Tuesday, 6 June 2017

Sorcery: Movement Spells VIII

Sorcery: Movement Spells VIII

Last Movement spells, including the spells from GURPS Magic - Death Spells! Disruption mangles the subject by an internal explosion. Ethereal Body makes the subject insubstantial. Pull and Repel create zones of attraction and repulsion, respectively. Quarter pulls the subject apart.

Disruption
Keywords: Resisted (HT).
Full Cost: 14 points/level.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

Induces intense, chaotic forces within the target. If the subject fails to resist, it takes 1d crushing damage. This damage ignores DR, but does not cause knockback. This spell does not work on Diffuse creatures.
Statistics: Crushing Attack 1d (Accessibility, Does not work on Diffuse subjects, -5%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Malediction 2, +150%; No Knockback, -10%; No Signature, +20%; Sorcery, -15%) [14/level].

  
Ethereal Body
Keywords: Buff.
Full Cost: 92 points or 172 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your subject slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the subject makes no noise when he moves. The subject can perceive the tangible world, and speak normally to those within it, but he cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm the subject, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. His psi abilities and magic spells can affect the physical world.
Although the subject can pass through solids, he must still breathe. When moving through a solid object, treat this as if he was swimming underwater for purposes of suffocation. He cannot materialize inside a solid object.
The subject can carry objects up to his light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. He cannot materialize these objects inside other objects or characters.
The subject can’t disregard gravity. He must move across a horizontal surface, or along a slope that wouldn’t require Climbing rolls. He still weighs nothing, so he doesn’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water.
The basic (92-point) version of this spell cannot affect targets that have any abilities that can affect the substantial world when they are insubstantial – including magic, psionics, or powers with the Affects Substantial enhancement (p. B102). The improved (172-point) version can affect such creatures.
Statistics: Affliction 1 (HT; Advantage, Ethereal Body, +800%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [92]. Notes: “Ethereal Body” is Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Magical, -10%) [80]. The improved version adds the Affects Substantial, +100% to Insubstantiality [+80].

Pull
Keywords: Area (Leveled).
Full Cost: 52 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use DX or an unarmed combat skill to hit.
Range: 100 yards.
Duration: 30 seconds.

You can create a zone of attraction anywhere within 100 yards of you. To place the zone at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. An intangible force moves objects within the area without touching them. The force can move any object it has strength enough to lift, at a Move equal to your Pull ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Pull can only move things directly toward its center. It simply causes objects to move until they’re in contact with the center of the spell’s area, whereupon they’re held there with Pull’s telekinetic ST until the duration runs out. Objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Pull ST.
The basic (52-point) version of this spell lets you affect an area up to 2 yards across and has ST 5. Each additional doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.
Pull ST
2 yards
4 yards
8 yards
16 yards
32 yards
64 yards
128 yards
5
52 points
64 points
77 points
89 points
102 points
114 points
127 points
10
103 points
128 points
153 points
178 points
203 points
228 points
253 points
15
154 points
192 points
229 points
267 points
304 points
342 points
379 points
20
205 points
255 points
315 points
355 points
415 points
465 points
515 points
Statistics: Telekinesis 5 (Area Effect, 2 yards, +50%; Attraction, -60%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Sorcery, -15%) [52]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
* Calculate the total cost, then round down.
   
Quarter
Keywords: Resisted (HT).
Full Cost: 68 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

Exposes the subject to intense magical forces from without. If the subject fails to resist, he dies immediately. Someone slain by Quarter ends up in four chunks of roughly equal size. Most material targets, even Diffuse ones, are instantly killed or wrecked by quartering – though for beings specifically able to survive in fragments, it’s no less survivable than any other dissection. The victim’s equipment is mostly left intact, but torso armor, full-body suits, or anything else worn over half or more of the body is doomed. The GM has the final say.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [68].

Repel
Keywords: Area (Leveled).
Full Cost: 52 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You can create a zone of repulsion anywhere within 100 yards of you. To place the zone at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. An intangible force moves objects within the area without touching them. The force can move any object it has strength enough to lift, at a Move equal to your Repel ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Repel can only move things directly from its center. It simply causes objects to move until they’re in contact with the border of the spell’s area, whereupon they are free to move or they’re held there against a hard obstacle with Repel’s telekinetic ST until the duration runs out. Objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Repel ST.
The basic (52-point) version of this spell lets you affect an area up to 2 yards across and has ST 5. Each additional doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.
Repel ST
2 yards
4 yards
8 yards
16 yards
32 yards
64 yards
128 yards
5
52 points
64 points
77 points
89 points
102 points
114 points
127 points
10
103 points
128 points
153 points
178 points
203 points
228 points
253 points
15
154 points
192 points
229 points
267 points
304 points
342 points
379 points
20
205 points
255 points
315 points
355 points
415 points
465 points
515 points
Statistics: Telekinesis 5 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [52]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
* Calculate the total cost, then round down.

No comments:

Post a Comment