Sorcery: Nuclear Spells
Here we have three spells, one of which was built just to look at big numbers. Nuclear Damper prevents nuclear fission in an area. Nuclear Fireball is a 0.1 kiloton nuke. Protection from Nuclear Explosions can potentially save the subject from a nuclear bomb.
Nuclear Damper
Keywords: Area (Special).
Full Cost: 110 points for level 1 + 6
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: 30 seconds.
This spell prevents any nuclear fission
or fission-triggered fusion explosion from occurring within an area with a
radius equal to (9 + spell level) yards. It will not prevent the detonation of
ultra-tech fusion warheads that are triggered by means other than a fission
explosion. It also affects nuclear fission reactors and radiothermal
generators. A fission reactor will cease to function if within this spell’s
area of effect. It will resume functioning afterward, but the interruption may
disturb its normal operation – roll vs. the reactor or generator’s HT, with
failure indicating a malfunction (in a fission reactor, this could lead to a
nuclear accident). A successful Mechanic (Power Plant) roll will diagnose any problems
and reveal whether it is safe to restart, or whether further repairs are
needed.
Statistics:
Control Nuclear Fission 10 (Accessibility, Only to stop fission, -65%; Cannot concentrate
to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent,
+40%; Ranged, +40%; Sorcery, -15%) [110]. Additional levels add Control Nuclear
Fission (Accessibility, Only to stop fission, -65%; Cannot concentrate to
extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to
increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [6/level].
Nuclear Fireball
Keywords: Missile, Obvious.
Full Cost: 147,975 points.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 10,000 yards.
Duration: Instantaneous.
You throw a nuclear fireball at a
single target. Use Innate Attack (Projectile) to hit, applying normal range
penalties. It does 6dx900 crushing damage plus 6dx650 burning surge radiation
damage. This spell has no 1/2D range – it does full damage at any range. The
attack produces an explosion at the point of impact (on a miss, check for
scatter; see p. B414). The target takes damage normally; anything nearby
receives “collateral damage” equal to basic damage divided by (2 x distance in
yards from the blast).
If your foe is within one yard of
you, he may attempt to parry this attack (actually parrying your hand). If such
a parry is successful, you must roll against DX to avoid hitting yourself with
your own nuclear ball!
Statistics: Crushing
Attack 6dx900 (Explosion 2, +100%; Increased 1/2D, 10x, +15%; Increased Range,
100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be
parried, -5%) [72900] + Burning Attack 6dx650 (Explosion 2, +100%; Increased
1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect,
Dangerous to be parried, -5%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [75075].
Protection from Nuclear Explosions
Keywords: Buff.
Full Cost: 151 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell protects the
subject and everything he is carrying from nuclear explosions. The subject
divides the injury he suffers from nuclear explosions by 1,000 after subtracting DR from damage and
applying wounding modifiers. This does not prevent damage from knockback or
irradiation.
Statistics:
Affliction 1 (HT; Advantage, Protection from Nuclear Explosions, +1,350%;
Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Sorcery, -15%) [151]. Note: “Protection from Nuclear
Explosions” is Injury Tolerance (Damage Reduction, Divisor 1,000; Force Field,
+20%; Limited, Nuclear Explosions, -80%; Magical, -10%) [135].
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