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.
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