Sorcery: Poison Spells IV
Even more poison spells. Slow Poison changes the rate of poison damage, keeping the number of cycles intact. Sobriety is another spell useful for alcoholic wizards. Spit Venom is useful for naga mages or other innately poisonous magical creatures.
Slow Poison
Keywords: Area (Fixed).
Full Cost: 45 points for level 1 +
15 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can make poisons slower. 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 a
five-yard-radius area. The poison affected (or the poison that affects the
subject) deals damage at a slower rate. This is useful when you wish to delay
death from poisoning or make a venomous snake temporarily less dangerous. The
rate is decreased by a step for each level of this spell (see Cyclic, p. B103-104). For example, if
you cast Slow Poison 2 on a poison that deals damage once a minute, it will
deal damage once a day. The number of cycles remains unchanged.
Statistics:
Control Poison 5 (Only to slow, -65%; Ranged, +40%; Sorcery, -15%) [45].
Additional levels add Control Poison +5 (Does not increase area, -50%; Only to slow,
-65%; Ranged, +40%; Sorcery, -15%) [15/level]. Note: As this is one advantage (Control Poison) with the Sorcery
limitation, not two, it costs only 1 FP to use.
Sobriety
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
You can neutralize effects of being
tipsy or drunk (p. B428). This requires a touch and a successful IQ roll, and
costs 1 FP. Your casting roll is at ‑2 if the
subject is unconscious. In addition, if used more than once per day on a given
subject, you are at a cumulative ‑3 per
successful casting. Failure costs you 1d FP instead of the usual 1 FP! Becoming
sober thanks to this spell does not save from a hangover.
Statistics:
Healing (Accessibility, Only to sober up, -80%; Affliction Only, -40%; Capped, 1
FP, ‑30%; Magical, ‑10%; Xenohealing, Anything Alive, +80%) [6].
Spit Venom
Keywords: Missile, Obvious.
Full Cost: 14 points or more.
Casting Roll: None. Use Innate
Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.
The caster
must have a poisonous bite attack to cast this spell, or have poison applied to
his teeth. The caster spits a dose of poison from his mouth. Use Innate Attack (Breath)
to hit. This has 1/2D 1, Max 10, Acc 3. The spell does not provide the poison,
and the poison used works normally. Thus, a contact poison must hit unarmored
skin, a blood agent or a follow-up agent must hit an open wound, and an inhaled
poison creates cloud where it hits.
At level
one, this spell can only be used once per 10 seconds. Additional levels reduce
this recharge time.
Level
|
Recharge
|
Point cost
|
Level
|
Recharge
|
Point cost
|
1
|
10 seconds
|
14 points
|
6
|
5 seconds
|
46 points
|
2
|
9 seconds
|
20 points
|
7
|
4 seconds
|
52 points
|
3
|
8 seconds
|
27 points
|
8
|
3 seconds
|
58 points
|
4
|
7 seconds
|
33 points
|
9
|
2 seconds
|
64 points
|
5
|
6 seconds
|
40 points
|
10
|
1 second
|
72 points
|
Statistics: Imbue
3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project
Blow (VH) DX+0 [8] modified with Accessibility, Only bite venom, -80%; Cosmic,
No die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30% for a
final cost of 14 points. Additional levels add more skill.
No comments:
Post a Comment