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 |
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%).
No comments:
Post a Comment