Starfox | Home | T3 | Sorcery

Sea


The sea is life, the sea is movement. It is strongly related to Fertility.

The difficulty of the beneficial effects of this schtick is the target's Constitution rating

Effects that affect or depend on the environment have different difficulties depending on where they are invoked. If you are underwater, the difficulty is zero and the Outcome is doubled.

Area Difficulty
Waterside 0
Healthy vegetation 5
Dry, sparsely overgrown 10
Desert 15
Surrounded by flame 20

A Backlash with Sea magic causes nearby water to become polluted, to smell bad and become undrinkable. A well or stream will soon clear up, but carried water must be cleaned to be usable.

Sea Effects

Fluid Motion

You can use water or another fluid to lubricate things, reducing friction. This can help repair a worn out machine or ease escape from bonds or passage trough small openings (spend Magic as Fortune for such stunts). Small amounts of lubricants last until worn out.

You can also coat a section of floor or flat ground, making it treacherous to walk on. Use environmental difficulties; you can cover an area with the Outcome as diameter and duration (in Sequences). Anyone stepping on it must make an Agility task check with your Magic as the difficulty in order to avoid taking a fall. Any movement or actions contemplated automatically fail in this case.

This is similar to the Blast effect Foul Spew: Slippery Slime.

Fog

You can create a cloud of thick and concealing fog. The cloud has a diameter equal to your Sorcery Action Result, halving Move and all Perception tests and ranged attacks suffer a penalty of one per meter in the fog. Seeing more than a meter through this fog is hard. The cloud lasts a number of Sequences equal to your Outcome. Use environmental difficulties. Similar to the Weather effect Mist.

Sea Elemental Master

With Elemental Master, you can dominate sea elementals and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals, and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation.

Summoning and controlling elementals is governed by the Sorcery schtick Summoning.

Sense Elemental
You can sense the presence of any sea elementals within a hundred meters times your Sorcery action value. You only know that they are present until you can see them, whereupon you can sense their health and general well being. Sensing an elemental in this fashion requires a Sorcery check against it's Willpower. This must be done subtly, or the target will sense your scrying.

Sea Protection

You are protected against the harmful effects of sea. Whenever you would take damage from sea, subtract your Magic from the damage dealt to you. This is not armor or Toughness, and cannot be bypassed as such. You can even survive on the elemental plane of sea. Attacks that deal no damage, but have an effect dependent on Outcome have their Outcome reduced instead. Sea attacks include Elemental Aura and Blast variants of animate water and other effects using water or plants to do damage. It also includes liquid poisons and drowning, but not mundane weapons made of wood or plants.

Sea Life

You can turn into a mercreature at the cost of a Magic point. You are blessed for life in the sea; you can breathe water instead of air and can move unhindered and at your full Move rate underwater, but some maneuvers or weapons may not work well underwater (fire blast, sweeping attacks).

For three Magic points, you can become a full water elemental. This makes your form fluid, and you can creep under doors and through cracks or pipes. You are also practically invisible underwater, and you normally suffer no more than a single Wound Point from any normal physical attack. Attacks based on the elements cause normal damage.

Water Breathing

Targets are blessed and can breathe water instead of air. The effect lasts as long as your targets remain underwater, and costs a Magic point for a number of people equal to your Magic attribute.

Wave Mastery

You can control the movement of waves and currents in water. Such effects are very massive, but slow. They have a Strength equal to your Sorcery Action Value, but any stunts is based on an Action Value equal to your Magic. If you wish, you can affect several targets in a diameter equal to your Magic attribute for one Magic point. Similar to the Blast effect Wave.

Wellspring

You can create and purify water. Use environmental difficulties. For each point of Outcome, you can create or purify ten liters of water. You can keep this up through concentration, generating this amount of water each Sequence. Creating water costs a Magic point, purifying does not.

Flood
You can create huge amounts of water, flooding an area. This water is salty and somewhat unreal; it will not quench thirst nor water plants, only be wet and uncomfortable. Use environmental difficulties, you can create a number of cubic meters of water equal to the Outcome for one Magic Point. Smaller amounts, up to the measures for a Wellspring, are free.


Starfox | Home | T3 | Sorcery
Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, May 25, 2000.