Wednesday, 20 October 2021

Sorcery: Unmerged Spells

Sorcery: Unmerged Spells

It's been a while since I made any sorcery spells. Looking at some spells that I've skipped, I've decided to "unmerge" some of the spells. For example, Icy Missiles was merged with Icy Weapon, but why not have a more specialized version? (Animal) Control and Repel (Animal) could also be split into different, more specialized versions.
   
    Bird Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single bird – or of one square yard of a swarm of smaller birds. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only birds with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for birds with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Birds only, -40%; Sorcery, -15%) [23].


    Flaming Missiles
    Keywords: Weapon Buff.
    Full Cost: 14 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
 
    Once cast upon a projectile weapon, this spell causes its missiles to do an additional 1d of follow-up (p. B105) burning damage. The wielder will find the weapon hot to the touch, but not uncomfortable to use. The missiles also will give off light as a torch in flight and for 10 seconds after that, unless quenched.
    Statistics: Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Flaming Missiles, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Note: “Flaming Missiles” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4] + Illumination (Magical, -10%) [1].
  
    Icy Missiles
    Keywords: Weapon Buff.
    Full Cost: 13 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
 
    Once cast upon a projectile weapon, this spell causes its projectiles to do an additional 1d of follow-up (p. B105) burning damage. This damage is from extreme cold, not fire; it will never set anything ablaze. The wielder will find the weapon cool to the touch, but not uncomfortable to use.
    Statistics: Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Icy Missiles, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Note: “Icy Missiles” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [4].
  
    Lightning Missiles
    Keywords: Weapon Buff.
    Full Cost: 21 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
 
    Once cast upon a projectile weapon, this spell causes its projectiles to do an additional 1d of linked (p. B105) burning surge damage. Metallic armor counts as DR 1 against this damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating burning damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Electronics that take over 1/3 HP from this electric attack, must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (p. B484). The weapon will visibly crackle with electricity.
    Statistics: Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Lightning Missiles, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Lightning Missiles” is Burning Attack 1d (Link, This weapon, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Visible, -10%) [12].

    
    Mammal Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single mammal – or of one square yard of a swarm of smaller mammals. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only mammals with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for mammals with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Mammals only, -40%; Sorcery, -15%) [23].
 
    Mollusk Control
    Keywords: Resisted (Will).
    Full Cost: 18 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single mollusk – or of one square yard of a swarm of smaller mollusks. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only mollusks with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for mollusks with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Mollusks only, -50%; Sorcery, -15%) [18].

 
    Repel Birds
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Birds with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each bird’s IQ, in practice the GM should bother only for extraordinary birds. If so, victory allows the bird to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Birds Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Fish
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 37 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Fish with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each fish’s IQ, in practice the GM should bother only for extraordinary fish. If so, victory allows the fish to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Fish Only, -50%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [37]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Mammals
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Mammals with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each mammal’s IQ, in practice the GM should bother only for extraordinary mammals. If so, victory allows the mammal to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Mammals Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Mollusks
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 37 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Mollusks with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each mollusk’s IQ, in practice the GM should bother only for extraordinary mollusks. If so, victory allows the mollusk to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Mollusks Only, -50%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [37]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Reptiles
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Reptiles with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each reptile’s IQ, in practice the GM should bother only for extraordinary reptiles. If so, victory allows the reptile to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Reptiles Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Vermin
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
     
    Vermin (insects, worms, and other creepy-crawly things) with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each vermin’s IQ, in practice the GM should bother only for extraordinary vermin. If so, victory allows the vermin to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Vermin Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
 

   Reptile Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single reptile – or of one square yard of a swarm of smaller reptiles. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only reptiles with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for reptiles with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Reptiles only, -40%; Sorcery, -15%) [23].
 
    Vermin Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single vermin (insect, worm, or other creepy-crawly thing) – or of one square yard of a swarm of smaller vermin. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only vermin with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for vermin with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Vermin only, -40%; Sorcery, -15%) [23].
 

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