Sorcery: Poison Spells V
And the final batch of poison spells. Sting is a weak poisoned missile spell. Toxic Rupture is a variant of Poisoning. Venom Bolt is a variant of Spit Venom. Venomous Intoxication transforms venom into alcohol.
Sting
Keywords: Missile, Obvious.
Full Cost: 4 points.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
This spell fires a poisonous needle.
Use Innate Attack (Projectile) to hit, applying normal range penalties. It does
1 point of small piercing damage. It is poisoned with a follow-up poison that deals
1 point of toxic damage each second for 5 seconds. Each instance of toxic
damage can be negated with an HT roll. A successful roll stops all remaining
cycles.
Statistics: Small
Piercing Attack 1 (Magical, -10%) [1] + Toxic Attack 1 (Cyclic, 4 cycles, 1
second intervals, +200%; Follow-Up, +0%; Resistible, HT, -30%; Sorcery, -15%) [3].
Glandular Rupture
Keywords: Resisted (HT).
Full Cost: 56 points for level 1 + 40 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Depends on the poison.
The caster
causes internal bleeding in the target creature's venom glands or similar
organs. The target creature immediately becomes affected by its own poison,
rolling to resist normally. The combined value of appropriate enhancements and limitations (such as
Cyclic, Side Effects and Symptoms) should not be more than 50% per level of the
spell, and the damage should not be more than 2d. Since this spell poisons the
victim directly, omit penetration modifiers, such as Contact Agent, Blood
Agent, and Respiratory Agent.
Statistics: Toxic
Attack 2d (HT; Accessibility, Only the poison innate to the victim, -60%; Variable
Enhancements, +500%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%;
Variable, +5%) [56]. Each additional level increases the Variable Enhancements
by 500%.
Venom Missile
Keywords: Missile, Obvious.
Full Cost: 17 points for level 1 + 8
points/additional level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
The caster
launches a dose of poison from the container he’s holding. Use Innate Attack (Projectile)
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. The spell uses up a dose of the poison.
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
|
17 points
|
6
|
5 seconds
|
57 points
|
2
|
9 seconds
|
25 points
|
7
|
4 seconds
|
65 points
|
3
|
8 seconds
|
33 points
|
8
|
3 seconds
|
73 points
|
4
|
7 seconds
|
41 points
|
9
|
2 seconds
|
81 points
|
5
|
6 seconds
|
49 points
|
10
|
1 second
|
89 points
|
Statistics: Imbue
3 (Limited Skill Access, Project Blow, -80%) [8] + Unusual Training [1] + Project
Blow (VH) DX+0 [8] modified with Accessibility, Only poisons, -50%; Cosmic, No
die roll required, +100%; Magical, -10%; Reduced Range, 1/10, -30%; Required
Poison, -10% for a final cost of 17 points. Additional levels add more skill
[+8].
Venomous Intoxication
Keywords: Resisted (HT).
Full Cost: 45 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 minutes.
The caster
transforms poison that affects the subject, or poison in the venom glands of a
poisonous creature into alcohol! This disables all poisonous attacks of the
subject, if they cost less than 50 points, and temporarily neutralizes the
poisons affecting the subject, but makes him drunk (p. B428) instead. For some
very persistent poisons this is only a delay. When the spell ends, the subject
may experience a hangover (p. B440). This spell does not affect poisons
introduced into the victim’s body after the spell was cast.
Statistics:
Affliction 1 (HT; Accessibility, Only on poisoned or poisonous creatures, -50%;
Advantage, Venomous Intoxication, +140%; Drunk, +20%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Poisons, +50%; No
Signature, +20%; Nuisance Effect, Does not affect poisons introduced after the
casting, -10%; Sorcery, -15%) [45]. Note: “Venomous Intoxication” is Immunity
to Poison (Magical, -10%) [14].
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