Sorcery: Movement Spells V
Some more telekinetic spells. Dancing Object animates an object to perform its function. Distant Blow projects the force of a melee attack at a distance. Lockmaster instantly opens a lock. Manipulate allows fine manipulations at a distance.
Dancing Object
Keywords: None.
Full Cost: 21 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
Animates an object that will fly and
do repetitive work on its own as if wielded by an invisible set of arms. It can
accomplish roughly the same sorts of tasks as a man with ST equal to 4*(spell
level): a bucket could carry water from a stream to a barrel, a broom could
sweep a building over and over again, a crossbow could cock itself, etc. The
object’s program cannot be changed or respond to events. The object has ST and
Move equal to the 4*(spell level), and the caster’s skills.
Statistics:
Telekinesis 4 (Independent, +40%; One Task, Object’s Function, -20%; Sorcery,
-15%) [21]. Each additional level adds Telekinesis 4 [+21].
Distant Blow
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 8
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The melee weapon enhanced delivers
its usual damage from a distance by magically projecting force. This ranged
attack has Acc 3, Range 10/100, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Use
the usual melee combat skill for the attack, not a ranged combat skill. Distant
Blow doesn’t unready the weapon for melee use.
At level
one, this spell can only be used once per 10 seconds. Additional levels reduce
this recharge time.
Level
|
Recharge
|
Level
|
Recharge
|
1
|
10 seconds
|
6
|
5 seconds
|
2
|
9 seconds
|
7
|
4 seconds
|
3
|
8 seconds
|
8
|
3 seconds
|
4
|
7 seconds
|
9
|
2 seconds
|
5
|
6 seconds
|
10
|
1 second
|
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Distant Blow,
+340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Distant
Blow” is 34 points, per Enhances or
Transforms an Existing Attack (GURPS
Thaumatology: Sorcery, p. 11). Additional levels add more skill [+8].
Lockmaster
Keywords: None.
Full Cost: 24 points.
Casting Roll: None. Use IQ (at -1)
or Lockpicking (at +4) to open locks.
Range: 10 yards.
Duration: Instantaneous.
You can pick a lock without even
touching it. The lock must be within 10 yards and you must be able to see it
clearly. Roll against Lockpicking at +4, or IQ at -1 if you lack Lockpicking skill.
(Add Talent, as usual.) This is an instantaneous attempt.
Statistics:
Accessory (TK Lockpicks) [1] + Telekinesis 2 (One Task, Picking Locks, -60%; Reduced
Time 10, +200%; Sorcery, -15%) [23]. Note: The +4 is the usual fine-work task bonus
for Lockpicking.
Manipulate
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
You can manipulate objects without touching
them. You manipulate distant objects just as if you were grasping them in a pair
of hands with ST equal to your Manipulation level. You cannot move objects. Regardless of level, maximum range is 10
yards.
Manipulation requires constant
concentration to use. In combat, this means you must take a Concentrate maneuver
on your turn. Your Manipulation may then perform one standard maneuver as if
were a disembodied pair of hands at some point within your range: a Ready
maneuver to pull a level, etc.
No rolls are necessary for ordinary manipulations.
In situations where you would roll against ST, roll against your Manipulation
level instead.
Statistics:
Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift
Only, -20%; Sorcery, -15%) [2/level].
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