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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