Sorcery: Artillery Spells III
In this post we're covering Earth and Healing artillery spells.
Boulder Barrage
Keywords: Area (Leveled).
Full Cost: 11 points (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
You cause boulders to rain down upon
an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone in
the area is attacked with an effective skill of 12, modified only for their SM.
Success means one hit plus one more per two full points of success; e.g., for
an SM 0 target, one hit on 11-12, two hits on 9-10, three on 7-8, and so on,
but no more than four hits. Each hit deals 1d crushing damage.
Victims may block or dodge, at -2
for an attack from above (p. B402), but not parry; shield DB adds normally.
Success avoids one hit plus additional hits equal to margin of success. Determine
hit location randomly. Overhead cover provides its usual benefits; Dodge and Drop (p. B377) is only
effective if there’s cover to dive for!
You may always choose (when casting)
to scale back the damage or the area affected.
The basic (12-point) version of this
spell lets you affect an area up to 2 yards across. Each additional doubling of
area adds 2.5 to basic cost; the GM sets the cap on this increase, but 128
yards is the recommended maximum. For an additional +5 to base cost, the damage
can be upgraded to 2d or 3d crushing. This is summarized in the table below.
Damage
|
2 yards
|
4 yards
|
8 yards
|
16 yards
|
32 yards
|
64 yards
|
128 yards
|
1d
|
11 points
|
14 points
|
16 points
|
19 points
|
21 points
|
24 points
|
26 points
|
2d
|
22 points
|
27 points
|
32 points
|
37 points
|
42 points
|
47 points
|
52 points
|
3d
|
33 points
|
41 points
|
48 points
|
56 points
|
63 points
|
71 points
|
78 points
|
Statistics: Crushing
Attack 1d (Area Effect, 2 yards, +50%; Blockable, -5%; Bombardment, Skill-12,
-10%; Extra Recoil 1, -10%; Overhead, +30%; Rapid Fire, RoF 4, +70%; Sorcery,
-15%; Variable, +5%; Variable, Area, +5%) [11]. Improved versions add Area
Effect (+50%/level) and/or improve to Crushing Attack 2d or 3d.
Sand Blast
Keywords: Obvious.
Full Cost: 12 points.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
Shoots a 10-yard-long cone of
high-speed grit from one hand, inflicting large-area injury (p. B400). Maximum
width is 5 yards. This spell has the 1/2D range of 2 yards.
Use the rules under Cone Attacks (p. B413), rolling vs. Innate
Attack (Beam) to hit the target point. As for any cone, anybody completely
screened from the caster is behind cover, and targets may use Dodge and Drop (p. B377) to leave the area
or get to cover.
Beings with eyes stuck by this
attack must make an HT roll, at -1 per 2 points of penetrating damage, or be
blinded for (20 – HT) seconds.
Statistics: Crushing
Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Duration on Side
Effect, 1/60, -35%; Reduced Range, 1/10, -30%; Side Effect, Blindness, +100%; Sorcery,
-15%) [12].
Seismic Shock
Keywords: Area (Leveled).
Full Cost: 7 points for level 1 + 2.5 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
You may trigger a massive, momentary
shock in a two-yard-radius area that lifts anyone of the ground into the air. On
landing, they suffer falling damage from that height. 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.
Everybody in the area is dealt 2d
crushing damage for the purpose of determining vertical knockback. This damage
deals no actual injury, only the falls and collisions do. A successful
Acrobatics roll reduces effective falling distance by five yards. Thus, it’s
possible to avoid all damage from hitting the ground. This doesn’t mitigate
damage from being slammed into the ceiling first, however! Upon landing,
victims capable of standing may make a DX or Acrobatics roll at -3 to land on
their feet.
Seismic Shock also causes general
chaos. Objects that require checks for breakage if dropped (like potion
bottles) must roll for breakage, people taking Aim or Concentrate maneuvers
must make Will rolls for distraction, those engaged in long actions must roll
vs. the relevant skill or start over, and machinery requires a HT roll to avoid
breakdown (e.g., locks on portals would pop open). For targets not securely
anchored to the ground – and people rarely are – these rolls are at an extra
-3.
This spell has no effect on targets
not in contact with the ground.
Statistics: Crushing
Attack 1d (Area Effect, 2 yards, +50%; Cosmic, Vertical Knockback, +50%; Double
Knockback, +20%; Environmental, Ground, -20%; No Wounding, -50%; Sorcery, -15%;
Variable, Area, +5%) [7]. Further levels add more Area Effect (+50%) [+2.5].
Disinfect
Keywords: Area (Fixed), Resisted (HT).
Full Cost: 18 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This extreme version of Remove Contagion
doesn’t limit itself to mere microbes. It aggressively cleanses a 4-yard radius
area in a way that’s no safer for living beings than being autoclaved,
bleached, fumigated, and irradiated. All living victims in the area who fail to
resist take 1d toxic damage, ignoring DR. Additionally, the area is rendered
sterile from microbes.
Statistics: Toxic
Attack 1d (Area Effect, 4 yards, +100%; Based on HT, +20%; Cosmic,
Sterliziation, +50%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%; Variable, Area, +5%) [18].
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