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Old 05-23-2021, 08:17 PM   #15
Michael Thayne
 
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Join Date: May 2010
Default Re: [Sorcery] Michael's daily sorcerous spells thread

I reluctantly skipped over Create Air Elemental, because I was unable to come up with a satisfactory way to do it. The best approach might be Allies (Summonable), but I couldn't come up with a satisfactory way to distinguish it from more typical summoning spells that really do just temporarily pull a creature from another plane. Thus, today's spell is Destroy Air, which is only complicated because of the need to add an Innate Attack for use against air elementals.
Destroy Air
Keywords: Area (Leveled).
Full Cost: 54/74/110 points for levels 1-3.
Casting Roll: IQ.
Range: 100 yards.
Duration: Instantaneous.

Destroys all air in the spell's radius. In an airtight chamber, this has all the effects of Vacuum (B437). Otherwise, nearby air rushes in immediately, doing 1d-2 damage to anyone in the area of effect who fails a HT roll. Air elementals and anyone with the Body of Air meta-trait takes 2d toxic damage.

Statistics: Level 1 is Toxic Attack 2d (Accessibility, only on air elementals and beings with the Body of Air meta-trait, -80%; Area Effect, 2 yards, +50%; Cosmic, Ignores DR, +300%; Cosmic, No Attack Roll Required, +100%; Link, +10%; No Signature, +20%; Requires IQ roll, -10%; Sorcery, -15%) [38] + Create Air 2 (Destruction Only, +0%; Link, +10%; Ranged, +40%; Reduced FP Cost 1, +20%; Magic, -10%) [16]. Level 2 adds Area Effect (+50%) to Toxic Attack [4] and Create Air 2 (Destruction Only, +0%; Link, +10%; Ranged, +40%; Reduced FP Cost 1, +20%; Magic, -10%) [16]. Level 3 adds Area Effect (+50%) to Toxic Attack [4] and Create Air 4 (Destruction Only, +0%; Link, +10%; Ranged, +40%; Reduced FP Cost 1, +20%; Magic, -10%) [32].

Last edited by Michael Thayne; 07-06-2021 at 09:26 PM.
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