4. Cold Beam
Saurian Cycle
BTS: 62% (Co)
ULT: 38 hours
Materials: none
Actions: cap palms and spread fingers to shape and
direct Beam
Effect of Throw:
1 to 13 No Effect
14 to 25 n = (T-12)/2 FRD
³ 26
n = (T-5)/3 FRD
Damage: n d6 Cold Damage (roll once for
damage caused throughout Beam)
Duration: t sec -10(t-1)
(moves with Caster, but does not change direction)
Range: 20d ft -d(d-1)/2
(may state a maximum Range less than that given by the parameter)
Radius of Beam: 1r ft -r(r-1)/2
(may state a maximum Radius less than that given by the parameter)
Notes:
- Cold Beam is a Cold Spell. Cold-Vulnerable Beings take
double damage from it (multiply the result of the nd6 by *2 before rolling
the first st).
- The Cold Beam appears as a cylinder from Caster's hands, in the
direction indicated by the Actions.
- If the Beam is blocked by a solid object (e.g. a wall) it will bounce
off it and continue, losing 1d6 of Cold Damage per bounce. If the
object is perpendicular to the direction of the Beam, it will bounce back
towards the Caster, to the extent given by Range. If the object is at
45o to the direction of the Beam, it will bounce off at 90o
to the original direction. Beings (and any possessions within their
auras, e.g. shields) do not block the Beam, which will just go straight
through them, even if they are bigger than the total diameter of the Beam.
Large Beings do not take additional Cold Damage for having a greater amount
of the Beam pass through them. If the Beam is partially blocked by a
solid object, an appropriate percentage of its Cold Damage will bounce off
it, creating multiple Beams of lesser effect from that point on (and taking
the 1d6 loss to the whole Beam from that point on, before applying the
percentage ratios).
- No concentration is required to maintain the Beam during Duration.
- Each Living (or Undead) Being within the Beam must make a st against the
Cold Damage each second they are within it. Making the st halves the damage taken
(FRU: e.g. 5 is halved to 2), and a further st may then
be made to halve it again. Once a st is failed, the
Being takes the remaining Cold Damage. The ADS of
any armour worn does not subtract
from the damage taken. All damage taken is general
damage.
- A Being that is partially within the Radius still has to save vs the
whole Cold Damage of the Beam.
- If Cold Beam is Cast underwater, the affected water will freeze,
trapping any Beings that take Damage from it. Beings that take no
Damage are assumed to have dodged it. Trapped Beings (or their
comrades) must do the ice an amount of Damage equal to the Damage taken to
break free. The Caster's hands will be frozen to the Beam, and he must
do it >= 1 damage to break free.