Thursday, 16 November 2017

Sorcery: Plasma Spells

Sorcery: Plasma Spells

This is a series of plasma spells. They are basically copies of fire spells, but with the added (2) armor divisor.
   
Breathe Plasma
Keywords: Jet, Obvious.
Full Cost: 7 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.

A 10-yard jet of plasma erupts from your mouth, much like the long tongue of a plasma flamethrower. Use Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does 1d(2) burning damage per level of this spell. The GM must determine what the maximum level available in the campaign is.
Statistics: Burning Attack (Armor Divisor, (2), +50%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [7/level].

Plasma Armor
Keywords: Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in plasma that deals 2d(2) burning damage to enemies who touch his body. The subject also sheds light as a torch.
Statistics: Affliction 1 (HT; Advantage, Plasma Armor, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [32]. Note: “Plasma Armor” is Burning Attack 2d (Armor Divisor, (2), +50%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [19] + Illumination (Magical, -10%) [1].

Plasma Ball
Keywords: Missile, Obvious.
Full Cost: 9 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a ball of plasma at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d(2) burning damage per level of this spell. 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 (3 x distance in yards from the blast). The GM must determine what the maximum level available in the campaign is.
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 plasma ball!
Statistics: Burning Attack 1d (Armor Divisor, (2), +50%; Explosion 1, +50%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [9/level].

Plasma Jet
Keywords: Jet, Obvious.
Full Cost: 20.5 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of plasma erupts from your hand, much like the long tongue of a plasma flamethrower. Use Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does 2d(2) burning damage per level of this spell. The GM must determine what the maximum level available in the campaign is.
The jet lasts until the beginning of the sorcerer’s next turn, allowing the user to parry incoming attacks with it. If a parry is successful, the jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if cast every turn, the plasma stream is not interrupted and the caster may continue to attack with it normally.

Statistics: Burning Attack 2d (Armor Divisor, (2), +50%; Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [20.5/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

    Rain of Plasma
    Keywords: Area (Leveled).
    Full Cost: 14 points (or more).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    You cause balls of plasma to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d(2) burning damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the damage or the area affected.
    The basic (14-point) version of this spell lets you affect an area up to 2 yards across. Each additional doubling of area adds to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. The upgraded (24-points) version increases the damage to 2d-1(2). This is summarized in the table below.

Damage

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

1d

14 points

17 points

19 points

22 points

24 points

27 points

29 points

2d-1

25 points

30 points

34 points

39 points

43 points

46 points

51 points

    Statistics: Burning Attack 1d (Armor Divisor, (2), +50%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Improved versions add Area Effect (+50%/level) and/or improve to Burning Attack 2d-1.

Resist Plasma

Keywords: Buff.
Full Cost: 41 points for level 1 + 25 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell gives the subject and everything he carries an extra DR 10 against damage incurred from plasma, whether from a direct attack or an environmental effect, per level of this spell.
Statistics: Affliction 1 (HT; Advantage, Plasma Resistance 1, +250%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: Each level of “Plasma Resistance” is DR 10 (Force Field, +20%; Limited, Plasma, -60%; Magical, -10%) [25].

Seek Plasma
Keywords: Information
Full Cost: 10 or 12 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls the sorcerer’s Per, with a penalty based on the distance to the nearest plasma. The basic (10-point) version of this spell takes standard range penalties. The improved (12-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the plasma, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a firing plasma rifle” or “it’s a star”).
Statistics: Detect Plasma (Precise, +100%; Sorcery, -15%) [10]. The improved version adds Long-Range 1 (+50%).

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