Sorcery: Time Travel Spells
Since we have teleportation and plane shift spells, we have to add time travel to them. Timeport and Timeport Other allow the caster or his subject to travel in time, respectively. Timeslip and Timeslip Other are the limited active defense versions of the aforementioned spell.
Timeport
Keywords: None.
Full Cost: 130 points.
Casting Roll: IQ. Special casting
time (see below).
Range: Self.
Duration: Instantaneous.
You travel through time. To initiate
a jump, you must visualize your destination, concentrate for 10 seconds, and
make a IQ roll. You may hurry the jump, but your roll will be at -1 per second
of concentration omitted (-10 to jump with no preparation at all). On a
success, you appear at your target destination. On a failure, you go nowhere.
On a critical failure, you arrive at the wrong destination, which can be any
place the GM wishes!
You appear at your destination at
exactly the same place you left your previous time – or as close as possible.
This means the same place, but in a different time. If there is no
corresponding “safe” location within 100 yards of your destination – for
instance, if you jump while on an airplane to a destination with no plane at
your location, or from a half-mile deep mine to a destination with no
corresponding mine – the jump will fail and you will know why it failed. This
does not prevent you from jumping into other types of danger, such as
radiation, gunfire, or wild animals. If you have Danger Sense, the GM should
roll before you make a hazardous jump; on a success, you get a warning.
You can carry up to your Heavy Load
when you travel.
Statistics:
Jumper (Time; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Magical, ‑10%) [130]. Note: The Improved enhancement removes the auto-fail on 14+.
Timeport Other
Keywords: Resisted (Will).
Full Cost: 238 points.
Casting Roll: Will. IQ to timeport.
Range: Unlimited.
Duration: Instantaneous.
If the subject fails to resist, the
caster may try an immediate IQ roll to shift the subject to another time as if
using the Jumper advantage (p. B64).
Statistics:
Affliction 1 (Will; Advantage, Timeport Other, +2,100%; Based on Will, +20%;
Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [238]. Notes: “Timeport
Other” is Jumper (Time; Extra Carrying Capacity, Extra-Heavy, +50%; Improved,
+10%; Reliable +10, +50%) [210]. The +10 for Reliable cancels the -10 for no
preparation. The Improved enhancement removes the auto-fail on 14+.
Timeslip
Keywords: None.
Full Cost: 35 points.
Casting Roll: Power Dodge (IQ/2+3).
Range: Self.
Duration: Instantaneous.
While this spell is active, once per
turn, you can “dodge” an incoming attack by timeporting away from it 1 second
into the future. This works as if you had Jumper (Time) (p. B64), but with no -10
penalty for lack of preparation.
You can carry up to your Heavy Load
when you timeslip.
Statistics:
Jumper (Time; Active Defense, -40%; Extra Carrying Capacity, Heavy, +30%; Faster
Concentration 5, +25%; Improved, +10%; Limited Jump, 1 second forward, -80%; Magical,
‑10%) [35]. Note: The Improved enhancement
removes the auto-fail on 14+.
Timeslip Other
Keywords: Buff.
Full Cost: 38 points.
Casting Roll: Power Dodge (DX/2+3). Use
Innate Attack (Gaze) to aim. IQ to timeport.
Range: 100 yards.
Duration: Instantaneous.
The caster may try an immediate IQ
roll to timeport the subject away from an incoming attack 1 second into the
future. This spell may only be used as an active defense.
Statistics:
Affliction 1 (HT; Active Defense, -40%; Advantage, Timeport Other, +300%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [38]. Note: “Timeport Other” is Warp (Blink Only, -60%; Gyroscopic, +10%;
Magical, -10%; Reappears one second later, -0%; Stays in place, -10%) [30].
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