Sorcery: Light Spells
Here we have three light spells converted from D&D/PF. Color Spray is a cone-shaped effect that stuns or blinds the victims. Faerie Fire makes the subject more visible. Glitterdust blinds creatures in the area and outlines invisible beings.
Color Spray
Keywords: Obvious.
Full Cost: 31 point.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous or 5 seconds.
You create a spray of flashing
colors. The spell spreads to affect everyone in a cone-shaped area. Cones use special
rules; see Area and Spreading Attacks
(p. B413). The cone has a maximum width of 6 yards at the spell’s maximum
range. This spell has no 1/2D range. Each sighted creature in the area resists
with its HT, and is stunned on a failed resistance roll. Should a creature fail
by 5 or more or roll a critical failure, it is additionally blinded for 5
seconds. Creatures with Protected Vision resist at +5.
Statistics: Affliction
1 (HT; Cone 6, +110%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; Reduced
Duration on Blindness, 1/30, -30%; Reduced Range, 1/10, -30%; Secondary
Blindness, +10%; Sorcery, -15%; Vision-Based, +150%) [31].
Faerie Fire
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Range: 100 yards.
Duration: 3 minutes.
This spell causes the subject to
emit blue, green, or purple (chosen by the caster) light equivalent to a torch.
This light makes the subject very obvious – the spell gives +10 to Vision rolls
to see him or -10 to your Stealth rolls, as the situation warrants.
Statistics:
Affliction 1 (Will; Advantage, Faerie Fire, +10%; Based on Will, +20%; Disadvantage,
Noisy 5, Visual, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature,
+20%; Sorcery, -15%) [30]. Note: “Faerie Fire” is Illumination (Magical, -10%)
[1].
Glitterdust
Keywords: Area (Leveled), Resisted (HT or DX).
Full Cost: 37 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 5 seconds or 3 minutes.
A cloud of golden particles covers
everyone and everything in the area, causing creatures to become blinded for 5
seconds on a failed HT roll to resist and visibly outlining invisible things
for 3 minutes on a failed DX roll to resist. All within the area are covered by
the dust, which cannot be removed and continues to sparkle until it fades. Creatures
with Protected Vision resist blindness at +5.
Statistics:
Affliction 1 (HT or DX; Area Effect, 2 yards, +50%; Based on DX for Negated
Advantage, +20%; Disadvantage, Blindness, +50%; Fixed Duration, +0%;
Malediction 2, +150%; Negated Advantage, Invisibility, +40%; No Signature,
+20%; Reduced Duration, 1/30, on Blindness, -30%; Sorcery, ‑15%; Vision-Based on Blindness, -20%) [37]. Additional levels add Area
Effect (+50%) [+5].
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