Sorcery: Artillery Spells VII
This post covers Mind Control and Movement artillery spells.
Collision
Keywords: Area (Fixed).
Full Cost: 46 points for level 1 + 27
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
You may create an instant pulling
force in an 8-yard-radius area that throws everything towards the center. To place
the effect at a distance, use Innate Attack (Gaze), with normal range
penalties, but at +4 for affecting an area.
Everything in the area takes 4d
knockback damage per level of this spell directed towards the center of the
area. There’s no time to grab anything, but people already hanging onto any
person or object the spell cannot affect may add +2 ST per hand used, while
anyone grappled by a foe too heavy to budge rolls only if their rival chooses
to let them go. Losing the Contest means being yanked into the center; victims
and their possessions are pulled (or not) as a unit.
If there are no movable objects
nearby and just one victim, the only effect is being hauled into the center. If
there are two or more people and/or solid objects, though, they crash together
at the center. Don’t work out detailed collision damage from speed and HP –
damage is a flat 2d+2 crushing for everyone involved (and important objects).
This is large-area injury (p. B400).
After the collision, victims are
clustered around the center. On a battle map, the GM may position them in the
center hex or adjacent hexes. Combatants retain their original facings, but
those whose injuries haven’t caused them to fall down must roll against the
highest of DX, Acrobatics, or Judo to avoid falling down.
Statistics: Crushing
Attack 2d (Area Effect, 8 yards, +150%; Cosmic, Knockback to the center, +50%; Double
Knockback, +20%; Link, +10%; No Wounding, -50%; Sorcery, -15%; Variable, Area,
+5%) [27/level] + Crushing Attack 2d+2 (Accessibility, Only on those who
collide, -10%; Area Effect, 2 yards, +50%; Link, +10%; Magical, -10%) [19].
Crushing Fist
Keywords: Missile, Obvious.
Full Cost: 23 points or more.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Range: 50 yards.
Duration: Instantaneous.
The caster enlarges
and projects his punch. Use DX or unarmed combat skill to hit. This has 1/2D -, Max 50, Acc 3. This
attack deals normal punch damage and explodes on impact (check for Scatter, p. B414). Treat the punch’s
damage as if it had the Explosion modifier (p. B104), regardless of damage
type. Divide damage by three times the distance in yards to each target.
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
|
23 points
|
6
|
5 seconds
|
77 points
|
2
|
9 seconds
|
34 points
|
7
|
4 seconds
|
88 points
|
3
|
8 seconds
|
45 points
|
8
|
3 seconds
|
99 points
|
4
|
7 seconds
|
56 points
|
9
|
2 seconds
|
110 points
|
5
|
6 seconds
|
67 points
|
10
|
1 second
|
121 points
|
Statistics: Imbue
3 (Limited Skill Access, Combination Skill (Project Blow (VH) + Shockwave (VH)),
-80%) [8] + Unusual Training [1] + Combination Skill (Project Blow (VH) +
Shockwave (VH)) DX+0 [8] modified with Accessibility, Only fist, -80%; Cosmic,
No die roll required, +100%; Increased 1/2D, x10, +15%; Magical, -10%; Reduced
Fatigue Cost 1, +20%; Reduced Range, 1/2, -10% for a final cost of 22.95 points.
Additional levels add more skill [+8 to base cost].
Mass Mutilation
Keywords: Area (Leveled), Resisted
(Will; special).
Full Cost: 43 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 second.
Sapient subjects who fail to resist
(a subject must lose two resistance
contests) must use their next combat maneuver to try to harm themselves. Subjects
with suitable ready weapons take Attack or Ready maneuvers to use these on
themselves. The GM decides what’s “suitable” in the space of a turn. It’s
plausible to cut oneself with a blade, shoot oneself with a gun or crossbow,
arm a grenade and hold on to it.
If a suitable weapon is to hand, skip
attack and defense rolls; just roll damage against the torso. Attacks must use the
deadliest attack mode, if there’s a choice (GM’s decision, remembering that the
target is the torso) – and no “pulling punches.” Anyone who can Fast-Draw a
weapon (or a better weapon) does so; e.g., a barehanded fighter with a knife
Fast-Draws it and starts cutting, while someone holding a knife and wearing a
sheathed sword drops the knife, Fast-Draws the sword, and falls on that.
Subjects without suitable weapons do
something else that’s liable to get them killed. They might use Move to run as
close as possible to the nearest enemy; if several foes are equidistant, choose
one at random. If a hazard – lava pit, cliff, persistent artillery spell, etc.
– is closer, they’ll hurl themselves at that instead. In either case, they
choose to let their guard down: no active defenses, DX rolls not to fall in, or
anything similar.
If you tie or lose, the subjects can
sense coercion coming from you. In addition, you cannot try to affect them
again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to harm self, -30%; Area Effect, 2 yards, +50%; Fixed Duration, +0%;
Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%; Suggestion,
-40%) [43]. Additional levels add Area Effect (+50%) [+25].
Slasher
Keywords: Area (Leveled), Obvious.
Full Cost: 53 points for level 1 + 10.5
points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
Propels a cutting weapon through the
area as if wielded by an invisible mad slasher. It must start in the caster’s
hand. When the spell is cast, the blade takes wing and whirls through the air
too quickly for the eye to follow. Use Innate Attack (Gaze), at +4, to center
the area; see Scatter (p. B414) if you
miss.
Everybody in
the area is attacked each turn, on their turn, at skill 14. The victim can try
a Hearing roll at -2 to detect the weapon’s whine; success permits any active
defense, while failure allows only a dodge. All defenses are at -4 for an
unseen attacker. Also roll 1d for the attack’s origin: 1-3 is front, 4 is right-hand
side (another -2 to defend), 5 is behind (no defense), and 6 is left-hand side
(-2 to defend).
It’s possible to break or grab the
animated weapon. This requires a Hearing roll at -2 first. Success allows an
attack on the blade at a basic -6 plus the usual -3 to -5 for weapon size (see Striking at Weapons, p. B400). The
weapon cannot defend. Breaking it ends the spell. Grabbing it doesn’t; it may try
to break free each turn with ST 15.
The basic (53-point) version of this
spell lets you affect an area up to 2 yards across. Each additional doubling of
area adds 10.5 to basic cost; the GM sets the cap on this increase, but 128 yards
is the recommended maximum. You can always scale back the area when casting the
spell.
Statistics: Cutting
Attack 3d (Area Effect, 2 yards, +50%; Bombardment, Skill-14, -5%; No
Signature, +20%; Nuisance Effect, Breakable, -5%; Nuisance Effect, Dodgeable, -5%;
Nuisance Effect, Damage limited by ST, -5%; Requires Weapon, -10%; Sorcery,
-15%; Surprise Attack, Random, +120%; Variable, Area, +5%) [53]. Additional
levels add Area Effect (+50%/level) to the advantage [+10.5*].
*
Calculate the total cost and then round down (because the base ability costs
just 52.5 points before rounding). Level 2 of the spell costs 63 points, level
3 costs 74 points, level 4 costs 84 points, level 5 costs 95 points, and so on.
Stabbing Party
Keywords: Area (Leveled), Resisted
(Will; special).
Full Cost: 43 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 second.
Sapient creatures who fail to resist
(a subject must lose two resistance
contests) must use their next combat maneuver to attack the nearest ally (never
an enemy or neutral party); if several are equidistant, choose one at random. Subjects
with no allies on the battlefield are unaffected.
A subject with a ready ranged attack
uses it, usually meaning an Attack maneuver. One with only melee attacks
chooses Attack if the nearest ally is within one step, All-Out Attack (Strong) if
the target is farther away but within half Move forward, or Move and Attack if
those options are impossible. A subject who can’t attack the nearest ally in
one turn prepares to do so, dropping a melee weapon to Ready a ranged one, using
Concentrate to cast a Missile spell, or – if without a ranged attack – taking a
full Move toward the chosen target.
Movement is always as direct as
possible, without regard for battle formations or who ends up behind whom. Subjects
suffer unavoidable penalties for their attacks (e.g., distance and visibility
for ranged attacks, or the Move and Attack penalty), but won’t take optional
penalties for hit location, Deceptive Attack, Rapid Strike, etc. unless final
skill would be 16+. Similarly, they won’t try to “spoil” attacks by, for
instance, taking Move and Attack if they could Attack, or shifting their weapon
to the off hand. For one turn, they truly want to kill their allies.
Attacks must likewise be as damaging
as possible, never “pulling punches,” always choosing the Strong option if
making an All-Out Attack, and using the deadliest attack mode or weapon (GM’s
decision) if there’s a choice. Anyone who can Fast-Draw a better weapon does
so; e.g., someone holding a dagger and wearing a holstered pistol drops the
blade, Fast-Draws the gun, and shoots. If this means expending a one-shot item,
expensive Missile spell, or limited-use ability, too bad!
Targets of these attacks may defend
normally if they see them coming. Attacks from allies are likely to come from
the back (no defense) or side (-2 to defend), however.
If you tie or lose, the subjects can
sense coercion coming from you. In addition, you cannot try to affect them
again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to harm ally, -30%; Area Effect, 2 yards, +50%; Fixed Duration, +0%;
Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%; Suggestion,
-40%) [48]. Additional levels add Area Effect (+50%) [+25].
No comments:
Post a Comment