mages. Cost to create: 300 energy, $500
in platinum. (b) An area of air may be made permanently solid for 100 times
casting cost.
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