Tuesday, 13 February 2018

Sorcery: Force Spells III

Sorcery: Force Spells III

Here we have three force attack spells. Force Bolt is a simple missile spell. Force Spear is an impaling attack that prevents the creature from phasing. I really did not want to stat this spell out using linked/follow-up Affliction and just slapped Cosmic on it and called it a day. Force Harpoon is a combination of an attack and a pseudo-teleportation. A hookshot, if you like.

Force Bolt
Keywords: Missile, Obvious.
Full Cost: 6 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You launch a force missile at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d crushing damage per level of this spell, affecting even insubstantial targets. Damage is doubled for the purpose of knockback. The missile can be blocked.
Statistics: Crushing Attack 1d (Affects Insubstantial, +20%; Blockable, -5%; Double Knockback, +20%; Sorcery, -15%) [6/level].
   
Force Harpoon
Keywords: Missile, Obvious.
Full Cost: 97 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You launch a force harpoon at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. The harpoon does 2d-1 impaling damage, affecting even insubstantial creatures. This harpoon is tethered to the caster and instantly pulls him towards the target in a straight line (even if it misses and hits a wall behind the intended target!). The caster can only use this transportation method, if he is carrying Light encumbrance or less. The caster must make a successful DX or Acrobatics roll to arrive and land standing in the adjacent hex to the target. If he fails the roll, he falls down near the target. This spell is useful not only to approach the target quickly, but also to traverse chasms and climb to higher ground.
Statistics: Impaling Attack 2d-1 (Affects Insubstantial, +20%; Blockable, -5%; Link, +10%; Magical, -10%) [17] + Warp (Accessibility, Only where the harpoon hits, -20%; Blind Only, -50%; Cosmic, No roll required, +100%; Extra Carrying Capacity, Light, +10%; Link, +10%; Nuisance Effect, Acrobatics roll, -15%; Range Limit, 100 yards, -40%; Sorcery, -15%) [80].

Force Spear
Keywords: Missile, Obvious.
Full Cost: 34 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You launch a force spear at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. The spear does 2d-1 impaling damage, affecting even insubstantial creatures, and gets stuck in the target. It prevents the subject from phasing through walls and other objects via Insubstantiality, Permeation, or similar abilities, but can be removed with a successful ST roll and a Ready maneuver. Once removed, it does half as much damage it dealt going in, and then winks out of existence. If left in the subject, it winks out 1 minute later.
Statistics: Impaling Attack 2d-1 (Affects Insubstantial, +20%; Blockable, -5%; Cosmic, Anchoring, +100%; Cosmic, Gets stuck, +50%; Sorcery, -15%; Terminal Condition, Removed, -10%) [34].


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