Sorcery: Movement Spells II
Movement is another large college of magic. Apportation allows the caster to move distant objects. Glue makes a surface extremely sticky. Hold Fast negates knockback. Increase Burden increases an object's weight.
Apportation
Keywords: None.
Full Cost: 2 points for level 1 + 1
point/additional level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
You can move objects without touching
them. You lift and move distant objects just as if you were grasping them in a pair
of hands with ST equal to your Apportation level. You can move any object you
have strength enough to lift at Move 1, modified as usual for encumbrance level
(see Encumbrance and Move, p. B17).
Regardless of level, maximum range is 10 yards.
Apportation requires constant
concentration to use. In combat, this means you must take a Concentrate maneuver
on your turn. Your Apportation may then perform one standard maneuver as if
were a disembodied pair of hands at some point within your range: a Ready
maneuver to pick up an object or a Move maneuver to lift and carry it.
No rolls are necessary for ordinary lifting
and movement. In situations where you would roll against ST, roll against your Apportation
level instead.
Statistics:
Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; No
Fine Manipulations, -20%; Sorcery, -15%) [2]. Each additional level adds Telekinesis
1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift Only,
-20%; No Fine Manipulations, -20%; Sorcery, -15%) [1].
Glue
Keywords: Area (Leveled).
Full Cost: 35 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You can make a surface extremely
sticky. Placing the effect requires a roll against Innate Attack (Gaze) plus
Talent; if you miss, see Scatter (p.
B414). Anyone stepping onto the surface has their legs grappled with ST 10. The
effect lasts for 10 seconds, continuing to grab new people who blunder into it.
Those already caught grow more strongly glued, with +1 to the ST of their bonds
for each additional second they remain grappled.
The basic (35-point) version of this
spell lets you affect an area up to 2 yards across. Each additional doubling of
area adds 10 to full cost; the GM sets the cap on this increase, but 128 yards
is the recommended maximum.
Statistics:
Binding 10 (Area Effect, 2 yards, +50%; Persistent, +40%; Sorcery, -15%) [35].
Each additional level adds more Area Effect [+10].
Hold Fast
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject is completely immune to knockback.
Statistics:
Affliction 1 (HT; Advantage, Hold Fast, +90%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Hold Fast” is
Immunity to Knockback (Magical, -10%) [9].
Increase Burden
Keywords: Resisted (HT or wearer’s Will).
Full Cost: 49 points for level 1 +
16 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Three minutes.
The object’s effective weight for
encumbrance purposes is increased. The spell is resisted by object’s HT (if
unattended) or the wearer’s Will. The degree of the effect depends on the spell
level:
Level
|
Weight Increase
|
1
|
20%
|
2
|
40%
|
3
|
60%
|
4
|
80%
|
5
|
100%
|
+1
|
+20%
|
Statistics:
Affliction 1 (HT or wearer’s Will; Accessibility, Only on objects, -10%;
Advantage, Increase Burden, +220%; Based on wearer’s Will, +20%; Fixed Duration,
+0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [49]. Additional
levels add further Increase Burden to the Advantage enhancement (+160%) [+16].
Notes: “Increase Burden” is 22 points, per Enhances
or Transforms an Existing Attack (GURPS
Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect
penalties. This spell is based on a variation of the Lighten Armor imbuement
skill from Pyramid #3-4.
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