Wednesday 6 December 2017

Sorcery: Banefire Spells

Sorcery: Banefire Spells

Here we have variants of the standard fire attack spells based on banefire - a special kind of decaying fire from the Dominions video game series.

Banefire
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 76 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a ball of sickly green fire – fire from the Realms of the Dead - that expands to cover an area; it is not technically an explosion, but the term has long since entered common use. Banefire only affects living creatures, causing them to age rapidly. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. Everyone within four yards of that spot takes 1d burning damage and ages 1d years. The banefire sticks to the target, damaging him again every 10 second for 4 more cycles. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
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 dropping this at your own feet, where it detonates!
Statistics: Ageing Attack 1d (Accessibility, Only on living, -10%; Area Effect, 4 yards, +100%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Resistible, Will, -30%; Sorcery, -15%) [63] + Burning Attack 1d (Accessibility, Only on living, -10%; Area Effect, 4 yards, +100%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Magical, -10%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Resistible, Will, -30%) [13].

Banefire Dart
Keywords: Missile, Obvious.
Full Cost: 45 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a dart of sickly green banefire – fire from the Realms of the Dead - at a single target. The dart can be blocked or dodged. Banefire only affects living creatures, causing them to age rapidly. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d burning damage and ages the victim 1d years. The banefire sticks to the target, damaging him again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
Statistics: Ageing Attack 1d (Accessibility, Only on living, -10%; Blockable, -5%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Link, +10%; Resistible, Will, -30%; Sorcery, -15%) [37] + Burning Attack 1d (Accessibility, Only on living, -10%; Blockable, -5%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Link, +10%; Magical, -10%; Resistible, Will, -30%) [8].
  
Banefire Jet
Keywords: Jet, Obvious.
Full Cost: 67 points.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of sickly green flame erupts from your hand, much like the long tongue of a flamethrower. Banefire only affects living creatures, causing them to age rapidly. 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 burning damage and ages the victim 1d years, but has 1/2D 5. The banefire sticks to the target, damaging him again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
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 acid stream is not interrupted and the caster may continue to attack with it normally.
StatisticsAgeing Attack 1d (Accessibility, Only on living, -10%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Destructive Parry, +10%; Jet, +0%; Link, +10%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Resistible, Will, -30%; Sorcery, -15%) [55] + Burning Attack 1d (Accessibility, Only on living, -10%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Destructive Parry, +10%; Jet, +0%; Link, +10%; Magical, -10%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Resistible, Will, -30%) [12]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Banefire Shield
Keywords: Buff.
Full Cost: 60 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is sheathed in banefire – sickly green fire from the Realms of the Dead - that deals 1d-1 burning damage to enemies who touch his body and ages them 1d-1 years. Banefire only affects living creatures, causing them to age rapidly. The banefire sticks to the target, damaging him again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
StatisticsAffliction 1 (HT; Advantage, Banefire Shield, +480%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,  15%) [60]. Note: “Banefire Shield” is Ageing Attack 1d-1 (Accessibility, Only on living, -10%; Aura, +80%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Magical, -10%; Melee Attack, Reach C, -30%; Resistible, Will, -30%) [38] + Burning Attack 1d-1 (Accessibility, Only on living, -10%; Aura, +80%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Magical, -10%; Melee Attack, Reach C, -30%; Resistible, Will, -30%) [9] + Illumination (Magical, -10%) [1].
 
    Rain of Banefire
    Keywords: Area (Leveled).
    Full Cost: 65 points for level 1 + 11 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.
 
    You cause sickly green flames to rain down upon an area. Banefire only affects living creatures, causing them to age rapidly. 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-1 burning damage and ages 1d-1 years. 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 banefire sticks to the target, damaging him again every 10 second for 4 more cycles. The cycles can be stopped by dousing the flames with holy water. This is injury that comes right off HP – not damage that must penetrate DR again, be multiplied for damage type, and so forth. Each instance of damage, including the initial one, can be negated with a successful Will roll. If a victim successfully resists, the flames go out.
    Statistics: Ageing Attack 1d-1 (Accessibility, Only on living, -10%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Extended Duration, 3x, +20%; Link, +10%; Overhead, +30%; Persistent, +40%; Resistible, Will, -30%; Sorcery, -15%; Variable, Area, +5%) [53] + Burning Attack 1d-1 (Accessibility, Only on living, -10%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Cyclic, 4 cycles, 10 second intervals, Resistible, +100%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Overhead, +30%; Persistent, +40%; Resistible, Will, -30%; Variable, Area, +5%) [12]. Additional levels add more Area Effect (+50%) [+11].
 

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