Wednesday, 25 May 2022

Sorcery: New Prismatic Spells

Sorcery: New Prismatic Spells

Not long ago I wrote a post on making attacks with a random damage type. So, let's create three basic spells that employ that mechanic.

 
Prismatic Ball
Keywords: Missile, Obvious.
Full Cost: 14.4 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
You throw an iridescent ball of prismatic light at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. Roll 1d to determine the damage type. It deals damage with dice equal to your level of this spell. The GM must determine what the maximum level available in the campaign is.

1d

Damage

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage.

3

Electricity. This attack deals burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

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 hitting yourself with your own prismatic ball!
Statistics: Prismatic Attack (Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [14.4/level].
 
Prismatic Blast
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 32.4 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.
 
You throw an iridescent ball of prismatic light at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties, but at +4 for targeting an area. Everyone within four yards of that spot takes dice of damage equal to your level of this spell. Roll 1d to determine the damage type. The GM must determine what the maximum level available in the campaign is.

1d

Damage

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage.

3

Electricity. This attack deals burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

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 hitting yourself with your own prismatic ball!
Statistics: Prismatic Attack (Area Effect, 4 yards, +100%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [32.4/level].
 
Prismatic Jet
Keywords: Jet, Obvious.
Full Cost: 27 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.
 
A 10-yard jet of prismatic light 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 damage with dice equal to your level of this spell. Roll 1d to determine the damage type. The spell has 1/2D 5. The GM must determine what the maximum level available in the campaign is.

1d

Damage

1

Acid. This attack deals corrosion damage.

2

Cold. This attack deals non-incendiary burning damage.

3

Electricity. This attack deals burning surge damage. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.

4

Fire. This attack deals burning damage.

5

Poison. This attack deals toxic damage.

6

Sound. This attack deals non-incendiary burning damage.Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack only works in sound-transmitting mediums and is negated by such effects as Silence or Wall of Silence.

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 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: Prismatic Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [27/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.
 




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