Sorcery: Poison Spells II
More poison spells. Decrease Potency makes poisons easier to resist. Extract Poison instantly extracts poison. Ignite Poison causes poisons in the area to burst into flames. Illusory Poison makes the subject believe that it was poisoned.
Decrease Potency
Keywords: Area (Fixed).
Full Cost: 21 points for level 1 + 13.5
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Five minutes.
You can make poisons less potent. It
can be cast on a poisoned creature, venomous creature, a container of poison,
or an area of poison. If cast on a liquid or gaseous poison, it only affects
one hex. This spell makes the affected poison easier to resist – add +1 to HT
of all creatures resisting it per level of this spell.
Statistics:
Control Poison 1 (Cannot concentrate to extend duration, -10%; Extended
Duration on Persistent, 30x, +60%; Only to decrease potency, -75%; Persistent,
+40%; Ranged, +40%; Sorcery, -15%) [21]. Additional levels add Control Poison +1 (Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Extended
Duration on Persistent, 30x, +60%; Only to decrease potency, -75%; Persistent,
+40%; Ranged, +40%; Sorcery, -15%) [13.5/level]. Note: As this is one advantage (Control Poison) with the Sorcery
limitation, not two, it costs only 1 FP to use.
Extract Poison
Keywords: None.
Full Cost: 12 points.
Casting Roll: Poisons/TL.
Range: 10 yards.
Duration: Instantaneous.
The caster casts
this spell on a poisonous animal, fungus, plant, or other substance, and
instantly extracts it, containing it to a container he is holding. Note that it
only applies to poisonous creatures, not poisoned
creatures.
Statistics:
Telekinesis 1 (One Task, Extracting poison, -60%; Reduced Time 10, +200%; Sorcery,
-15%) [12].
Ignite Poison
Keywords: Area (Leveled), Resisted
(HT).
Full Cost: 45 points for level 1 + 3.5
points/additional level*.
Casting Roll: None for the cloud
effect. Use Innate Attack (Gaze) to aim. Will for internal burning.
Range: 100 yards.
Duration: 10 seconds.
All poisons in the area burst into
flames. This does not block vision, but inflicts burning damage to anyone
standing in it. To place the effect at a distance, use Innate Attack (Gaze),
with normal range penalties, but at +4 for affecting an area. The initial
attack roll places the effect. It then drifts from that point with the wind, if
the poison is gaseous.
Every creature in the area takes
1d-2 burning damage per turn.
Poisonous and poisoned creatures in
the initial area of effect begin to burn from within, taking 1d burning damage
each second for 10 seconds, if they fail to resist with a Quick Contest of HT
versus the caster’s Will. Armor does not protect against this damage. Every
second an internally burning creature can make a HT roll. A successful roll
means that the internal fire is neutralized. If the subject loses ½ of his HP
or more to this internal burning, he begins experiencing terrible pain (p. B428)
until he is healed above this threshold.
The basic (45-point) version of this
spell covers a two-yard radius. For each additional 3.5 points, you may double this
radius; e.g., four yards for 49 points, 8 yards for 52 points, or 16 yards for 56
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics: Burning
Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Environmental, Poison,
-60%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [4] + Burning
Attack 1d (Accessibility, Only on poisonous or poisoned, -70%; Area Effect, 2
yards, +50%; Based on HT, +20%; Cyclic, 1 second interval, 9 seconds, +450%; Link,
+10%; Malediction 2, +150%; Sorcery, ‑15%; Symptoms,
½ HP, Terrible Pain, +120%; Variable, Area, +5%) [41]. Further levels add Area Effect
(+50%) to both advantages [+3.5].
* Calculate the total cost, then
round up.
Phantasmal Poison
Keywords: Weapon Buff.
Full Cost: 13 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
You create a
phantasm of an oily green poison on the target weapon. Every time a creature is
hit by the target weapon, it takes 1d-1 of additional follow-up toxic damage,
as it believes to be poisoned (if it can
be poisoned). This damage can be resisted with a Will roll. The attack must
penetrate the creature’s DR to apply the follow-up damage.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Phantasmal Poison, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature,
+20%; Sorcery, -15%) [13]. Note: “Phantasmal Poison” is Toxic Attack 1d-1 (Based
on Will, +20%; Follow-Up, This weapon, +0%; Magical, -10%; Resistible, Will,
-30%; Visible, -10%) [3].
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