Ruling Planet: Mars
This charm is available only to practitioners aligned with Air or Water by birthsign.
The Ice Dart charm conjures into being up to (POT) cruelly glittering dart-like shards of razor-sharp ice crystal radiating searing elemental cold that instantly streak forth from the caster’s up-raised hand to imbed themselves in any target(s) in RNG (sight), inflicting wounds totalling up to (magickal damage) in POT.
If the caster is making more than one Dart, the POT of the wound each inflicts is determined by dividing (magickal damage) as evenly as possible between them, but they may each be targeted at a different foe.
If more than one Dart is conjured, the first to fly requires no roll “to hit”. For every other target at whom the caster wishes to aim a Dart from that same casting, a roll “to hit” must be made using the casting AV and the target’s Dodge in a Contested roll, according to the rules for making strikes with missile weapons in battle, normally.
The initial impact of the Dart is two-fold, the first being a purely physical blow the equal of any mundane missile weapon, the POT interacting with armor in the same manner. The Dart(s) is assumed to lodge itself in whatever armor the foe is wearing (as applicable). Secondly, the (magickal damage) POT of the Dart is deducted again directly and only from the DR of any armor worn due the intense power of frostbite the Dart carries, in addition to any damage done by the physical aspect of the blow, and again at the end of every CS until the armor is burned away (as applicable). When the Dart has destroyed the armor, it falls away with the last of the armor’s protection and its power is lost. A new Dart must be cast at the target in order to inflict further harm.
IF no armor is worn, two (2) points of the POT of the initial blow are spent in elemental frost damage burning through each layer of normal clothing in which it is imbedded, the balance inflicting a wound on the target in accordance with the target’s threshold, as defined in the rules for combat. At this point it is considered imbedded in the target and the elemental frost damage it carries continues to strike that target inflicting one additional wound at the end of every CS following. The POT of the wounds it inflicts falls by one (1) point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have melted away.
IF the optional Pierce/Thrust strike rules are in play, all Ice darts are capable of piercing armor in the same manner as a dagger or pogniard. Once imbedded in the target’s armor in this way, the POT of the damage inflicted is divided evenly every CS between destroying the armor’s DR and also inflicting wounds on the wearer (if half is greater than the target’s wound threshold, sufficient to inflict a wound). Again, The POT of the wounds it inflicts falls by one point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have melted away. If the half value affecting the target directly is not sufficient to inflict a wound, it accumulates from CS to CS so long as it remains imbedded until it does inflict a wound, and then it begins to accumulate to inflict another, and so on, so long as it has the power to do so.
Considering that 10 wounds can kill any living being, the threshold at which a wound is suffered being the only real variable, the Dart has a distinctly lethal potential.
These Darts have a powerful physical effect however, in that the POT of the blow is used to measure Knock-back in the same manner as a common mortal missile weapon, according to the rules for armed combat, normally.
If the character is making more than one Dart the base magickal damage must be divided as evenly as possible between them, but they may each be targeted at a different foe.
Only (MGA att. mod. + SL) points of the damage inflicted will be treated as impact for the purposes of interaction with armor. Any additional damage desired by the caster must be purchased individually, for each Dart created. All additional damage purchased in this manner will be deducted directly from the DR of any armor struck.
The caster will need to make a Combat roll “to hit” on D100 for each of his Darts to determine whether each strikes its target, using the casting AV as the Attack AV.
This Dart travels at the same speed as an arrow, striking any target within 3000ft. by the end of the CS in which it was fired. Up to 6000ft. the target is not hit until the following CS, and so on.
This charm cannot be resisted.