Tuesday 16 February 2021

Sorcery: New Poison Spells

Sorcery: New Poison Spells

The new Pyramid is out, which means new spells to convert. Some of the poison spells do not yet have their Sorcery counterparts, so let's fix that. The original versions of these spells that appear in the Pyramid article were written by Peter Dell'Orto (except for Seek Poison).
 
    Poison Cloud
    Keywords: Area (Leveled).
    Full Cost: 14 points for level 1 + 2 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.
 
    You may fill an area with a toxic gas. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect, it then drifts with the wind.
    This poison is a contact agent – it ignores DR, unless it is Sealed. Each non-Sealed creature in the area must make an HT-4 roll every second or take 1d toxic damage.
    Statistics: Toxic Attack 1d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Drifting, +20%; Fixed Duration, +0%; Persistent, +40%; Resistible, HT-4, -10%; Sorcery, -15%; Variable, Area, +5%) [14]. Further levels add more Area Effect (+50%) to the advantage [+2].
  
    Poison Jet
    Keywords: Jet, Obvious.
    Full Cost: 4 points/level.
    Casting Roll: None. Use Innate Attack (Beam) to hit.
    Range: 10 yards.
    Duration: One second.
 
    A 10-yard jet of contact poison erupts from your hand, much like the long tongue of a flamethrower. Use Innate Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does toxic damage with dice equal to your level of this spell, if it hits bare skin – any DR stops it. In addition, this damage can be resisted by a successful HT-2 roll. The spell has 1/2D 5. The GM must determine what the maximum level available in the campaign is.
    This jet lasts until the beginning of your next turn, allowing you to parry incoming attacks with it. If a parry is successful, your jet automatically damages the incoming weapon (although, the vast majority of weapons are immune to toxic damage) or limb, much like a force sword. Though this spell cannot be maintained, if you cast it every turn, it never “flickers out” and you can continue to attack with it normally.
    Statistics: Toxic Attack (Contact Agent, -30%; Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Resistible, HT-2, -20%; Sorcery, -15%) [4/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.
  
    Poison Touch
    Keywords: Obvious.
    Full Cost: 0.8 points/level.
    Casting Roll: None. Use unarmed combat skill or DX to hit.
    Range: Touch.
    Duration: Instantaneous.
 
    This spell charges the caster’s hand with a contact poison. The caster must touch the bare skin of the subject to trigger this spell – any DR stops it. The touch deals 1d toxic damage per level of this spell.
    Statistics: Toxic Attack 1d (Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%) [0.8/level].
   
    Seek Poison
    Keywords: Information.
    Full Cost: 25 points.
    Casting Roll: Per.
    Range: Unlimited.
    Duration: Instantaneous.
 
    The GM rolls against the caster’s Per (plus Talent), applying Long-Distance Modifiers (p. B241) to the nearest poison. The caster may exclude any specific poisons or types of poison he wishes. Success reveals the exact location of the poison, allowing follow-up spells to be cast on it.
    Statistics: Detect (Poison; Cannot Analyze, -10%; Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [25].
 
    Toxic Ball
    Keywords: Area (Fixed), Missile, Obvious.
    Full Cost: 13 points/level.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You throw a ball of contact poison that expands to cover an area. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. Every creature without Sealed within four yards of that spot takes dice of toxic damage equal to your level of this spell, ignoring DR, unless they make a successful HT-5 roll to resist. The GM must determine what the maximum level available in the campaign is.
    If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid dropping this at your own feet, where it erupts!
    Statistics: Toxic Attack (Area Effect, 4 yards, +100%; Contact Agent, +150%; Nuisance Effect, Dangerous to be parried, -5%; Resistible, HT-5, -5%; Sorcery, -15%) [13/level].

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