Tuesday, 17 January 2017

Magic: Force College

Magic: Force College

There are many “force” spells in the colleges of Movement and Protection & Warning, but some iconic wizardly spells, like Magic Missile, do not really fit these colleges, so I have decided to make a new one.


Use the following spells and prerequisites for the college of Force.

The College of Force
Spell Name
Prerequisites
Source
Ablative Barrier
Armor
New spell
Absorb Impact
Slow Fall
New spell
Apportation
Magery 1
M142
Armor
Shield
M167
Battering Blast
Magery 1, Force Bolt
New spell
Blade Barrier
Force Wall
New spell
Bladeturning
Shield or Turn Blade
M168
Block
Magery 1
M166
Clenched Fist
Magery 2, Forceful Hand
New spell
Crushing Hand
Magery 2, Clenched Fist
New spell
Deflect Missile
Apportation
M143
Disruption
Magery 3 and any 10 Movement spells, including Manipulate and Undo
MDS17
Distant Blow
Magery 2, Apportation
M144
Floating Disk
Levitation
New spell
Force Bolt
Magery 1, Magic Missile
New spell
Force Dome
Weather Dome, Apportation
M170
Force Guillotine
Magery 3, Force Wall
MDS20
Force Harpoon
Magery 1, Force Spear
New spell
Force Spear
Magery 1, Force Bolt
New spell
Force Wall
Force Dome
M170
Forceful Hand
Magery 2, Interposing Hand
New spell
Forceful Weapon
Magery 2 and any 5 Force spells
New spell
Grasping Hand
Magery 2, Forceful Hand
New spell
Hardiness
Block
M167
Interposing Hand
Magery 1, Wizard Hand, and any 5 Force spells
New spell
Levitation
Apportation
M143
Magic Missile
Magery 1, Apportation
New spell
Poltergeist
Apportation
M144
Pull
Magery 2, 4 Movement spells, including Levitation
M146
Quarter
Magery 3 and any 10 Movement spells, including Pull and Repel
MDS18
Repel
Magery 2, 4 Movement spells, including Levitation
M147
Scoop
Magery 1, Apportation
New spell
Shield
Magery 2
M167
Slow Fall
Apportation
M144
Suspend Item
Apportation
New spell
Turn Blade
Apportation or Spasm
M167
Weather Dome
2 spells each from 4 elements
M169
Winged Knife
Poltergeist
M145

New spells

Ablative Barrier
Regular

This spells grants the subject ablative force field DR. This force field stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. This layer of defense is always the outermost one, and is cumulative with that from actual armor, and from the Armor spell.
Duration: 1 minute.
Cost: 1 per two points of DR. Half that to maintain.
Prerequisite: Armor.

Absorb Impact
Regular

The subject becomes immune to fall and collision damage for the duration of the spell. The velocity of a falling subject is not altered. No damage will be suffered upon landing on a normal surface (spikes, etc. would still do full damage).
Duration: 1 minute.
Cost: 1 per 50 pounds of weight. Half that to maintain.
Prerequisite: Slow Fall.

Item
Clothing or jewelry. Energy cost to create: 1,000.

Battering Blast
Missile

A barrage of magical force bolts flies off your fingertips towards your target. This has 1/2D 30, Max 60, Acc 1. The missiles can strike even insubstantial targets. Damage is doubled for the purpose of knockback.
Cost: Any amount up to your Magery level per second, for three seconds. The force bolts do 1d-1 crushing damage. RoF is 2 per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Magery 1, Force Bolt.

Item
Staff or wand – the bolts are fired from the end of the item. Energy cost to create: 1,000; must include an amethyst worth $400. Usable only by mages.

Blade Barrier
Regular

Creates a barrier of shimmering whirling blades of force. The barrier is permeable, but anything crossing the barrier is attacked by the blades. The Blade Barrier makes 1d-1 (minimum 1) attacks per hex traversed at skill 12. Each successful hit deals 1d+2 cutting damage. These attacks can be dodged, parried, or blocked normally. The Blade Barrier can affect insubstantial targets. The Blade Barrier is four yards high. Higher barriers are possible at a proportionately increased energy cost (double for double height, etc).
Duration: 1 minute.
Cost: 3 per yard length to cast. Same cost to maintain.
Prerequisite: Force Wall.

Item
(a) Staff. Usable only by mages. Energy cost to create: 1,000. (b) A Blade Barrier may be made permanent at an energy cost of 100 times normal.

Clenched Fist
Regular

As Forceful Hand, but the caster can Concentrate to make the hand punch the designated opponent.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain. Each additional energy point to both costs increases the hand’s ST by 2.
Time to cast: 2 seconds.
Prerequisites: Magery 2, Forceful Hand.

Item
A hand-shaped amulet. Usable only by mages. Energy cost to create: 800.

Crushing Hand
Regular

As Grasping Hand, but the hand has Constriction Attack (p. B43).
Duration: 1 minute.
Cost: 5 to cast. 3 to maintain. Each additional energy point to both costs increases the hand’s ST by 2.
Time to cast: 2 seconds.
Prerequisites: Magery 2, Grasping Hand.

Item
A hand-shaped amulet. Usable only by mages. Energy cost to create: 900.

Floating Disk
Regular

The caster creates a slightly concave, circular plane of force that follows him about and carries loads for him. The disk is 1 yard in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per energy point. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 1 yard above the ground at all times and remains level. It floats along horizontally within 10 yards and will accompany the caster at a rate of no more than his Basic Move every second. If not otherwise directed with a Concentrate maneuver, it maintains a constant interval of 1 yard between itself and the caster. The disk winks out of existence when the spell duration expires. The disk also winks out if the caster moves beyond its range or tries to take the disk more than 1 yard away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Duration: 1 hour.
Cost: 1 per 100 pounds of weight. Half that to maintain.
Prerequisite: Levitation.

Item
Jewelry. Energy cost to create: 800.

Force Harpoon
Missile

A magical force harpoon flies off your fingertips towards your target. This has 1/2D 30, Max 60, Acc 1. The harpoon can strike even insubstantial targets. The spear does 2d-1 impaling damage. This harpoon is tethered to the caster and instantly pulls him towards the target in a straight line (even if it misses and hits a wall behind the intended target!). The caster must make a successful DX or Acrobatics roll to arrive and land standing in the adjacent hex to the target. If he fails the roll, he falls down near the target. This spell is useful not only to approach the target quickly, but also to traverse chasms and climb to higher ground.
Cost: 3.
Prerequisites: Magery 1, Force Spear.

Item
Staff or wand – the harpoon is fired from the end of the item. Energy cost to create: 1,000; must include an amethyst worth $400. Usable only by mages.

Force Spear
Missile

A magical force spear flies off your fingertips towards your target. This has 1/2D 30, Max 60, Acc 1. The spear can strike even insubstantial targets. The spear does 2d-1 impaling damage and gets stuck in the target. It prevents the subject from phasing through walls and other objects via Insubstantiality, Permeation, or similar abilities, but can be removed with a successful ST roll and a Ready maneuver. Once removed, it does half as much damage it dealt going in, and then winks out of existence. If left in the subject, it winks out when the duration runs out.
Duration: 1 minute.
Cost: 3. Cannot be maintained.
Prerequisites: Magery 1, Force Bolt.

Item
Staff or wand – the spear is fired from the end of the item. Energy cost to create: 1,000; must include an amethyst worth $400. Usable only by mages.

Force Bolt
Missile

A magical force bolt flies off your fingertips towards your target. This has 1/2D 30, Max 60, Acc 1. The missile can strike even insubstantial targets. Damage is doubled for the purpose of knockback.
Cost: Any amount up to your Magery level per second, for three seconds. The force bolt does 1d-1 crushing damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Magery 1, Magic Missile.

Item
Staff or wand – the bolt is fired from the end of the item. Energy cost to create: 800; must include an amethyst worth $400. Usable only by mages.

Forceful Hand
Regular

As Interposing Hand, but it can also shove opponents. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand still cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Forceful Hand shove (p. 372) the designated opponent. The hand has ST 12 or higher (see Cost below).
Duration: 1 minute.
Cost: 3 to cast. 2 to maintain. Each additional energy point to both costs increases the hand’s ST by 2.
Time to cast: 2 seconds.
Prerequisites: Magery 2, Interposing Hand.

Item
A hand-shaped amulet. Usable only by mages. Energy cost to create: 500.

Forceful Weapon
Regular

Causes any weapon to become covered by a thin sheet of pinkish force, which does not harm the user but lets the weapon deal double damage for the purpose of knockback and affect insubstantial beings.
Duration: 1 minute.
Cost: 4 to cast. 1 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 2 and any 5 Force spells.

Item
A weapon that is constantly under the effect of this spell, at no energy cost to the user. Energy cost to create: 750; a $400 amethyst must be set in the weapon.

Grasping Hand
Regular

As Forceful Hand, but the caster can Concentrate to make the hand grapple the designated opponent.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain. Each additional energy point to both costs increases the hand’s ST by 2.
Time to cast: 2 seconds.
Prerequisites: Magery 2, Forceful Hand.

Item
A hand-shaped amulet. Usable only by mages. Energy cost to create: 800.

Interposing Hand
Regular

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand stays at a 3-yard distance from the caster. It cannot push objects or creatures. It has HP 20 and DR 20.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered to be a standing creature, and has DX of the caster. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Duration: 1 minute.
Cost: 2 to cast. 1 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Wizard Hand, and any 5 Force spells.

Item
A hand-shaped amulet. Usable only by mages. Energy cost to create: 400.

Magic Missile
Missile

A magical force missile flies off your fingertips towards your target. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified Innate Attack (Projectile) roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (B412).
Cost: 1.
Prerequisites: Magery 1, Apportation.

Item
Staff or wand – the missile is fired from the end of the item. Energy cost to create: 800; must include an amethyst worth $400. Usable only by mages.

Scoop
Regular

The caster wills a small vessel of force into existence. By taking a Concentrate maneuver, the caster can move the container at Move 1 in any direction, though the spell ends if the distance between you and the container ever exceeds 10 yards. The caster can dip the container to pick up or drop a liquid by taking a Concentrate maneuver. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds.
Duration: 1 minute.
Cost: 1.
Prerequisites: Magery 1, Apportation.

Item
Staff or wand. Usable only by mages. Energy cost to create: 400.

Suspend Item
Regular

The target object floats at a set distance within 10 yards of the caster. With a Concentrate maneuver, the caster may move any object at Move 10 within the spell’s range. If a suspended object moves beyond the spell’s range, it falls down. Any creature can grab a floating object if it is within its arm’s reach. Creatures may use Fast-Draw to grab the objects. Once the object is grabbed, the spell ends. If the caster does not wish to let the object be grabbed, he may make an IQ roll (or a Quick Contest of his IQ versus the grabber’s Fast-Draw, if the creature is fast-drawing it) to move the object away quickly. Suspended weapons may be thrown with Winged Knife.
This is also a Movement spell.
Duration: 10 minutes.
Cost: 1 per 3 pounds of weight. Half that to maintain.
Prerequisite: Apportation.

Item
Jewelry. Energy cost to create: 800.

Force College in Ritual Magic

Path of Force
Spell Name
Source
No penalty (0 prerequisites)
Apportation
M142
Block
M168
Shield
M167
-1 penalty (1 prerequisite)
Armor
M167
Bladeturning
M168
Deflect Missile
M143
Distant Blow
M144
Hardiness
M167
Levitation
M143
Magic Missile
New spell
Poletgeist
M144
Scoop
New spell
Slow Fall
M144
Suspend Item
New spell
Turn Blade
M167
-2 penalty (2 prerequisites)
Ablative Barrier
New spell
Absorb Impact
New spell
Floating Disk
New spell
Force Bolt
New spell
Winged Knife
M145
-3 penalty (3 prerequisites)
Battering Blast
New spell
Force Spear
New spell
-4 penalty (4 prerequisites)
Force Harpoon
New spell
Pull
M146
Repel
M147
-5 penalty (5 prerequisites)
Forceful Weapon
New spell
-8 penalty (8 prerequisites)
Weather Dome
M169
-9 penalty (9 prerequisites)
Interposing Hand
New spell
-10 penalty (10 prerequisites)
Disruption
MDS17
Force Dome
M170
Forceful Hand
New spell
Quarter
MDS18
-11 penalty (11 prerequisites)
Clenched Fist
New spell
Force Wall
M170
Grasping Hand
New spell
-12 penalty (12 prerequisites)
Blade Barrier
New spell
Crushing Hand
New spell
Force Guillotine
MDS20
-14 penalty (14 prerequisites)
Resilient Sphere
New spell
-15 penalty (15 prerequisites)
Telekinetic Sphere
New spell


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