Sorcery: Incarnum Spells IV
Even more incarnum spells. Valiant Spirit is the last of the "spirit" buffs. Mass Guardian Spirit and Mass Valiant Spirit are the last mass buffs. Protection from Incarnum makes the subject resilient against incarnum attacks. Seek Incarnum lets the caster detect the nearest source of incarnum.
Mass Guardian Spirit
Keywords: Area (Leveled), Buff, Incarnum.
Full Cost: 65 points for level 1 + 5
points/additional level.
Casting Roll: Will. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the
awakening, the spell’s bonuses last for 3 minutes.
Cast on an area, this spell bestows prescient
unborn souls on the subjects. The soul lies dormant within each subject’s body,
until the subject decides to awaken it with a Concentrate maneuver and a
successful Will roll or until the duration expires, whichever comes first.
While awoken, the soul’s prescience grants the subject a +1 bonus to all active
defenses. The caster may pay 1 additional point of essentia during the casting
to make the bestowed soul additionally grant the subject the Danger Sense (p.
B47) advantage.
The caster can omit any subjects
from the effect. If a particular subject possesses DR with no Tough Skin
limitation, the sorcerer’s casting roll is penalized by their DR as well as the
normal range penalties. Calculate effective DR for this penalty according to
the rules for Large-Area Injury (p.
B400).
Statistics:
Affliction 1 (HT; Advantage, Mass Guardian Spirit, +270%; Advantage, Mass
Guardian Spirit Bonus (Accessibility, Costs 1 ER, -10%), +135%; Area Effect, 2
yards, +50%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [65]. Notes: “Mass Guardian Spirit” is Defense
Bonus 1 (Magical, -10%) [27]. “Mass Guardian Spirit Bonus” is Danger Sense
(Magical, -10%) [14]. As a special effect, the DR subtracts from the casting
roll rather than forcing a resistance roll.
Mass Valiant Spirit
Keywords: Area (Leveled), Buff, Incarnum.
Full Cost: 62 points for level 1 + 5
points/additional level.
Casting Roll: Will. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the
awakening, the spell’s bonuses last for 3 minutes.
Cast on an area, this spell bestows souls of
ancient heroes on the subjects. The soul lies dormant within each subject’s
body, until the subject decides to awaken it with a Concentrate maneuver and a
successful Will roll or until the duration expires, whichever comes first.
While awoken, the soul’s prescience grants the subject a +1 bonus to DX and
Fearlessness 1 (p. B55). The caster may pay 1 additional point of essentia
during the casting to increase the bonus to DX to +2 and the level of
Fearlessness to 2.
The caster can omit any subjects
from the effect. If a particular subject possesses DR with no Tough Skin
limitation, the sorcerer’s casting roll is penalized by their DR as well as the
normal range penalties. Calculate effective DR for this penalty according to
the rules for Large-Area Injury (p.
B400).
Statistics:
Affliction 1 (HT; Advantage, Mass Valiant Spirit, +200%; Advantage, Mass
Valiant Spirit (Accessibility, Costs 1 ER, -10%), +180%; Area Effect, 2 yards,
+50%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Selective Area, +20%; Sorcery, -15%) [62]. Notes: “Mass Valiant Spirit” is DX+1
(Magical, -10%) [18] + Fearlessness 2 (Magical, -10%) [2]. As a special effect,
the DR subtracts from the casting roll rather than forcing a resistance roll.
Protection from Incarnum
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject he gains a +3 bonus on
HT all rolls made to resist incarnum abilities, including soulmeld effects.
Statistics:
Affliction 1 (HT; Advantage, Protection from Incarnum, +90%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note:
“Protection from Incarnum” is Resistant to Incarnum (+3) (Magical, -10%) [9].
Seek Incarnum
Keywords: Information.
Full Cost: 21 points or 26 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
source of Incarnum – a creature with an essential pool or a soulmeld. The basic
(21-point) version of this spell takes standard range penalties. The improved (26-point)
one uses long-distance modifiers. If successful, the caster knows the exact
distance and direction to the source of incarnum, and may make a follow-up IQ
roll (at no penalty) to learn basic details about it (e.g., “it’s a meldshaper”
or “it’s a behir gorget”).
Any known sources of incarnum may be
excluded if the caster mentions them before casting.
Statistics:
Detect Incarnum (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21].
The improved version adds Long-Range 1 (+50%) [+5].
Valiant Spirit
Keywords: Buff, Incarnum.
Full Cost: 55 points.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour or until awoken. After the
awakening, the spell’s bonuses last for 3 minutes.
You bestow a
soul of an ancient hero on the subject. The soul lies dormant within the
subject’s body, until the subject decides to awaken it with a Concentrate
maneuver and a successful Will roll or until the duration expires, whichever
comes first. While awoken, the soul’s prescience grants the subject a +1 bonus
to DX and Fearlessness 1 (p. B55). The caster may pay 1 additional point of
essentia during the casting to increase the bonus to DX to +2 and the level of
Fearlessness to 2.
Statistics: Affliction 1 (HT; Advantage, Valiant Spirit, +200%; Advantage, Valiant Spirit (Accessibility, Costs 1 ER, -10%), +180%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [55]. Note: “Valiant Spirit” is DX+1 (Magical, -10%) [18] + Fearlessness 1 (Magical, -10%) [2].
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