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Post by nickstanbury on Oct 15, 2015 0:46:21 GMT
Purify Air
Area
Removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one sec- tion at a time – but truly deadly vapors must all be removed at once, or some may escape. This spell can also turn old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, lasts 45 minutes for one person at rest, or less for multiple per- sons or someone violently exercising (GM’s discretion)
. Duration: Works instantly. Purifica- tion is permanent.
Base cost: 1. Cannot be maintained; must be recast. Item Staff, wand, or jewelry. Energy cost to create: 50.
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Post by nickstanbury on Oct 15, 2015 0:46:39 GMT
Seek Air
Information
Tells the caster the direction and approximate distance of the nearest significant amount of air. Use the long-distance modifiers (p. 14). In set- tings where air is understood as a combination of gases, the caster may also seek out a specific gas or combi- nation of gases, rather than ordinary air. Any known source of air may be excluded if the caster specifically mentions it before beginning.
Cost: 1.
Item
A forked stick (usually of bird bone). Cost to create: 60 energy and a $200 onyx.
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Post by nickstanbury on Oct 15, 2015 0:47:10 GMT
Create Air
Manufactures air where none exists. When cast where there is already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! When cast on a one-yard-radius area, the spell creates about 45 cubic feet of air every second for five seconds; each cubic foot of air will last a single per- son at rest about a minute. However, in some environments the air created will rapidly dissipate into vacuum or bubble away. This spell cannot be cast inside a living being.
Duration: Breeze, bubbles, etc. last 5 seconds. Air created is permanent.
Base cost: 1. Cannot be maintained; must be recast.
Prerequisite: Purify Air or Seek Air.
Item
Staff, wand, or jewelry. Energy cost to create: 200.
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Post by nickstanbury on Oct 15, 2015 0:49:01 GMT
No-Smell
Regular
Removes the subject’s odor and makes it (or him) totally undetectable by smell. Any possessions are also affected. This spell changes no other properties of the subject.
Duration: 1 hour.
Cost: 2 to cast. 2 to maintain. Prerequisite: Purify Air.
Item
Jewelry; only affects the wearer. Cost to create: 150 energy and $300.
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Post by nickstanbury on Oct 15, 2015 0:49:44 GMT
Stench
Area
Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d dam- age. Roll once per minute. Those in the area begin to suffocate (see Suffocation, p. B436). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissi- pation depends on the area and pres- ence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 sec- onds or so. Those with Doesn’t Breathe or Filter Lungs are immune to the toxic effects of the gas.
Duration: 5 minutes, except in windy areas.
Base cost: 1. Cannot be maintained; must be recast.
Prerequisite: Purify Air.
Item
Staff, wand, or jewelry. Energy cost to create: 60.
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Post by nickstanbury on Oct 15, 2015 0:50:32 GMT
Destroy Air
Area
Destroy all air within a designated area of effect. This can create a vacu- um within a very strong vessel, but in open air it just causes a momentary thunderclap as surrounding air rushes in. This effect does 1d-2 damage to anyone in the area of effect who fails a HT roll. Any beings with the Body of Air meta-trait (p. B262) take 2d dam- age. In certain situations (e.g., in an airtight room) this spell can be much deadlier, leaving no air to breathe.
Duration: Lasts only an instant, but destroyed air stays gone.
Base cost: 2.
Prerequisite: Create Air.
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Post by nickstanbury on Oct 15, 2015 0:51:04 GMT
Odor
Area
Produces any odor the caster is familiar with. The odor lingers for about an hour, gradually diminishing (outdoors it spreads out and quickly dissipates). The spell produces no other physical effects – for instance, the odor of a poison is not poisonous.
Duration: 1 hour.
Base cost: 1. Cannot be maintained.
Prerequisite: No-Smell.
Item
Jewelry that constantly surrounds the wearer with one scent (set at time of casting). Energy cost to create: 40.
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Post by nickstanbury on Oct 15, 2015 0:51:19 GMT
Shape Air
Regular
Create movements of air over a small area. The caster must choose a starting point (calculate distance penalties from that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback, p. B378) on someone it hits; each sec- ond, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury).
Duration: 1 minute.
Cost: 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind; 8 or more a violent blast. Same cost to maintain.
Prerequisite: Create Air.
Item
Staff, wand, or jewelry. Energy cost to create: 200.
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Post by nickstanbury on Oct 15, 2015 0:52:29 GMT
Air Jet
Regular
Shoot a thin jet of air from one fin- ger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. The jet does 2d knock- back damage for every point of energy put into the spell, and has a range in yards equal to the number of dice in the attack. The jet does injury damage to vaporous beings or swarms. It is also good for sweeping the floor.
Duration: 1 second.
Cost: 1 to 3. Same cost to maintain.
Prerequisite: Shape Air.
Item
Staff, wand, or jewelry. Usable only by mages; if the item is a staff or wand, the air jet comes from its tip. Energy cost to create: 200.
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Post by nickstanbury on Oct 15, 2015 0:53:13 GMT
Air Vision
Regular
See clearly through smoke, fog, dust, sand, etc., eliminating any Vision penalties caused by the condition of the air around him.
This is also a Knowledge spell.
Duration: 1 minute.
Cost: 1 per mile to cast. Half that to maintain.
Prerequisite: Shape Air.
Item
Any. Energy cost to create: 200.
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Post by nickstanbury on Oct 15, 2015 0:53:39 GMT
Body of Air
Regular; Resisted by HT
The subject’s body becomes vaporous, temporarily granting the subject the Body of Air meta-trait (p. B262). Clothes (up to 6 pounds) also become vaporous, but lose any magic powers they might have had while in this form.
Duration: 1 minute.
Cost: 4 to cast. 1 to maintain. Time to cast: 5 seconds. Prerequisite: Shape Air.
Item
(a) Staff, wand, or jewelry; only affects the wearer. Unfortunately, as soon as it is activated, the item falls through the user’s hand – thus, a spell cast with this item lasts only a minute. Energy cost to create: 800. (b) Staff, wand, or jewelry. Unlike the previous item, this item becomes vaporous along with the subject, allowing the subject to maintain the spell longer than 1 minute. It loses any other magic powers it might have while in vaporous form. Energy cost to create: 1,500.
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Post by nickstanbury on Oct 15, 2015 0:54:39 GMT
Devitalize Air
Area
Removes the life-sustaining essence from the air within its area of effect, rendering it unbreathable. Until the “dead” air dissipates, any being who needs to breathe begins to suffo- cate (see Suffocation, p. B436), and flames within the spell’s area of effect flicker and die. Victims may not notice the spell’s effect until they begin losing FP; roll vs. Per to notice the changed quality of the air. Sleeping victims must roll vs. HT to wake up once they begin suffocating.
The spell lasts until living air dif- fuses back into the affected area. This takes 1 minute per yard of radius in an unventilated area, or as little as 10 sec- onds on a windy day outdoors. In an airtight room, the air stays devitalized indefinitely! Purify Air reverses this spell’s effects.
Base cost: 2. Cannot be maintained; must be recast.
Prerequisite: Destroy Air.
Item
Staff, wand, or jewelry. Cost to cre- ate: 300 energy and a $200 onyx.
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Post by nickstanbury on Oct 15, 2015 0:54:59 GMT
Walk on Air
Regular
Temporarily grants the subject the Walk on Air advantage (p. B97). If the subject falls for any reason (e.g., injury), the spell will be broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!
Duration: 1 minute.
Cost: 3 to cast. 2 to maintain. Prerequisite: Shape Air.
Item
Staff, wand, jewelry, or shoes; only affects the wearer. Cost to create: 500 energy and $1,000.
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Post by nickstanbury on Oct 15, 2015 0:56:11 GMT
Wall of Wind
Area
Surrounds an area with a wall of roiling air that impedes movement.
The wall is one yard thick and four yards high, but may be made higher by multiplying the cost as you multiply the height (double for 8 yards high, triple for 12 yards high, and so on). Low-tech missiles are buffeted off course as they cross it, and suffer a -10 penalty to hit for every yard of wall they pass through. High-tech bullets suffer a -2 penalty to hit for every yard of the wall of wind they pass through. Beings standing within the wall’s thick- ness are at -3 DX and suffer 2d of knockback in a random direction every second.
The wall also churns up loose ground material, such as dust, small leaves, insects, and twigs. Each sec- ond, beings crossing the wall or stand- ing in it must either shut their eyes or roll vs. HT to avoid being blinded, as per a one-point Sand Jet (p. 52) (unless the GM rules that the area is very clean, with no debris to circulate).
Duration: 1 minute.
Base cost: 2. Half that to maintain. Time to cast: The wall appears as soon as the casting starts, initially sur- rounding a one-yard-radius area; the caster may move the perimeter out- ward at a rate of one yard of radius per second of concentration.
Prerequisite: Shape Air.
Item
Staff, wand, or jewelry. Usable only by mages. Cost to create: 400 energy and a $500 onyx.
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