Monday, 20 March 2017
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.
Full Cost: 35 points.
Casting Roll: Power Dodge (IQ/2+3).
While this spell is active, once per turn, you can “dodge” an incoming attack by teleporting away from it to any space within 10 yards of you.
Statistics: Warp (Blink Only, -60%; Gyroscopic, +10%; Sorcery, -15%) .
Keywords: Resisted (Will).
Full Cost: 62 points.
Casting Roll: Power Dodge (Will/2+3). IQ to teleport.
If the subject fails to resist, the caster may try an immediate IQ roll to teleport the subject to anywhere within 10 yards of him, as if with the Warp advantage (B97). This spell may only be used as an active defense.
Statistics: Affliction 1 (Will; Active Defense, -40%; Advantage, Blink Other, +400%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) . Notes: “Blink Other” is Warp (Blink Only, -60%; Gyroscopic, +10%; Magical, -10%) .
Full Cost: 15 points.
Casting Roll: None.
This allows the caster to summon an extraplanar creature. The GM determines the creature’s precise capabilities. If it is killed, the summoner must wait a full day to call replacements. Dismissing the creature is a free action, but the caster may only dismiss him if it is physically present. The caster can only cast this spell if his character’s point total is at least 2 times bigger than the creature’s.
The summoned creature is not under the caster’s control.
Each type of creature requires its own spell. Thus, you can only summon bearded devils with Planar Summons (bearded devil) and only summon lantern archons with Planar Summons (lantern archon), etc.
Statistics: Ally (Planar Creature; Built on 50%; Constantly, no roll required; Conjured, +100%; Sorcery, -15%) .
Full Cost: 225 points.
Casting Roll: IQ; Special casting time and FP cost.
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 (B97). 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%; Sorcery, -15%)  + Warp (Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Link, +10%; Magical, -10%) .
Rapid Time Journey
Full Cost: 280 points.
Casting Roll: IQ. Special casting time (see Jumper (B64)).
You travel through time, stay in the new time for a short time, and then automatically travel back, as if using the Jumper advantage (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%)  + 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%) . Note: The Improved enhancement removes the auto-fail on 14+.
Full Cost: 11 points or 13 points.
Casting Roll: Per. Use IQ for analysis.
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%) . The improved version adds Long-Range 1 (+50%) [+2].