Quote:
Originally Posted by Raekai
Minor Fail-Weapons
Spell Effects: Lesser Destroy Chance.
Inherent Modifiers: Bestows A Penalty, malfunction number.
Greater Effects: 0 (×1).
This spell causes the targeted firearm (which must be within 100 yards) to become a lot less stable. The firearm takes a -4 penalty to its malfunction number. If not using Malfunctions (p. B407), treat 13 as an automatic failure and 14 as critical failure when shooting it.
This Casting: Lesser Destroy Chance (5) + Bestows A Penalty, -4 to malfunction number (8) + Duration, 10 minutes (1) + Range, 100 yds (10) + Subject Weight, 10 lbs. (0). 24 energy (24×1).
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You're only expanding the crit fail range here - not the auto-fail range. So a 13 is still a success if their skill is good enough, but a 14 or higher is a critical failure regardless of skill level.
Quote:
Originally Posted by Raekai
Douse Gunpowder
Spell Effects: Lesser Create Matter.
Inherent Modifiers: None.
Greater Effects: 0 (×1).
This spell causes the exposed gunpowder of a targeted firearm (which must be within 100 yards) to become wet. The firearm will fire only on a critical success (as per p. LT90).
This Casting: Lesser Create Matter (6) + Duration, 10 minutes (1) + Range, 100 yds (10) + Subject Weight, 10 lbs. (0). 17 energy (17×1).
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This looks good.