Tuesday 6 February 2018

Sorcery: Time Spells V

Sorcery: Time Spells V

Even more time spells. Temporal Disjunction makes the victim lose his sense of time. Temporal Stasis removes the subject from the time stream. Temporal Wall creates a wall that distorts the flow of time.

Temporal Disjunction
Keywords: Resisted (Will).
Full Cost: 80 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

The subject loses any sense of time. It is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. The subject’s Basic Speed is lowered by 4 for the purpose of determining the turn order in combat. The subject loses the benefits of Combat Reflexes and Enhanced Time Sense for the duration of the spell. If the subject takes a Wait maneuver to coordinate its action with someone else, it makes an IQ-5 roll. If the subject succeeds, it performs the action normally. If the roll has failed, the action is lost.
Additionally, the subject loses its ability to travel in time or affect time in any way. It automatically fails to cast time-affecting spells (such as Timeport, Timeslip, Haste, etc.) and use any similar abilities. It cannot be moved in time by external means too, which means that it becomes immune to Timeport Other, Timeslip Other, and other similar spells and abilities. It can function normally in areas of Suspend Time, Accelerate Time, and other temporal anomalies.
This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53).
Statistics: Affliction 1 (Will; Advantage, Temporal Disjunction, +270%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Divine Curse (Lateness), +5%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Negated Advantage, Enhanced Time Sense, +45%; No Signature, +20%; Sorcery, -15%) [80]. Note: “Temporal Disjunction” is Static (Time-Based Abilities; Magical, -10%) [27].
  
Temporal Stasis
Keywords: Resisted (Will).
Full Cost: 128 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The victim and his equipment stop in time. Time continues to flow in the rest of the universe, just not for him. He’s frozen in place – in mid-action or even midair. He doesn’t age, breathe, or require sustenance. Injury, disease, and poison halt their progress. He keeps his position in the local frame of reference (usually a planet), but the physical world doesn’t otherwise affect him. He can’t be injured, moved, robbed, etc. In most settings, this extends to supernatural powers (e.g., his mind is unreadable). Likewise, he’s unaware of the universe and can’t act in any way, not even mentally. This lasts for 3 minutes. After that, his actions, perceptions, and so on pick up where they left off. This isn’t a metabolic effect; it can afflict objects
Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%; Temporal Stasis, +1,000%) [128].

Temporal Wall
Keywords: Obvious.
Full Cost: 72 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes, effects of passing through lasts 10 seconds.

Creates a thin barrier composed of the temporal mist-smoke. You do not have to concentrate to maintain it, Temporal Wall is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple walls as needed, but each wall dissipates once the duration runs out.
This wall blocks vision, but is otherwise permeable. Anyone passing through the wall in any direction must make a Will roll. Failure means that the creature gains the Decreased Time Rate (p. B129) and loses its sense of time, but only for 10 seconds. While in this state, the victim acts only once every other turn and has no sense of time - he is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. The victim’s Basic Speed is lowered by 4 for the purpose of determining the turn order in combat. The victim loses the benefits of Combat Reflexes and Enhanced Time Sense for the duration of the effect. If the victim takes a Wait maneuver to coordinate his action with someone else, he makes an IQ-5 roll. If the victim succeeds, he performs the action normally. If the roll has failed, the action is lost. Additionally, the victim loses his ability to travel in time or affect time in any way. He automatically fails to cast time-affecting spells (such as Timeport, Timeslip, Haste, etc.) and use any similar abilities. He cannot be moved in time by external means too, which means that he becomes immune to Timeport Other, Timeslip Other, and other similar spells and abilities. He can function normally in areas of Suspend Time, Accelerate Time, and other temporal anomalies, but is still affected by the slowing effect of Temporal Wall.
To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Temporal Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Temporal Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
Statistics: Affliction 1 (Will; Advantage, Temporal Disjunction, +270%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, +100%; Disadvantage, Divine Curse (Lateness), +5%; Extended Duration on Persistent, 30x, +60%; Fixed Duration, +0%; Persistent, +40%; Negated Advantage, Enhanced Time Sense, +45%; Reduced Duration, 1/10, -20%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [72]. Additional levels increase Area Effect (+50%) [+5]. Note: “Temporal Disjunction” is Static (Time-Based Abilities; Magical, -10%) [27].

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