Saturday 1 July 2017

Sorcery: Making & Breaking Spells V

Sorcery: Making & Breaking Spells V

Fasten ties up the subject. Mapmaker draws a map of the surroundings. Repair restores broken objects. Shatterproof makes objects resistant to breakage.

Fasten
Keywords: None.
Full Cost: 45 points/level.
Casting Roll: None. Use DX or Knot-Tying+4 to tie knots.
Range: 10 yards.
Duration: Instantaneous.

Ties up the subject with a length of rope or chain (which is not created by the spell, only animated). Roll against DX or Knot-Tying+4. (Add Talent, as usual.) This is an instantaneous attempt. The effective ST of this spell is equal to 4*spell level. An actively resisting subject can use any active defense to dodge the bindings.
Statistics: Telekinesis 4 (One Task, Tying Up, -60%; Reduced Time 10, +200%; Sorcery, -15%) [45]. Each additional level adds Telekinesis 4 (One Task, Tying Up, -60%; Reduced Time 10, +200%; Sorcery, -15%) [+45]. Note: The +4 is the usual fine-work task bonus for tying up.
  
Mapmaker
Keywords: None.
Full Cost: 14 points.
Casting Roll: IQ-5 or Cartography.
Range: 10 yards.
Duration: Instantaneous.

When cast on a scroll or any other writing surface (including a previously unfinished map), this spell creates a map of what the scroll’s holder perceives. The caster must declare the scale used for the map, which way is north, the spot on the scroll where mapping begins and which features are to appear on the map.
Statistics: Telekinesis 1 (Accessibility, Requires paper, -10%; Independent, +40%; One Task, Mapping, -70%; Reduced Time 10, +200%; Sorcery, -15%) [13] + Accessory (TK Pen) [1]. Note: Here, Reduced Time is used to shorten a 10-minute mapping to one second, which was chosen because it costs the same as an Average technique to buy off the -10 for “instant use.”
  
Repair
Keywords: None.
Full Cost: 17 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making physical contact with an object, you may restore it 1d HP. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Accessibility, Only objects, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [17]. Note: The 4 HP of healing has been converted to dice per p. B269.
  
Shatterproof
Keywords: Buff.
Full Cost: 24 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Makes a small object (like a weapon, or anything else that a normal human could hold in one hand) resistant to breakage. A cheap or regular metal weapon is treated as a “fine” quality weapon while the spell lasts, and a “fine” weapon as “very fine.” Other items have their hit points doubled, and will never break due to accidental dropping, etc. It doubles the DR and HP of a shield if the shield-breaking rules are used (p. B484). This spell does not increase resistance to “penetration,” so it’s no good for walls, armor, etc.
Statistics: Affliction 1 (HT; Accessibility, Only on small objects, -20%; Advantage, Shatterproof, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Note: “Shatterproof” is Very Fit (Variant; Magical, -10%) [14].

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