Sorcery: Making & Breaking Spells III
More making & breaking spells. Animate Object lets an inanimate object flex. Knot ties a knot that cannot be untied without magic. Shatter destroys an object. Stiffen makes a limp object stiff.
Animate Object
Keywords: None.
Full Cost: 13 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
This spell enables an inanimate object to flex. The minimum level required to animate an object equals its HP/4 if the object has Injury Tolerance (Unliving) or its HP/8 if its object has Injury Tolerance (Homogenous). An animated object can grab, lift, strike, and throw with ST equal to (4*Animate Object level needed to animate it). It has your DX. It can walk and jump if it isn’t fixed in place; Move equals to 4*Animate Object level minus the level needed to animate it. You can use skills through animated objects – but note that object usually have No Fine Manipulators. Objects return to their rest state once you give up control. Animate Object requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
Statistics: Telekinesis
4 (Animation, -20%; Sorcery, -15%) [13]. Every additional level adds 4 more
levels of Telekinesis [+13].
Knot
Keywords: Buff.
Full Cost: 33 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
Ties a knot that cannot be untied without
magic (though the rope can be cut, of course). The knot unties when someone
says the password (specified at casting) while touching the rope at any point
along its length. Thus, a rope tied at the top of a cliff will come loose when
someone at the bottom of the cliff says the password, if he can touch the rope.
The Undo spell also unties a Knot spell.
Statistics:
Affliction 1 (HT; Accessibility, Only on ropes and similar objects, -40%; Advantage,
Knot, +100%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Sorcery, -15%) [33]. Note: “Knot” is Unusual Training (Immovable
Stance, Variant) [1] + Immovable Stance (H) DX [4] modified with Cosmic, No die
roll required, +100% and Magical, -10% for a final cost of 10 points.
Shatter
Keywords: Resisted (HT).
Full Cost: 37 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
Does 2d damage to the subject (works
only on inanimate items). See p. B557, for DR and HP of various items. DR does
not protect against this! If the object loses 2/3 of its HP to this spell, it
becomes structurally unstable until it is repairs above this threshold. If it
is brought to 0 HP while unstable, it is instantly destroyed, as if it was
brought to -10xHP instead.
Statistics: Crushing
Attack 2d (Accessibility, Only on objects, -10%; Based on HT, +20%; Malediction
2, +150%; No Signature, +20%; Sorcery, -15%; Symptoms, 2/3 HP, Fragile
(Enhanced Unnatural), +100%) [37].
Stiffen
Keywords: Buff or Resisted (ST).
Full Cost: 44 points.
Casting Roll: Will or None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards or Unlimited.
Duration: 3 minutes.
Temporarily stiffens a limp object; turns
a rope into a pole, for example, or a thread into a lockpick. Does not work on
living beings. This spell can be used to make improvised weapons; the GM judges
their effectiveness. This spell may also be used to stiffen a foe’s clothes. In
this case, the foe resists the spell with his ST. If it works, he is at -1 DX
for each pound of clothing that was stiffened, and this DX change does affect
his Move.
Statistics:
Affliction 1 (HT; Alternative Enhancements (Accessibility, Only on inanimate
objects, -10% and Increased 1/2D, 10x, +15%; or Accessibility, Only on worn
clothes, -40%; Based on wearer’s ST, +20%; Malediction 2, +150%), +131%; Fixed
Duration, +0%; Negated Disadvantage, Invertebrate, +200%; No Signature, +20%;
Sorcery, -15%) [44].
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