Sorcery: Gate Spells IV
Last gate spells! Control Gate closes, opens, or moves the subject gate. Create Door lets the caster and his friends/foes phase through a wall or another obstacle. Create Gate, Create Planar Gate, and Create Temporal Gate create portals to other places, planes, and times, respectively. Scry Gate lets the caster see through and opaque gate.
Control Gate
Keywords: None.
Full Cost: 12.5 points for level 1 +
7.5 points/additional level*.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can force an open gate to close,
a closed gate to open, or tilt and move the subject, with a Move equal to your
spell level. Closing a permanent gate does not destroy it; closing a temporary
one does (to destroy a permanent gate, use Remove Enchantment). Control Gate
can also be used to “choose” a particular destination of a multiple-destination
gate. Once control is relinquished, the Gate reverts to its “programmed” state,
moving back to its original place at top speed and by the shortest path.
The subject gate must have an initial
radius (in yards) no greater than your level of this spell. You must actively
concentrate while shaping or moving the gate, but may otherwise maintain this
spell normally (no concentration required).
Statistics:
Control Gate 1 (Ranged, +40%; Sorcery, -15%) [12.5]. Additional levels add Control
Gate +1 (Only to increase area, -50%; Ranged, +40%; Sorcery, -15%) [7.5/level*].
* Calculate the total cost and round
up.
Create Door
Keywords: None.
Full Cost: 130 points.
Casting Roll: IQ.
Range: Touch.
Duration: 3d seconds.
When cast at the near side of a solid
obstruction (wall, hedge, cliff, etc.), this spell creates a short-term, short-range
gate leading to the other side. The intervening distance is not actually
traversed by the door’s users – they are simultaneously teleported from the
near side to the far one. The travelers can carry up to Extra-Heavy Encumbrance
when they traverse the door. The obstacle must not be thicker than 10 yards.
As a Concentrate maneuver make an IQ + Talent roll to cast this
spell, modified as follows:
On a success, you appear at your target
destination. On a failure, you go nowhere and strain your teleporting 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.
Statistics: Warp
(Accessibility, Only to create a door through an obstacle, -20%; Blind Only,
-50%; Cannot Spend Extra FP, -10%; Extra Carrying Capacity, Extra-Heavy, +50%; No
Preparation, -10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Requires Concentrate, -15%; Sorcery,
-15%; Tunnel, Before, +100%) [130].
Create Gate
Keywords: None.
Full Cost: 220 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Touch.
Duration: 3d seconds.
This spell creates a magical portal
leading to another place you are able to see with your own eyes, or view remotely,
or visualize clearly (which is only possible if you have visited it previously
in person). Creatures that traverse the gate can carry up to Extra-Heavy
Encumbrance when they 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 teleport 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, the gate appears
leading to your target destination. On a failure, the gate does not appear and
you strain your teleporting ability: you are at -5 to cast this spell again in
the next 10 minutes. On a critical failure, the gate appears, but it leads to
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.
Statistics: Warp
(Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, Before,
+100%) [220].
Create Planar Gate
Keywords: None.
Full Cost: 230 points or 250 points.
Casting Roll: IQ. Special casting
time (see below).
Range: Touch.
Duration: 3d seconds.
This spell creates a magical portal
leading to another plane of existence that you are able visualize clearly
(which is only possible if you have visited it previously in person). Creatures
that traverse the gate can carry up to Extra-Heavy Encumbrance when they travel.
To create a gate, you must visualize
your destination, concentrate for 10 seconds, and make a IQ roll. You may hurry
the creation, but your roll will be at -1 per second of concentration omitted
(-10 to jump with no preparation at all). On a success, the gate appears
leading to your target destination. On a failure, the gate does not appear. On
a critical failure, the gate opens, but leads to the wrong destination, which
can be any plane the GM wishes!
The creatures using the gate appear
at the target destination at exactly the same place they left their previous
plane – or as close as possible. This means the same place, but on a parallel
world. If there is no corresponding “safe” location within 100 yards of their
destination – for instance, if they use the gate while on an airplane to a
destination with no plane at their location, or from a half-mile deep mine to a
destination with no corresponding mine – the plane shift will fail and they
will know why it failed. This does not prevent them from jumping into other
types of danger, such as radiation, gunfire, or wild animals. If they have
Danger Sense, the GM should roll before they make a hazardous jump; on a
success, they get a warning.
The basic (230-point) version of
this spell allows you create gates to one other plane, chosen when you learn
the spell. The improved (250-point) version opens this up to any dimension you
are familiar with. You 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:
Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%;
Limited Access, ‑20%; Magical, ‑10%; Tunnel, Before, +100%) [230]. The improved version removes Limited Access
[+20]. Note: The Improved enhancement removes the auto-fail on 14+.
Create Temporal Gate
Keywords: None.
Full Cost: 250 points.
Casting Roll: IQ. Special casting
time (see below).
Range: Touch.
Duration: 3d seconds.
This spell creates a magical portal
leading to another time that you are able visualize clearly (which is only
possible if you have visited it previously in person). Creatures that traverse
the gate can carry up to Extra-Heavy Encumbrance when they travel.
To create a gate, you must visualize
your destination, concentrate for 10 seconds, and make a IQ roll. You may hurry
the creation, but your roll will be at -1 per second of concentration omitted
(-10 to jump with no preparation at all). On a success, the gate appears
leading to your target destination. On a failure, the gate does not appear. On
a critical failure, the gate opens, but leads to the wrong destination, which
can be any time the GM wishes!
The creatures that move through the
gate appear at the destination at exactly the same place they left their
previous time – or as close as possible. This means the same place, but in a
different time. If there is no corresponding “safe” location within 100 yards
of their destination – the timeport will fail and they will know why it failed.
The creator must specify if the gate
merely displaces its users in time by a fixed amount (1 year into the past, for
example) or if it sends its users to a specific, unchanging point in time (December
25, 1066, say). In the latter case, since subjects that step into the gate at
various departure times can’t all arrive at the same time, the gate either
“drifts” slowly in time so as to space the arrivals at least a second apart, or
the various subjects arrive in different “pasts” (GM’s decision).
Statistics:
Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%;
Magical, ‑10%; Tunnel, Before, +100%) [250].
Note: The Improved enhancement removes the auto-fail on 14+.
Scry Gate
Keywords: None.
Full Cost: 50 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.
When cast on an open gate, this spell
allows images, sounds and smells to come through it from the other side to you,
just as if you were peering through an open window. Your ability is reflexive.
You can initiate it as a free action and change viewpoints as quickly as you
can shift your gaze.
To cast this spell, pick the gate,
and then make an IQ roll. You need to concentrate for a minute and make a IQ-5
roll if the gate is out of sight.
On a success, you can use your sight,
hearing, and smell as if you were physically peering through the gate. You can sense
the environment around your body while using your ability. You can still only
pay attention to one set of senses. At the start of each turn in combat, state whether
you’re giving priority to your natural senses or your remote ones. All tasks
that depend on the senses you aren’t prioritizing – including Sense rolls – are
at -4.
If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Scry Gate for as long as you like.
On failure by 1, your senses goes to
some other gate in range of the GM’s choosing. On any greater failure, nothing
happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced senses,
move it to another gate, or change its facing as a free action. A viewpoint
inside a moving gate will move with that object with no special concentration
on your part.
Statistics:
Clairsentience (Accessibility, Only to scry gates, -80%; Aware, +50%; Fixed
Range, -5%; Normal Sight, -20%; Second Nature, +70%; Sorcery, -15%) [50].
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