Wizardry: Gravity Spells I
In my games, I use the college of Gravity magic. Gravity is different from Force and Movement because... because it just is, okay? Jokes aside, this is just an "alternative" college that has an overlap with both Movement and Force, but also has some unique spells. Pass without Trace makes the subject leave to visible tracks. Repulsion pushes creatures and objects away from you. It doesn't provide any defensive benefits, such as deflecting arrows. I guess this is closer to something like one-second pulses of force instead of a continuous pressure. Reverse Gravity (for now) is the only unique gravity spell. It is quite expensive, but I think that it should be this way. After all, anything inside doesn't get a resistance roll. Spider Climb lets you crawl on walls and ceilings. Telekinesis is a more universal version of Mage Hand, but still not as universal as its D&D counterpart. I decided to base in on TK Grab from GURPS Psionic Powers. However, I decided to remove ST scaling, as if I were to leave it in, Telekinesis would invalidate pretty much all other TK-based spells and also could cause some balance issues. It do be like that sometimes. Also, with this post, I'm done not only with Gravity spells, but also with Movement spells! I'm making significant progress.