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
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Spell
Name
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Prerequisites
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Source
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Ablative Barrier
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Armor
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New spell
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Absorb Impact
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Slow Fall
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New spell
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Apportation
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Magery 1
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M142
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Armor
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Shield
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M167
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Battering Blast
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Magery 1, Force Bolt
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New spell
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Blade Barrier
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Force Wall
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New spell
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Bladeturning
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Shield or Turn Blade
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M168
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Block
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Magery 1
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M166
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Clenched Fist
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Magery 2, Forceful Hand
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New spell
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Crushing Hand
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Magery 2, Clenched Fist
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New spell
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Deflect Missile
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Apportation
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M143
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Disruption
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Magery 3 and any 10 Movement spells, including
Manipulate and Undo
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MDS17
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Distant Blow
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Magery 2, Apportation
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M144
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Floating Disk
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Levitation
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New spell
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Force Bolt
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Magery 1, Magic Missile
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New spell
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Force Dome
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Weather Dome, Apportation
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M170
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Force Guillotine
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Magery 3, Force Wall
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MDS20
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Force Harpoon
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Magery 1, Force Spear
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New spell
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Force Spear
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Magery 1, Force Bolt
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New spell
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Force Wall
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Force Dome
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M170
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Forceful Hand
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Magery 2, Interposing Hand
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New spell
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Forceful Weapon
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Magery 2 and any 5 Force spells
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New spell
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Grasping Hand
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Magery 2, Forceful Hand
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New spell
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Hardiness
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Block
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M167
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Interposing Hand
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Magery 1, Wizard Hand, and any 5 Force spells
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New spell
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Levitation
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Apportation
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M143
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Magic Missile
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Magery 1, Apportation
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New spell
|
Poltergeist
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Apportation
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M144
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Pull
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Magery 2, 4 Movement spells, including Levitation
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M146
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Quarter
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Magery 3 and any 10 Movement spells, including Pull
and Repel
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MDS18
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Repel
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Magery 2, 4 Movement spells, including Levitation
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M147
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Scoop
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Magery 1, Apportation
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New spell
|
Shield
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Magery 2
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M167
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Slow Fall
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Apportation
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M144
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Suspend Item
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Apportation
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New spell
|
Turn Blade
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Apportation or Spasm
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M167
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Weather Dome
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2 spells each from 4 elements
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M169
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Winged Knife
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Poltergeist
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M145
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New
spells
Ablative Barrier
Regular
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
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
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
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
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
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
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Spell
Name
|
Source
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No penalty (0 prerequisites)
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Apportation
|
M142
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Block
|
M168
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Shield
|
M167
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-1 penalty (1 prerequisite)
|
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Armor
|
M167
|
Bladeturning
|
M168
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Deflect Missile
|
M143
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Distant Blow
|
M144
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Hardiness
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M167
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Levitation
|
M143
|
Magic Missile
|
New spell
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Poletgeist
|
M144
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Scoop
|
New spell
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Slow Fall
|
M144
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Suspend Item
|
New spell
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Turn Blade
|
M167
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-2 penalty (2 prerequisites)
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Ablative Barrier
|
New spell
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Absorb Impact
|
New spell
|
Floating Disk
|
New spell
|
Force Bolt
|
New spell
|
Winged Knife
|
M145
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-3 penalty (3 prerequisites)
|
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Battering Blast
|
New spell
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Force Spear
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New spell
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-4 penalty (4 prerequisites)
|
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Force Harpoon
|
New spell
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Pull
|
M146
|
Repel
|
M147
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-5 penalty (5 prerequisites)
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Forceful Weapon
|
New spell
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-8 penalty (8 prerequisites)
|
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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)
|
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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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