Saturday 17 November 2018

Sorcery: Assorted Spells V

Sorcery: Assorted Spells V

Here are some assorted spells of bullet protection and summon unsummoning.
  
Bullet Protection
Keywords: Buff.
Full Cost: 15 points for level 1 + 3 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The subject, and all of his carried gear, is protected from bullets by an invisible field of pure force. This increases his DR against bullets by 2 per level of this spell (e.g., Bullet Protection 3 adds DR 6), cumulative with that from actual armor. This only affects firearm bullets, granting no protection against laser beams, sling bullets, bullets flung by telekinesis, etc.
Statistics: Affliction 1 (HT; Advantage, Bullet Protection 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Bullet Protection to the Advantage enhancement [+3]. Note: Each level of “Bullet Protection” is Damage Resistance 2 (Force Field, +20%; Limited, Firearm Bullets, -80%; Magical, -10%) [3].

Bullet Shield
Keywords: Buff.
Full Cost: 13 points for level 1 + 1 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The subject, and all of his carried gear, is protected from bullets by an invisible field of pure force, but only from the front. This increases his DR against bullets by 1 per level of this spell (e.g., Bullet Shield 3 adds DR 3), cumulative with that from actual armor against attacks made from the front. This only affects firearm bullets, granting no protection against laser beams, sling bullets, bullets flung by telekinesis, etc.
Statistics: Affliction 1 (HT; Advantage, Bullet Shield 1, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Additional levels add further Bullet Shield to the Advantage enhancement [+1]. Note: Each level of “Bullet Shield” is Damage Resistance 1 (Directional, Front, -20%; Force Field, +20%; Limited, Firearm Bullets, -80%; Magical, -10%) [1].
   
Mass Bullet Protection
Keywords: Area (Leveled), Buff.
Full Cost: 32 points for level 1 + 5 points/additional level (or more).
Casting Roll: Will. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Cast on an area, this spell protects all creatures within from bullets. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject and all of his gear have DR 5 against bullets. This only affects firearm bullets, granting no protection against laser beams, sling bullets, bullets flung by telekinesis, etc. If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400).
By default, the DR equals to 5. More potent versions of this spell are available, as show below.
DR
Full Cost
6
32 points for level 1 + 5 points/additional level
12
41 points for level 1 + 5 points/additional level
18
50 points for level 1 + 5 points/additional level
24
59 points for level 1 + 5 points/additional level
30
68 points for level 1 + 5 points/additional level
36
77 points for level 1 + 5 points/additional level
42
86 points for level 1 + 5 points/additional level
48
95 points for level 1 + 5 points/additional level
Statistics: Affliction 1 (HT; Advantage, Mass Bullet Protection 1, +90%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [32]. Notes: “Mass Bullet Protection 1” is Damage Resistance 6 (Force Field, +20%; Limited, Firearm Bullets, -80%; Magical, -10%) [9]. Additional levels add Area Effect (+50%) [+5]. Variants increase DR by 6 [+9]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.
  
Mass Bullet Shield
Keywords: Area (Leveled), Buff.
Full Cost: 28 points for level 1 + 5 points/additional level (or more).
Casting Roll: Will. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Cast on an area, this spell protects all creatures within from bullets, but only from the front. The sorcerer may choose which subjects (either individually or by type) receive the protection. Every protected subject and all of his gear have DR 5 against bullets. This only affects firearm bullets, granting no protection against laser beams, sling bullets, bullets flung by telekinesis, etc. If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400).
By default, the DR equals to 5. More potent versions of this spell are available, as show below.
DR
Full Cost
5
28 points for level 1 + 5 points/additional level
10
33 points for level 1 + 5 points/additional level
15
38 points for level 1 + 5 points/additional level
20
43 points for level 1 + 5 points/additional level
25
48 points for level 1 + 5 points/additional level
30
53 points for level 1 + 5 points/additional level
35
58 points for level 1 + 5 points/additional level
40
63 points for level 1 + 5 points/additional level
Statistics: Affliction 1 (HT; Advantage, Mass Bullet Shield 1, +50%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [28]. Notes: “Mass Bullet Shield 1” is Damage Resistance 5 (Directional, Front, -20%; Force Field, +20%; Limited, Firearm Bullets, -80%; Magical, -10%) [5]. Additional levels add Area Effect (+50%) [+5]. Variants increase DR by 5 [+5]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Unsummon
Keywords: Resisted (Will).
Full Cost: 55 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You attempt to unravel summoning magic that holds a creature in this world. Roll a Quick Contest of your Will versus the subject’s Will. If you win, the subject summoned creature suffers an incapacitating heart attack, and will die and disappear in minutes unless treated; see Mortal Conditions (p. B429).
Statistics: Affliction 1 (Will; Accessibility, Only on summoned beings, -30%; Based on Will, +20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [55].

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