Thursday 22 July 2021

Sorcery: Infravision Spells

Sorcery: Infravision Spells

Infravision is common among the Underdark-dwellers and supernatural creatures in general (at least according to D&D). So, let's make spells that interact with it.
 
    Block Heat
    Keywords: Area (Leveled).
    Full Cost: 28 points for level 1 + 10 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.
 
    You block heat emanation in the area, making things within invisible to Infravision. No one can see into the affected area with Infravision, and no one within the affected area can see anything with Infravision; see p. B394 for combat rules. The area of this spell stands out to Infravision from outside, looking like a black spot.
    Statistics: Obscure Infravision 10 (Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [28]. Further levels add Area Effect (+50%) to the advantage [+10].
   
    Heat Flash
    Keywords: Area (Leveled).
    Full Cost: 28 points for level 1 + 5 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 5 seconds.
 
    You cause an infrared flash to appear in the area. This effect is invisible to normal vision, but is visible with Infravision. Each creature in the area resists with its HT, and loses its Infravision for 5 seconds on a failed resistance roll. Creatures with Protected Vision resist at +5.
    Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Low Signature, +10%; Negated Advantage, Infravision, +10%; Reduced Duration, 1/30, -30%; Sorcery, -15%; Variable, Area, +5%; Vision-Based, +150%) [28]. Additional levels add Area Effect (+50%) [+5].
 
    Mask Heat
    Keywords: Buff.
    Full Cost: 20 points or 50 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
 
    Heat emanated by the subject and all of his carried equipment becomes masked, letting the subject blend in with the surrounding for the duration of the spell when viewed with Infravision. The basic version (20-point) of this spell gives a -2 penalty to Vision rolls to see the subject with Infravision and -2 penalty to attacks against the subject that rely on Infravision. This is usually enough for normal situations, where a living being stands out from the thermal background. The improved version (50-point) of this spell makes the subject completely invisible to Infravision, which is enough to even negate the +10 bonus to spot a living creature in a cave that is in thermal equilibrium.
    Statistics: Affliction 1 (HT; Advantage, Mask Heat, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. The improved version replaces Mask Heat with Improved Mask Heat [+30]. Note: “Mask Heat” is Obscure 2 (Infravision; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [8]. “Improved Mask Heat” is Obscure 10 (Infravision; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [38].
 



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