Wizardry: Poison Spells I
I decided to downgrade Cloudkill from an instant heart attack to a resistible toxic damage. Detect Poison is self-explanatory. Delay Poison makes the subject temporarily immune to poison and lasts a long time, while Neutralize Poison flushes the poison in 1d hours. Thus, the former is better against short-duration poisons with frequent cycles, while the latter is better against long-duration poisons with less frequent cycles. Isn't that nice? Stinking Cloud is an obscure/coughing spell. Poison doesn't actually work like the D&D spell - I very much prefer my version based on the Poisoning spell from Pyramid #4-1.
Cloudkill
Keywords: Area (Fixed).
Full Cost: 21 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
You may fill a 4-yard-radius 4-yard-high cylindrical area with deadly gases. This gives -3 to all vision rolls made through it. To place the gas cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Every creature that inhales the gas must make a HT roll or take 1d toxic damage, ignoring DR.
Statistics: Obscure Vision 3 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [11] + Toxic Attack 1d (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT, -30%; Respiratory Agent, +50%) [10].
Delay Poison
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Delay Poison, +140%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Delay Poison” is Immunity to Poison (Magical, -10%) [14]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
Detect Poison
Keywords: Information.
Full Cost: 18 points.
Casting Roll: Skill. Use skill or Poisons+4 for analysis.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (standard).
Duration: Instantaneous.
The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest poison. The caster may exclude any specific poisons or types of poison he wishes. Success reveals the exact location of the poison, allowing follow-up spells to be cast on it.
If the detection roll is successful, the GM makes a second roll against the better of the sorcerer’s Poisons+4 or skill. Talent applies here but range penalties do not. Success reveals what the poison is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics:
Detect (Poison; Based on IQ, Own Roll, +20%; Blockable, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 1, -10%) [18].
Neutralize Poison
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Instantaneous, the poison flushes in 1d hours.
This spell flushes poisons from the subject’s body. The caster must first roll against Poisons (or Alchemy, Pharmacy, etc., as appropriate) to identify the poison. He cannot attempt this roll until he knows that the subject has been poisoned. In most cases, this can be discovered when the first symptoms show! This spell flushes the poison in 1d hours, after which it has no further effect.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Neutralize Poison, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [27]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 18 points.
Neutralize Poison
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Instantaneous, the poison flushes in 1d hours.
This spell flushes poisons from the subject’s body. The caster must first roll against Poisons (or Alchemy, Pharmacy, etc., as appropriate) to identify the poison. He cannot attempt this roll until he knows that the subject has been poisoned. In most cases, this can be discovered when the first symptoms show! This spell flushes the poison in 1d hours, after which it has no further effect.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Neutralize Poison, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [27]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 18 points.
Poison
Keywords: Resisted (HT).
Full Cost (Touch): 25 points for level 1 + 20 points/additional level.
Full Cost (Short-Range): 26 points for level 1 + 20 points/additional level.
Full Cost (Ranged): 28 points for level 1 + 20 points/additional level.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Depends on the poison.
The caster poisons the victim with a dose of poison from the container he is holding. The spell does not provide the poison, and the poison used works normally. The spell uses up a dose of poison. The combined value of appropriate enhancements and limitations (such as Cyclic, Side Effects and Symptoms) should not be more than 50% per level of the spell, and the damage should not be more than 1d. Since this spell poisons the victim directly, omit penetration modifiers, such as Contact Agent, Blood Agent, and Respiratory Agent, and the resistance roll of the poison is replaced by the Quick Contest made to resist the spell.
Keywords: Area (Fixed).
Full Cost: 40 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
Additionally, every creature that inhales the cloud, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Coughing, +20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%) [29] + Obscure Vision 3 (Area Effect, 4 yards, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [11].
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