Monday 29 May 2017

Sorcery: Movement Spells II

Sorcery: Movement Spells II

Movement is another large college of magic. Apportation allows the caster to move distant objects. Glue makes a surface extremely sticky. Hold Fast negates knockback. Increase Burden increases an object's weight.

Apportation
Keywords: None.
Full Cost: 2 points for level 1 + 1 point/additional level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

You can move objects without touching them. You lift and move distant objects just as if you were grasping them in a pair of hands with ST equal to your Apportation level. You can move any object you have strength enough to lift at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). Regardless of level, maximum range is 10 yards.
Apportation requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Apportation may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object or a Move maneuver to lift and carry it.
No rolls are necessary for ordinary lifting and movement. In situations where you would roll against ST, roll against your Apportation level instead.
Statistics: Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; No Fine Manipulations, -20%; Sorcery, -15%) [2]. Each additional level adds Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift Only, -20%; No Fine Manipulations, -20%; Sorcery, -15%) [1].


Glue
Keywords: Area (Leveled).
Full Cost: 35 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You can make a surface extremely sticky. Placing the effect requires a roll against Innate Attack (Gaze) plus Talent; if you miss, see Scatter (p. B414). Anyone stepping onto the surface has their legs grappled with ST 10. The effect lasts for 10 seconds, continuing to grab new people who blunder into it. Those already caught grow more strongly glued, with +1 to the ST of their bonds for each additional second they remain grappled.
The basic (35-point) version of this spell lets you affect an area up to 2 yards across. Each additional doubling of area adds 10 to full cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum.
Statistics: Binding 10 (Area Effect, 2 yards, +50%; Persistent, +40%; Sorcery, -15%) [35]. Each additional level adds more Area Effect [+10].
  
Hold Fast
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is completely immune to knockback.
Statistics: Affliction 1 (HT; Advantage, Hold Fast, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Hold Fast” is Immunity to Knockback (Magical, -10%) [9].

Increase Burden
Keywords: Resisted (HT or wearer’s Will).
Full Cost: 49 points for level 1 + 16 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Three minutes.

The object’s effective weight for encumbrance purposes is increased. The spell is resisted by object’s HT (if unattended) or the wearer’s Will. The degree of the effect depends on the spell level:
Level
Weight Increase
1
20%
2
40%
3
60%
4
80%
5
100%
+1
+20%

Statistics: Affliction 1 (HT or wearer’s Will; Accessibility, Only on objects, -10%; Advantage, Increase Burden, +220%; Based on wearer’s Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [49]. Additional levels add further Increase Burden to the Advantage enhancement (+160%) [+16]. Notes: “Increase Burden” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect penalties. This spell is based on a variation of the Lighten Armor imbuement skill from Pyramid #3-4.

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