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].
No comments:
Post a Comment