Sorcery: Movement Spells IV
Even more movement spells! Long March slows down overland travel. Poltergeist throws unattended objects. Slow Fall makes landings soft. Wallwalker lets the subject walk on walls and ceilings.
Long March
Keywords: Resisted (HT).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.
The subject has his Basic Move reduced
to 0.4x of its value, but only for the purpose of calculating overland movement.
Statistics:
Affliction 1 (HT; Extended Duration, 1,000x, +120%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Slower Move, 0.4x, Overland Movement
Only, +20%; Sorcery, ‑15%) [40].
Poltergeist
Keywords: None.
Full Cost: 5 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
You can pick up and throw objects
without touching them. You lift and throw distant objects just as if you were
grasping them in a pair of hands with ST equal to your (2*Poltergeist level). Regardless
of level, for picking objects up your maximum range is 10 yards. You cannot
move objects after you pick them up, your only options are to throw the object,
keep holding it, or release your grasp.
Poltergeist requires constant
concentration to use. In combat, this means you must take a Concentrate maneuver
on your turn. Your Poltergeist 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 an Attack maneuver to throw it. This works
just as if you were throwing the object with ST equal to (2*your Poltergeist)
level. Roll against Throwing or Thrown Weapon skill to hit, modified by Talent,
depending on the object being hurled. For 1/2D and Max purposes, measure range
from the object (not yourself!) to the target; for the purpose of range
penalties, use the sum of the
distance from you to the object and from the object to the target. Once you
throw something, you have “released” your telekinetic grip – your Poltergeist
must take a Ready maneuver to pick it up again.
No rolls are necessary for picking
objects up. In situations where you would roll against ST, roll against (2*your
Poltergeist level) instead.
Statistics:
Telekinesis 2 (Only to pick up and throw, -35%; Sorcery, -15%) [5]. Each
additional level adds Telekinesis 2 (Only to pick up and throw, -35%; Sorcery,
-15%) [+5].
Slow Fall
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject subtracts five yards
from a fall automatically (treat this as an automatic Acrobatics success –
don’t check again for it). In addition, a successful DX roll halves damage from
any fall.
Statistics:
Affliction 1 (HT; Advantage, Slow Fall, +110%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Slow Fall” is
Catfall (Feather Fall, +20%; Magical, -10%) [11].
Wallwalker
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject can walk or crawl on
walls and ceilings. He can stop at any point and stick to the surface without
fear of falling. Neither feat requires a roll against Climbing skill, provided
the surface is one he can cling to. Move while clinging is half his Basic Move.
If the subject is falling and tries
to grab a vertical surface to break his fall, the GM must first decide whether
there is anything in reach. If there is, the subject makes a DX roll to touch
the surface, and then makes a ST roll at -1 per 5 yards already fallen. If he
succeeds, he stops his fall. Otherwise, he continues to fall – but he may
subtract 5 yards from the height of the fall thanks to the slowing effect of
the failed clinging attempt. Variations in gravity affect these distances;
e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Statistics:
Affliction 1 (HT; Advantage, Wallwalker, +180%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Wallwalker”
is Clinging (Magical, -10%) [18].
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