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Old 02-20-2014, 10:47 AM   #12
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Sorcery - Crop Failure power

Quote:
Originally Posted by Ghostdancer View Post
I might do something like...

Blight
Basic Cost: 23 points (or more).
Casting Roll: None (Innate Attack (Gaze) to aim).
Duration: Five minutes.


You can curse a area so that any crops (cultivated fields, orchards, etc. - not wild greenery) within it sicken and die. All affected plants suffer 1d-2 points of Toxic damage when this ability is used and another 1d-2 damage every hour thereafter until twenty hours have passed. What's more, this "magical blight" is highly contagious and if any affected plant matter comes into contact with unaffected flora they must make a HT roll (plants have a HT of 11; use the rules on p. B443); failure means they are affected as well and can go on to spread the contagion to other fields.
The basic (23-point) version of this spell lets you create a blight in up to a four-yard radius. Every additional 4 points doubles this radius: eight yards for 27 points, sixteen yards for 31 points, and so on. You may always choose to affect a smaller area.

Statistics: Toxic Attack 1d-2 (Accessibility, Crops only, -10%; Area Effect, 4 yards, +100%; Cyclic, 24 cycles, 1-hour cycle, Highly contagious, +530%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [23]. Improved versions add Area Effect (+50%/level).

Which means that most grains (6 HP, DR 0) are dead within 3 hours and the hardiest of vegetables (12 HP, DR 1) are dead within 12 hours. It'll even make small berry bushes (39 HP, DR 1) very sick and rotting.
I think I'll go with this one. Thanks everybody!

I may come back for more powers if that's alright? Maybe we should make a Sorcery Grimoire thread?
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