Wednesday, 15 February 2017

Sorcery: Movement Spells

Sorcery: Movement Spells

Some movement (and one Gate) spells. Cloud-Walking is a specialized version of Walk on Air. Cloud-Vaulting is a Weather teleportation spell. Swim allows the subject to move unimpeded in water. Teleport Other and Plane Shift Other can move the subject in space or to another plane, respectively.

Cloud-Vaulting
Keywords: None.
Full Cost: 45 points.
Casting Roll: IQ; Special casting time and FP cost.
Range: Self.
Duration: Instantaneous.

You can travel great distances with a few movements. You flip into the sky and bounces to your destination using clouds like trampolines. Cloud-Vaulting can only be cast in open air.
You can transport yourself to any place you are able to see with your own eyes, or view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person). You can carry up to Medium Encumbrance when you travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance
Penalty
10 yards
0
20 yards
-1
100 yards
-2
500 yards
-3
2 miles
-4
10 miles
-5
100 miles
-6
1000 miles
-7
Add an additional -1 for each 10x increase in distance.
Preparation Time: The amount of time taken to prepare for the jump affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere and strain your cloud-vaulting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
If there are no clouds at all in the sky (a frequent occurrence over deserts), the subject cannot go farther than 100 miles. Storms will likewise block the subject’s path. An Acrobatics roll is required every 100 miles, at a penalty equal to the subject’s encumbrance level. On a failure, the subject falls 3dx3 yards (p. B431) and lands at a random location along the intended path – Slow Fall will save the subject from damage, but the Cloud-Vaulting spell is still broken
Statistics: Warp (Accessibility, Destination must be reachable via clouds, -10%; Accessibility, Only in open air, -10%; Extra Carrying Capacity, Medium, +20%; No Blinking, -10%; Nuisance Effect, Acrobatics Rolls, -15%; Requires Concentrate, -15%; Sorcery, -15%) [60].


Cloud-Walking
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Clouds are like solid ground beneath subject’s feet, allowing it to walk on them at its ground Move. If the subject gets knocked down or slips, it falls! The subject may attempt one DX roll per second of falling. If he succeeds, he stops in the clouds, unharmed, if there are still any clouds beneath him. Otherwise, he hits the ground for normal falling damage (see Falling, B431).
Statistics: Affliction 1 (HT; Advantage, Cloud-Walking, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Cloud-Waling” is Walk on Air (Magical, -10%; Specific, Cloud, -40%) [10].

Plane Shift Other
Keywords: Resisted (Will).
Full Cost: 218 points or 238 points.
Casting Roll: Will. IQ to plane shift. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.

If the subject fails to resist, the caster may try an immediate IQ roll to shift the subject to another plane of existence as if using the Jumper advantage (p. B97). The basic (218-point) version of this spell allows caster to send the subject and his gear up to his Extra-Heavy encumbrance to one other plane, chosen when you learn the spell. The improved (238-point) version opens this up to any dimension the caster is familiar with. He can become familiar with new planes by hitching a ride there – with another sorcerer using this spell, a magician using an equivalent spell, a creature with an innate ability, etc. – or via tomes of knowledge which contain detailed instructions on where and how to travel.
Statistics: Affliction 1 (Will; Advantage, Plane Shift Other, +1,900%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [218]. Notes: “Plane Shift Other” is Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, 20%; Reliable +10, +50%) [190]. The +10 for Reliable cancels the -10 for no preparation. The improved version removes Limited Access [+20]. The Improved enhancement removes the auto-fail on 14+.

Swim
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject becomes adapted to movement in the water. He does not suffer skill penalties for working underwater, and he can swim at his full Basic Move. He still requires air. The subject is in full control of his own movement, and can act and fight without the normal penalties for underwater combat.
Statistics: Affliction 1 (HT; Advantage, Swim, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Swim” is Terrain Adaptation (Underwater; Magical, -10%) [9] + Amphibious (Magical, -10%) [9].

Teleport Other
Keywords: Resisted (Will).
Full Cost: 228 points.
Casting Roll: Will. IQ to teleport. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.

If the subject fails to resist, the caster may try an immediate IQ roll to teleport the subject as if using the Warp advantage (p. B97). The caster can send the subject and his gear up to his Extra-Heavy encumbrance to any place he can see or has visited and can cancel range modifiers by spending his own FP.
Statistics: Affliction 1 (Will; Advantage, Teleport Other, +2,000%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [228]. Notes: “Teleport Other” is Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Reliable +10, +50%) [200]. The +10 for Reliable cancels the -10 for no preparation.


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