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Telecomunicaciones Aeronáuticas Avanzadas 5.5.1.1 Datos Básicos del Nivel 2

CHAOS DOOM

Effect: RkA 4d6, NND, Does

BODY, Only Affects Living Flesh

Target: One character

Casting Time: Full Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: 25”

END Cost: 18

Description: This spell infuses a living being with raw Chaos, causing him to discorporate into his component parts — basically he’s transformed into a cloud of dead molecules. Any worn or carried items are unaffected.

Game Information: RKA 4d6, NND (defense is Power Defense; +1), Does BODY (+1) (180 Active Points); Extra Time (Full Phase; -½), Gestures (-¼), Incantations (-¼), Limited Range (25”; -¼), No Knockback (-¼), Only Affects Living Flesh (-0), Spell (-½). Total cost: 60 points.

Options:

1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 45 points.

2) Master’s Form: Increase to RKA 5d6. 225 Active Points; total cost 75 points.

CHAOS MANTLE

Effect: RkA 3d6, NND, Does

BODY, Only Affects Unliving Objects

Target: One Hex

Casting Time: Full Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Instant

Range: 25”

END Cost: 16

Description: This spell, sort of the oppo- site of Chaos Doom, infuses a small area with raw Chaos, causing all non-living objects (such as a character’s equip- ment) to discorporate into their com- ponent materials. For example, weapons and armor fall apart into lumps of ore, leather straps become leather dust, and glass becomes sand. Living matter is unaffected.

Game Information: RKA 3d6, Area Of Effect (One Hex; +½), NND (defense is Power Defense; +1), Does BODY (+1) (157 Active Points); Extra Time (Full Phase; -½), Gestures (-¼), Incantations (-¼), Limited Range (25”; -¼), No Knockback (-¼), Only Affects Unliving Objects (-0), Spell (-½). Total cost: 52 points.

Options:

1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 39 points.

2) Master’s Form: Increase to RKA 4d6. 210 Active Points; total cost 70 points.

CHAOS SPIRIT MATRIX

Effect: Summon any one

Chaos being built on up to 1,000 Charac- ter Points

Target: Special

Casting Time: 20 Minutes Casting Procedures: Gestures,

Incantations

Duration: Instant

Range: No Range

END Cost: 25

Description: To summon beings from other planes, Atlantean wizards use special “spirit matrices” — arcane pat- terns developed over millennia, subtly altered depending on the type of being the wizard wishes to summon and his own spellcasting preferences. To cast the spell, the wizard scribes the pattern on the floor or ground (a process that takes about 20 minutes), then calls forth the being he wishes to conjure, who appears forthright. The wizard has no control over the summoned being; he must obtain what he wants from it by nego- tiation, force, or trickery.

This spirit matrix allows the caster to summon beings of Chaos, such as Chaos Demons. No two Chaos Spirit Matrices look alike, and in fact the caster changes the matrix from use to use depending on intuition, insight, and desire. A Chaos Matrix is best drawn with at least a dozen different color inks or paints on a broken, uneven stone surface. (If the wizard does not satisfy these conditions, the Summoned being may get a +1 to its EGO Rolls to resist his attempts to compel its service.)

You can convert this spell to Order

Spirit Matrix simply by changing some

of the description and Limitations. An Order Spirit Matrix is typically drawn in white and black inks on a precisely- sized flat stone surface in a featureless enclosed room.

Game Information: Summon any one Chaos being built on up to 1,000 Character Points, Expanded Class (any Chaos being; +¼) (250 Active Points); Concentration (½ DCV throughout casting; -½), Extra Time (20 Minutes; -2½), Gestures (throughout casting; -½), Incantations (throughout casting; -½). Total cost: 50 points.

Options:

1) Lemurian Version: Rather than creat- ing spirit matrices, Lemurian conjurors use small amounts of the raw form of all four elemental substances to summon Chaos beings. Add OAF (-1). Total cost: 42 points.

2) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 42 points.

3) Master’s Form: Increase to 1,200 point beings. 300 Active Points; total cost 60 points.

4) Adept’s Form: Increase to 1,500 point beings and remove Concentration (-½). 375 Active Points; total cost 83 points.

SHAPECHANGING

Effect: VPP for

shapechanging

Target: Self

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Varies

Range: Self

END Cost: Varies

Description: One of the few uses of Chaos Magic that Atlantean wizards don’t regard as wholly evil (just suspi- cious) is shapechanging. With this spell a wizard can take on any form he chooses, ranging from imitating another person to turning into a bird or dragon.

In game terms, this spell can only fit into an Order Multipower with a reserve of at least 225 points.

Game Information: Variable Power Pool (Shapechanging Pool), 150 base + 75 control cost, Cosmic (+2); Extra Time (always takes a minimum of a Full Phase to change shape; -½), Only For Multiform, Shape Shift, And Related Powers (-½). Total cost: 262 points.

SHIELD AGAINST CHAOS

Effect: Force Field (20

PD/20 ED/20 Power Defense), Hardened, Only Versus Chaos Magics

Target: Self

Casting Time: Half Phase (Attack Action)

Casting Procedures: Gestures, Incantations

Duration: Constant

Range: Self

END Cost: 7

Description: This spell calls on the fun- damental power of Order to protect the caster from Chaos magic.

Game Information: Force Field (20 PD/20 ED/20 Power Defense), Hardened (+¼) (75 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Limited Type Of Attack (Chaos; -½). Total cost: 37 points.

Options:

1) Master’s Form: Increase to Force Field (30 PD/30 ED/30 Power Defense). 112 Active Points; total cost 56 points.

STABILITY

Effect: Major Transform

8d6 (undo Chaos effects)

Target: Special

Casting Time: 1 Turn (Attack Action) Casting Procedures: Gestures,

Incantations

Duration: Instant

Range: No Range

END Cost: 15

Description: This spell, perhaps the pin- nacle of Order magic, undoes the effect of Chaos magic. It reverses whatever the Chaos magic did, returning the world to what it was like before the Chaos magic took effect. (At the GM’s option this spell can even bring back to life a being killed by Chaos magic, or heal one who’s injured by it.)

Game Information: Major Trans- form 8d6 (undo effects of Chaos magic, see text; heals back through another application of appropriate Chaos magic), Improved Results Group (+¼) (150 Active Points); Extra Time (1 Turn; -1¼), Ges- tures (-¼), Incantations (-¼), No Range (-½), Spell (-½). Total cost: 40 points.

Options:

1) kaphtoran Version: Add OAF (Mage’s Staff; -1). Total cost: 32 points.