Sorcery: Gate Spells
Let's convert some Gate spells! Blink and Blink Other are defensive teleportation spells. Planar Summons is a category of generic non-elemental summoning spells. Rapid Journey and Rapid Time Journey are spells that transport the caster in space or time, and after a short delay transport him back. Seek Gate is useful when you want to leave a hostile plane you were banished to.
Blink
Keywords: None.
Full Cost: 35 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
While this spell is active, once per
turn, you can “dodge” an incoming attack by teleporting away from it. Roll
randomly for direction. You appear in the first safe open space in that
direction. If there’s no place like that within 10 yards, you go nowhere and
your dodge fails.
Statistics: Warp
(Blink Only, -60%; Gyroscopic, +10%; Sorcery, -15%) [35].
Blink Other
Keywords: Buff.
Full Cost: 48 points.
Casting Roll: Power Dodge (DX/2+3). Use
Innate Attack (Gaze) to aim. IQ to teleport.
Range: 100 yards.
Duration: Instantaneous.
If the subject fails to resist, the
caster may try an immediate IQ roll to teleport the subject away from an
incoming attack. Roll randomly for direction. The subject appears in the first
safe open space in that direction. If there’s no place like that within 10
yards, the subject goes nowhere and the dodge fails. This spell may only be
used as an active defense.
Statistics:
Affliction 1 (HT; Active Defense, -40%; Advantage, Blink Other, +400%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Note: “Blink Other” is Warp (Blink Only, -60%; Gyroscopic, +10%;
Magical, -10%) [40].
Planar Summons
Keywords: None.
Full Cost: 27 points.
Casting Roll: Will, rolled as a
Quick Contest against the summoned being’s Will. Special casting time, see
below.
Range: Special, see below.
Duration: Hours equal to margin of
victory on Quick Contest of Will.
Each time you cast this, you summon an
outsider (worth 75% or less of your point value) from a particular plane of
existence (chosen when you pick this spell). The GM will create this being, but
you can request one that meets broad criteria. Alternatively, if you know a
specific being you want to call, you can summon it (although if you do not have
its True Name or some equally significant identifier, you are at -5 on the
casting roll). A penalty applies based on the planar “distance”: There is no
distance penalty for creatures that are currently on the same plane of
existence. Adjacent dimensions impose -5, increasing by -5 for every
intervening dimension. The Prime Material Plane is considered adjacent to the Astral
Plane, and the Astral Plane is adjacent to the Outer Planes, where most of the outsiders
come from. Thus, preparations that mitigate the penalty usually are required.
The summoning itself requires 10
minutes of preparation and ritual. At the end of the casting, you must pay 1 FP
and make a Quick Contest of Will against the outsider to force it to appear. If
you are victorious, the outsider arrives. It then makes a reaction roll. On
Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to
subvert your commands or otherwise act against your interests. If the reaction
is Neutral or better, it will serve you reasonably faithfully.
You can also summon outsiders to
answer questions. Treat this as a Contact Group with an appropriate knowledge
category, an effective skill of 18, and a reliability that depends on the
reaction roll: Unreliable for Poor or less, Somewhat Reliable on a Neutral reaction,
Usually Reliable for Good, and Completely Reliable for Very Good or Excellent
reactions. Unlike most sorcery with a duration, this spell must be maintained;
thus, unless you can cast simultaneous spells, using another spell will
immediately dismiss the summoned being. However, there is no FP cost to maintain
this spell, only to cast it. A summoned being is vulnerable to being dispelled,
banished, or warded off with occult techniques. If it is killed, you must wait 24
hours before using this spell again; if dismissed, you must wait five minutes.
Two other versions of this spell
summon beings of different potency. Lesser Planar Summons has a full cost of 10
points, calls forth an outsider worth up to 25% of your point value, and has a
casting time of one minute. Greater Planar Summons has a full cost of 78
points, calls an outsider worth up to 150% of your point value, and requires
one hour to cast. Treat creatures summoned with the Lesser version as having an
effective skill of 12, while Greater Planar Summons provides effective skill
21.
Statistics:
Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%;
Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires
Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours
equal to margin of victory, -5%; Special Abilities, +50%) [27]. Lesser Planar
Summons has Ally, built on 25%, and Immediate Preparation Required decreased to
1 minute, -30%. Greater Planar Summons is built on 150%, and increases Immediate
Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is
priced based on Maximum Duration, 12 hours. As a special effect, this spell
breaks sorcery rules by allowing free maintenance, but this is offset by
imposing a FP cost to cast and dimensional “range” penalties.
Rapid Journey
Keywords: None.
Full Cost: 205 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Self.
Duration: Instantaneous.
You can teleport to any place you
are able to see with your own eyes, or view it remotely, or visualize it
clearly (which is only possible if you have visited it previously in person) and
then teleport back after some time, as if using the Warp advantage (p. B97) with a Concentrate maneuver. You
can carry up to Heavy Encumbrance when you travel.
When casting this spell, you must
state how long you will stay at your destination before teleporting back. This
delay can be from 1 to 10 seconds long. Note that if you spent additional FP to
lower the casting roll penalty for the primary teleportation, you have to spend
the same amount of FP again to be
able to return back, as both trips use the same roll. If you teleport to a
no-mana zone, then you will not teleport back and will be stranded.
Statistics: Warp
(Extra Carrying Capacity, Heavy, +30%; Link, +10%; Requires Concentrate, -15%; Sorcery, -15%) [110] + Warp
(Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying
Capacity, Heavy, +30%; Link, +10%; Magical, -10%; Requires Concentrate, -15%) [95].
Rapid Time Journey
Keywords: None.
Full Cost: 280 points.
Casting Roll: IQ. Special casting
time (see Jumper (p. B64)).
Range: Self.
Duration: Instantaneous.
You travel through time, stay in the
new time for a short time, and then automatically travel back, as if using the
Jumper advantage (p. B64). You can carry up to your Heavy Load when you travel.
When casting this spell, you must
state how long you will stay at your destination before timeporting back. This
delay can be from 1 to 10 seconds long. Both trips use the same roll. If you timeport
to a no-mana zone, then you will not timeport back and will be stranded.
Statistics:
Jumper (Time; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%;
Magical, ‑10%) [140] + Jumper (Time; Accessibility,
Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy,
+30%; Improved, +10%; Link, +10%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [140]. Note: The Improved enhancement
removes the auto-fail on 14+.
Seek Gate
Keywords: Information.
Full Cost: 11 points or 13 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 gate of any
sort. The basic (11-point) version of this spell takes standard range
penalties. The improved (13-point) one uses long-distance modifiers. If
successful, the caster knows the exact distance and direction to the gate, and
may make a follow-up IQ roll (at no penalty) to learn basic details about it
(e.g., “it’s a one-way gate” or “it’s a two-way gate to Hell”).
Any known gates of machine types may
be excluded if the caster mentions them before casting.
Statistics:
Detect Gate (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [11]. The
improved version adds Long-Range 1 (+50%) [+2].
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