Sorcery: New Prismatic Spells
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. |
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. |
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. |
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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