Tuesday, 15 August 2017

Sorcery: Fluid Spells III

Sorcery: Fluid Spells III

And the last three spells for the Fluidists. Flow is a defensive spell that turns the caster into liquid. Infiltrate lets the caster pass through porous obstacles. Walk on Fluid lets the subject walk on air and water.
  
Flow
Keywords: None.
Full Cost: 45 points.
Casting Roll: Power Dodge (IQ/2+3).
Range: Self.
Duration: Instantaneous.

While this spell is active, you can turn yourself into a liquid for an instant, evading harm. On a successful cast, you gain the benefits of Injury Tolerance (Diffuse) (p. B61) against the attack.
Statistics: Injury Tolerance (Diffuse; Active Defense, -40%; Sorcery, 15%) [45].
  
Infiltrate
Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

This spell lets the caster “flow” bodily through any remotely porous barrier instantly. The caster can carry up to his Basic Lift when he infiltrates like this. The barrier must not be thicker than 10 yards.
Make an IQ + Talent roll to cast this spell, modified as follows:
On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you briefly “liquefy,” all of your possessions fall to the ground, and you suffer 1d HP of injury.
Statistics: Warp (Accessibility, Only pass through porous obstacles, -50%; Blind Only, -50%; Cannot Spend Extra FP, -10%; No Strain, +25%; No Preparation, -10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Sorcery, -15%) [20].

Walk on Fluid
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing it to walk up and down “invisible stairs” at its ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, it falls! The subject may attempt one DX roll per second of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits the ground for normal falling damage (see Falling, B431).
In addition, the subject can walk on the surface of any liquid as if it were solid ground. He moves at his usual ground Move. This doesn’t protect him from any damage that he would take from coming into contact with the liquid, however. He can’t traverse volcanic lava or boiling acid without taking damage!
StatisticsAffliction 1 (HT; Advantage, Walk on Fluid, +320%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Walk on Fluid” is Walk on Air (Magical, -10%) [18] + Walk on Liquid (Magical, -10%) [14].

No comments:

Post a Comment