Sorcery: Gate Spells II
These spells ended up being very expensive. Beacon softens the space-time to ease the use of teleportation magic. Divert Plane Shift, Divert Teleport, and Divert Timeport change the destination of appropriate methods of magic transportation used by others. Trace Teleport lets the caster determine where did the teleporter go.
Divert Plane Shift
Keywords: Resisted (Will).
Full Cost: 214 points or 234 points.
Casting Roll: Will. IQ to plane shift. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.
If this spell is active, and if the caster witnesses a subject planeshifting, he may cast this spell instantly to divert the plane shift. If the subject fails to resist, the caster may try an immediate IQ roll to shift the subject to another plane of existence as if using the Jumper advantage (B97). The basic (214-point) version of this spell allows caster to send the subject and his gear up to his Extra-Heavy encumbrance to one other plane, chosen when you learn the spell. The improved (234-point) version opens this up to any dimension the caster is familiar with. He can become familiar with new planes by hitching a ride there – with another sorcerer using this spell, a magician using an equivalent spell, a creature with an innate ability, etc. – or via tomes of knowledge which contain detailed instructions on where and how to travel.
Statistics: Affliction 1 (Will; Accessibility, Only to divert planeshifters, -80%; Advantage, Divert Plane Shift, +1,900%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%) [214]. Notes: “Divert Plane Shift” is Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Reliable +10, +50%) [190]. The +10 for Reliable cancels the -10 for no preparation. The improved version removes Limited Access [+20]. The Improved enhancement removes the auto-fail on 14+.
Beacon
Keywords: Area (Special).
Full Cost: 120 points for level 1 +
19 points/additional level (or more).
Casting Roll: IQ.
Range: 100 yards.
Duration: 1 day.
Anyone attempting to magically
teleport into the area is at +5 to skill. This includes spells or magical
abilities to travel through time, dimensions, or gates. The first level of this
spell covers an area five yards in radius; each additional level increases this
by one yard.
More potent versions of this spell bestow
a greater bonus to teleportation rolls and increase the initial area of effect.
In all cases, further levels add the same +1 yard/level.
Bonus
|
Initial Radius
|
Full Cost
|
+5
|
Five yards
|
120 points for level 1 + 19 points/additional level
|
+10
|
10 yards
|
240 points for level 1 + 19 points/additional level
|
+15
|
15 yards
|
360 points for level 1 + 19 points/additional level
|
Statistics:
Control Teleportation Magic 5 (Accessibility, Only to ease use when teleporting
into the area, -70%; Cannot concentrate to extend duration, -10%; Extended
Duration, x10,000, +160%; Nuisance Effect, Cannot exempt people from effects,
-5%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [120]. Additional levels
add Control Teleportation Magic +1 (Accessibility, Only to ease use when
teleporting into the area, -70%; Cannot concentrate to extend duration, -10%; Extended
Duration, x10,000, +160%; Nuisance Effect, Cannot exempt people from effects,
-5%; Only increases area of effect, -50%; Persistent, +40%; Ranged, +40%;
Sorcery, -15%) [19/level]. The two stronger versions change the initial Control
level to 10 [240] or 15 [360]. Note:
As this is one advantage (Control Teleportation Magic) with the Sorcery
limitation, not two, it costs only 1 FP to use.
Divert Plane Shift
Keywords: Resisted (Will).
Full Cost: 214 points or 234 points.
Casting Roll: Will. IQ to plane shift. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.
If this spell is active, and if the caster witnesses a subject planeshifting, he may cast this spell instantly to divert the plane shift. If the subject fails to resist, the caster may try an immediate IQ roll to shift the subject to another plane of existence as if using the Jumper advantage (B97). The basic (214-point) version of this spell allows caster to send the subject and his gear up to his Extra-Heavy encumbrance to one other plane, chosen when you learn the spell. The improved (234-point) version opens this up to any dimension the caster is familiar with. He can become familiar with new planes by hitching a ride there – with another sorcerer using this spell, a magician using an equivalent spell, a creature with an innate ability, etc. – or via tomes of knowledge which contain detailed instructions on where and how to travel.
Statistics: Affliction 1 (Will; Accessibility, Only to divert planeshifters, -80%; Advantage, Divert Plane Shift, +1,900%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Reflexive, +40%; Sorcery, -15%) [214]. Notes: “Divert Plane Shift” is Jumper (Interplanar; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Reliable +10, +50%) [190]. The +10 for Reliable cancels the -10 for no preparation. The improved version removes Limited Access [+20]. The Improved enhancement removes the auto-fail on 14+.
Divert Teleport
Keywords: Resisted (Will).
Full Cost: 224 points.
Casting Roll: Will. IQ to teleport.
Special casting cost.
Range: Unlimited.
Duration: Instantaneous.
If this spell is active, and if the
caster witnesses a subject teleporting, he may cast this spell instantly to
divert the teleportation. If the subject fails to resist, the caster may try an
immediate IQ roll to teleport the subject as if using the Warp advantage (p. B97).
The caster can send the subject and his gear up to his Extra-Heavy encumbrance to
any place he can see or has visited and can cancel range modifiers by spending
his own FP.
Statistics:
Affliction 1 (Will; Accessibility, Only to divert teleporters, -80%; Advantage,
Divert Teleport, +2,000%; Based on Will, +20%; Malediction 2, +150%; No
Signature, +20%; Reflexive, +40%; Sorcery, -15%) [224]. Notes: “Divert Teleport”
is Warp (Extra Carrying Capacity, Extra-Heavy, +50%; Reliable +10, +50%) [200].
The +10 for Reliable cancels the -10 for no preparation.
Divert Timeport
Keywords: Resisted (Will).
Full Cost: 234 points.
Casting Roll: Will. IQ to timeport.
Range: Unlimited.
Duration: Instantaneous.
If this spell is active, and if the
caster witnesses a subject timeporting, he may cast this spell instantly to
divert the timeport. 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; Accessibility, Only to divert timeporters, -80%; Advantage,
Divert Timeport, +2,100%; Based on Will, +20%; Malediction 2, +150%; No
Signature, +20%; Reflexive, +40%; Sorcery, -15%) [234]. Notes: “Divert Timeport”
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. Note:
The Improved enhancement removes the auto-fail on 14+.
Trace Teleport
Keywords: Information.
Full Cost: 15 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
When cast soon after someone or something
teleports, timeports or plane-shifts in or out, this spell gives the caster a
vision of the destination of the teleported subject. The GM will secretly roll
against the caster’s Per minus range penalties (p. B550) to the subject, teleportation
of which the caster must have witnessed. The follow-up IQ roll will give the
caster a good idea of the magnitude of the roll penalty involved to cast the spell
or use the ability. On a critical success, the actual destination will be
known, but any success gives the caster enough of a sense of the destination to
follow, if he does so within a minute of casting Trace Teleport. The spell
operates at a cumulative -1 for each minute that elapses between the teleport
and the casting.
Statistics:
Detect (Teleportation; Accessibility, The caster must witness the
teleportation, -15%; Analyzing, +100%; Nuisance Effect, Time Penalties, -20%; Sorcery,
-15%) [15].
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