Sorcery: Assorted Spells XVI
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].
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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