Tuesday, 24 July 2018

Sorcery: Artillery Spells XI

Sorcery: Artillery Spells XI

This post covers Water artillery spells. And we're done with artillery spells!
   
Arctic Blast
Keywords: Obvious.
Full Cost: 16 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.

You fire a cone of intense cold that does 1d non-incendiary burning damage per level. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 5 yards. It causes large-area injury (p. B400), on top of which victims must make a HT roll at -1 per full two points of injury or be paralyzed for (HT – 20) seconds: too cold to move, encased in ice, frozen solid, nearly extinguished, etc., as fits the target.
Statistics: Burning Attack 1d (Cone 5, +100%; Increased 1/2D, x5, +10%; No Incendiary Effect, -10%; Reduced Duration on Side Effect, 1/60, -35%; Reduced Range, 1/10, -30%; Side Effect, Paralysis, +200%; Sorcery, -15%) [16/level].

Cone of Corrosion
Keywords: Obvious.
Full Cost: 16 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.

You fire a cone of acid that does 1d corrosion damage per level. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics: Corrosion Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [16/level].

Scald
Keywords: Area (Leveled).
Full Cost: 7 points or more (see below).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

The area is “cleansed” with a high-pressure steam blast that inflicts large-area injury (p. B400). To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
It causes burning damage but cannot set fires; it’s considered heat and water, but not fire, where important (e.g., Vulnerability).
The basic (7-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 burning. This is summarized in the table below.
Damage
2 yards
4 yards
8 yards
16 yards
32 yards
64 yards
128 yards
1d
7 points
9 points
12 points
14 points
17 points
19 points
22 points
2d
13 points
18 points
23 points
28 points
33 points
38 points
43 points
3d
20 points
27 points
35 points
42 points
50 points
57 points
65 points
Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; No Incendiary Effect, -10%; Sorcery, -15%; Variable, Area, +5%) [7]. Further levels add Area Effect (+50%) to the advantage [+2.5*].

* Calculate the total cost, then round down.

Wilting
Keywords: Area (Fixed), Resisted (HT).
Full Cost: 25 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

Dehydrates creatures in a 4-yard-radius area. If a victim fails to resist, he takes 1d-2 fatigue damage and 1d-2 toxic damage, as water is being removed from the tissues of his body. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.
Statistics: Fatigue Attack 1d-2 (HT; Area Effect, 4 yards, +100%; Based on HT, +20%; Dehydration, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [17] + Toxic Attack 1d-2 (HT; Accessibility, Only on creatures with water in their tissues, -10%; Area Effect, 4 yards, +100%; Based on HT, +20%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [8].


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