Sorcery: Artillery Spells IX
This post covers Protection & Warning artillery spells.
Diminishing Dome
Keywords: Area (Leveled).
Full Cost: 64 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 1 second.
Creates a Force Dome that lasts for
just long enough to appear, shrink (squashing its contents), and then collapse.
To place the effect at a distance, use Innate Attack (Gaze), with normal range
penalties, but at +4 for affecting an area. Once the spell is cast, the dome
takes a full second to form. This is obvious, and everybody within the area has
one turn to leave.
On the caster’s next turn, the dome
shrinks out of existence. Magical creatures inside it – anything Pentagram could
affect, including creations, demons, elementals, golems, spirits, and undead –
are unaffected as the moving surface of force washes past them. But everybody else
in the dome is dragged into the center, regardless of ST.
Everyone remaining in the area
suffers 4d crushing damage as large-area injury (p. B400). The GM decides how
cramped things get before the dome expires, as well as where people end up. On
a battle map, five human-sized victims per hex works. The number of hexes in radius
R is 3xR2 – 3xR + 1. Multi-hex figures count as one victim per hex
of size, and may be forced into unnatural positions. Anybody crushed into the
same hex as a being with Spines or an Aura is affected.
The basic (64-point) version of this
spell covers a two-yard radius. For each additional 10 points, you may double this
radius; e.g., four yards for 74 points, 8 yards for 84 points, or 16 yards for 94
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics: Crushing
Attack 4d (Accessibility, Not on magical beings, -10%; Area Effect, 2 yards,
+50%; Cosmic, Clusters subjects up, +200%; Delay, 1 seconds, +0%; No Knockback,
-10%; Sorcery, -15%; Variable, Area, +5%) [64]. Further levels add Area Effect
(+50%) to the advantage [+10].
Force Ball
Keywords: Missile, Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use Innate
Attack (Projectile) to hit.
Range: 50 yards.
Duration: Instantaneous.
You fire a ball of force that does
1d crushing damage per level. This damage is doubled for the purpose of
knockback, and this spell can affect insubstantial beings. The ball leaps to
other available targets after hitting the initial target! If that attack
succeeds, immediately consult your margin of success. If the margin is high
enough to hit a separate target after
accounting for range penalties plus
-2, the next target is struck unless they make an appropriate active defense.
If the target is hit then check the margin again until the attack fails to hit
or seven targets (the maximum) are hit. This attack has no 1/2D.
Statistics: Crushing
Attack 1d (Affects Insubstantial, +20%; Double Knockback, +20%; Increased 1/2D,
x10, +15%; Rapid Fire, Chaining, 7 targets, +70%; Reduced Range, ½, -10%; Sorcery,
-15%) [10/level]. Notes: Rapid Fire,
Chaining is taken from Ravens N’ Pennies blog post.
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