Sorcery: Fluid Spells II
Continuing with the fluid spells. Fluid Vision lets the subject see through air and water. Purify Fluid can make air breathable or water drinkable. Seek Fluid seeks air or water. Shape Fluid shapes air or water.
Fluid Vision
Keywords: Buff.
Full Cost: 22 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
water (including ice, snow, and steam), smoke, fog, dust, sand, etc. Each level
of this spell allows the subject to see through up to six inches of the listed
substances. The subject can just barely see the outline of the substance he is
looking through – not enough to impair vision in any way. This spell
automatically works in conjunction with all of the subject’s other vision
advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Air Vision 1, +100%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Additional
levels add further Fluid Vision to the Advantage enhancement [+10]. Note: Each
level of “Fluid Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Air,
-40%) [5] + Penetrating Vision 1 (Magical, -10%; Specific, Water, -40%) [5].
Purify Fluid
Keywords: None.
Full Cost: 28 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.
This spell removes all
impurities from the air in its area of effect or remove all impurities from
water, rendering it drinkable.
To cast the spell, the
caster touches the substance he wishes to purify, takes a Concentrate maneuver
and rolls vs. IQ. Success means he purifies it successfully. Failure means
nothing happens. Critical failure means the transformation happens, but in a
way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1
FP per use.
The caster can purify an area of air
up to one yard in radius per level. The caster can purify an amount of water
weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level
2, 90 lbs. at level 3, and so on.
Statistics: Create (Accessibility, Only to transform into breathable air or drinkable water, -20%; Transmute Gas to Gas, +50%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [28/level].
Seek Fluid
Keywords: Information.
Full Cost: 75 points or 93 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
amount of air or water. The basic (75-point) version of this spell takes
standard range penalties. The improved (93-point) one uses long-distance
modifiers. If successful, the caster knows the exact distance and direction to the
source of air or water, and may make a follow-up IQ roll (at no penalty) to learn
basic details about it (e.g., “it’s an air vent” or “it’s a bottle of water”).
Any known sources of air or water may
be excluded if the caster mentions them before casting.
Statistics:
Detect Air (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62] + Detect
Water (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62/5=13]. The
improved version adds Long-Range 1 (+50%) to both advantages [+18]. Notes: The
advantages are bought as Alternative Abilities.
Shape Fluid
Keywords: None.
Full Cost: 37.5 points/level*.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can shape and move a particular
mass of fluids (air, water, and such). The higher your level of Shape Fluid,
the larger the quantity you can affect. You can affect up to 10 x (level
squared) lbs. of liquid fluid in the form of a single object or amorphous mass
or a circular area of gaseous fluid with a radius equal to the spell’s level in
yards. For example, Shape Fluid 3 would let you affect 90 lbs. of water in a
tub.
Shape Fluid doesn’t work on complex,
manufactured artifacts unless they’re made almost entirely of fluid. If your
target is already under someone else’s direct control, roll a Quick Contest.
You roll against IQ; they roll against IQ if using Control or Telekinesis,
their skill level if using a spell, and so on. You must win to establish
control. Likewise, others can overpower your spell by winning a Quick Contest
against your IQ.
After establishing control, you can reshape
the target. Forming a simple shape (blob, column, sphere, etc.) requires a
Concentrate maneuver but no die roll. If the result is meant to be beautiful or
functional, though, the GM may deem the effort a long task (see p. B346) and
require skill rolls against Armoury, Artist, Machinist, and so on. You can work
without tools, but you must know what you’re doing.
You can also cause the target to elongate
or flow at a Move equal to your Control level. This requires constant concentration.
You can make a solid ice object ooze, roll, or seep along the ground or a
surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately
give up control. Stable forms become permanent, while unstable ones collapse
instantly.
Defensively, Shape Fluid lets you
move or shape fluids to obstruct attacks. This requires a Concentrate maneuver.
Such barriers give whatever cover the material normally provides. For instance,
it might let you shape an ice table into armor with the DR of ice by making an
Armoury roll.
Offensively, Shape Fluid is more
limited. By concentrating, you can move an existing fluid object to impede your
enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area
where you control fluid, – or if you can move fluid onto him – you may inflict
combat penalties on him. This requires flexibility on the GM’s part: Shape Fluid
10 might cause water if your foe is standing in water good for -10 to attack
rolls. Tricks like this require a Concentrate maneuver and an IQ or Tactics
roll.
Statistics:
Control Fluid (Ranged, +40%;
Sorcery, -15%) [37.5/level*].
* Calculate the total cost, then
round up.
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