Tuesday, 13 December 2022

Sorcery: Serpentine Spells

Sorcery: Serpentine Spells

Serpents of Legends has arrived to the backers of the Nightmare Fuel campaign, and it's yet another amazing book that has interesting monsters and new rules for serpentine creatures. For example, now you have proper rules for snakes coiling into the "turret mode." Aside from that, there are some new spells. Let's convert them to sorcery! They were... not easy to build with advantages.
 
Seeker Snake
Keywords: Obvious.
Full Cost: 34 points for level 1 + 6 points/additional level.
Casting Roll: None. Use Bow to hit.
Range: Self.
Duration: Instantaneous.
 
You whisper “Seek!” to a snake and straighten it out to be used like an arrow. You must Ready it in your bow normally. The snake arrow is homing, so it steers itself. As it uses Infravision to seek its target. To “lock on,” you must Aim at the target and make an unmodified Bow roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 1/2D yards per second. For more information, see Guided and Homing Weapons (p. B412).
The snake missile deals impaling damage equal to whatever damage you would do with the bow with an armor divisor of (2). In addition, the snake carries a venomous follow-up that deals 1d toxic damage per level and can be resisted with an HT-2 roll.
Statistics: Imbue 3 (Limited Skill Access, Combination Skill (Homing Weapon (VH) + Penetrating Strike (VH)), -80%) [8] + Unusual Training [1] + Combination Skill (Homing Weapon (VH) + Penetrating Strike (VH)) DX+0 [8] modified with Accessibility, Only bows, -30%; Accessibility, Requires a whisper, -5%; Cosmic, No die roll required, +100%; Magical, -10%; Reduced Fatigue Cost 1, +20%; Requires a snake, -15% for a final cost of 27.2 points + Toxic Attack 1d (Accessibility, Requires a whisper, -5%; Cosmic, Follow-Up works with Armor Divisor, +50%; Follow-Up, Bow, +50%; Magical, -10%; Resistible, HT-2, -20%; Requires a snake, -15%) [6/level].
  
Snekrobolt
Keywords: Missile, Obvious.
Full Cost: 47 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous, the snake lasts until five attacks are made.
 
You shoot a bolt of black necrotic energy engulfed in green vapors at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. The bolt has Acc 3 and 1/2D 50. It does 1d-2 toxic damage per level of this spell. DR does not protect against this spell! The GM must determine what the maximum level available in the campaign is.
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 snekrobolt!
The bolt rips out some of the target’s flesh, and mutates it into a snakelike being with ST, and HP equal to inflicted injury. It attacks the victim once per turn starting from the caster’s next turn. It does thrust+2 impaling damage with the same amount of toxic follow-up, with an effective skill of 10. It attacks up to five times, then withers into nothingness. To determine its SM, look up its ST as yards in the Linear Measurement column of the Size and Speed/Range Table (p. B550), and use the corresponding value in the Size column reduced by 4. If it falls between values, use the lower one. It has no DR, a Dodge of 8, and Move 3.
If the initial injury caused a major wound, then the snake creature bursts through the armor and starts on the victim. This halves DR on the targeted location until repaired. If initial injury did not cause a major wound, the creature starts under the armor. To attack it in this case, the victim must first hastily doff the armor on the affected hit location. This halves DR until donned again, and requires a Ready maneuver, and a successful DX roll.
Statistics: Toxic Attack 1d-2 (Cosmic, Irresistible Attack, +300%; Increased 1/2D, 5x, +10%; Link, Impaling Attack, +10%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [8/level] + Impaling Attack 1d-2 (Breakable, DR 0, SM-6, -30%; Cosmic, May start under armor and may damage armor, +300%; Cyclic, Variant, five 1-second cycles, defense instead of resistance, +250%; Homing, Variant, +50%; Link, Initial Toxic Attack, +10%; Magical, -10%; Nuisance Effect, Limited by the initial attack’s damage, -20%) [26/level] + Toxic Attack 1d-2 (Breakable, DR 0, SM-6, -30%; Cosmic, May start under armor and may damage armor, +300%; Cyclic, Variant, five 1-second cycles, defense instead of resistance, +250%; Follow-Up, Impaling Attack, +50%; Link, Initial Toxic Attack, +10%; Magical, -10%; Nuisance Effect, Limited by the initial attack’s damage, -20%) [13/level].
  
Viper Arrow
Keywords: Obvious.
Full Cost: 12 points/level.
Casting Roll: None. Use Bow or Crossbow to hit.
Range: Self.
Duration: Instantaneous, the snake injects poison for five seconds.
 
This spell is cast when firing a projectile from a bow or crossbow. The missile does its regular damage, plus 1d toxic follow-up damage per level. If it penetrates DR, it turns into a viper stuck in the victim. Starting on your next turn, it automatically deals half of its toxic damage once per turn until removed or until five such poison injections were made.
To remove the snake, a medic (or the victim) must first partially remove any armor or clothing at the affected hit location. This halves DR until donned again and requires a Ready maneuver and a successful DX roll. The viper has DR 0, SM-6, ST 2, and Dodge 9. The victim (or the medic) can grapple it, then pull it off with a Ready maneuver. Once removed, the snake transforms back into a normal projectile.
Statistics: Toxic Attack 1d (Follow-Up, Bow or crossbow, +30%; Link, Toxic Attack, +10%; Sorcery, -15%) [5/level] + Toxic Attack 1d-2 (Breakable, DR 0, SM-6, -30%; Cyclic, Variant, five 1-second cycles, can be removed, +250%; Follow-Up, Bow or crossbow, +30%; Link, Initial Toxic Attack, +10%; Magical, -10%) [7/level].
 

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