Saturday, 27 November 2021

Sorcery: Assorted Spells XVI

Sorcery: Assorted Spells XVI

Just some assorted spells for Sorcery, yet again.

 
    Apocalypse
    Keywords: Area (Leveled), Obvious.
    Full Cost: 6 points for level 1 + 2.5 points/additional level (or more).
    Casting Roll: None.
    Range: Self.
    Duration: Instantaneous.
 
    You create a blazing inferno of flames that emanates from you and deals everything around you 1d burning damage. You are unharmed by this attack. The GM may allow versions of this spell that deal higher damage.
    Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; Emanation, -20%; Sorcery, -15%; Variable, +5%) [6]. Further levels add more Area Effect (+50%) [+2.5].
   
    Claws
    Keywords: None or Buff.
    Full Cost: 5 or 17 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
    Range: Self or 100 yards.
    Duration: Indefinite or 3 minutes.
 
    The subject grows sharp claws. Change the damage they inflict with a punch or kick from crushing to cutting.
    The basic (5-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (17-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.
    Statistics: The basic version is Sharp Claws (Sorcery, -15%) [5]. The improved version is Affliction 1 (HT; Advantage, Claws, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Claws” is Sharp Claws (Magical, -10%) [5].


    Frost Nova
    Keywords: Area (Fixed).
    Full Cost: 12 points/level.
    Casting Roll: None. Use Innate Attack (Gaze) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You create an explosion of frost that covers an area. Use Innate Attack (Gaze) to hit, applying normal range penalties, but at +4 for targeting an area. Everyone within four yards of that spot takes dice of burning damage equal to your level of this spell (or less, if you wish to), dividing the damage by the distance in yards between the target and the center of the effect. This damage comes from extreme cold, so it cannot start fires. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute). The GM must determine what the maximum level available in the campaign is.
    Statistics: Burning Attack (Area Effect, 4 yards, +100%; Dissipation, -50%; No Incendiary Effect, -10%; No Signature, +20%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%; Variable, +5%) [12/level].
  
    Talons
    Keywords: None or Buff.
    Full Cost: 7 or 20 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
    Range: Self or 100 yards.
    Duration: Indefinite or 3 minutes.
 
    The subject grows long claws. Change the damage they inflict with a punch or kick from crushing to cutting or impaling (they choose before they roll to hit).
    The basic (7-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (20-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.
    Statistics: The basic version is Talons (Sorcery, -15%) [7]. The improved version is Affliction 1 (HT; Advantage, Talons, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Talons” is Talons (Magical, -10%) [8].
 

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