Friday, 19 May 2017

Sorcery: Time Spells

Sorcery: Time Spells

Time-altering spells! Accelerate Time and Slow Time make the time go faster or slower, respectively. Time Out removes the area from the time stream entirely.

Accelerate Time
Keywords: Area (Leveled), Resisted (Will, Special).
Full Cost: 126 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

Time in the area accelerates. Every creature and object in the area acts as if they had Altered Time Rate 1 (p. B38). Anyone entering the area is accelerated as well. Anyone leaving the area enters the normal time stream again.
Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.
Statistics: Affliction 1 (Will; Advantage, Accelerate Time, +900%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [126]. Additional levels add more Area Effect (+50%) [+5]. Note: “Accelerate Time” is Altered Time Rate 1 (Magical, -10%) [90].

  
Slow Time
Keywords: Area (Leveled), Resisted (Will, Special).
Full Cost: 46 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

Time in the area slows down. Every creature and object in the area acts as if they had Decreased Time Rate (p. B129). Anyone entering the area is slowed as well. Anyone leaving the area enters the normal time stream again.
Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.
Statistics: Affliction 1 (Will; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, +100%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [46]. Additional levels add more Area Effect (+50%) [+5].

Time Out
Keywords: Area (Leveled), Resisted (Will, Special).
Full Cost: 239 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Self.
Duration: An instant (outside time). Within the area, the caster and any other occupants have as much time as they need.

If the spell was not resisted successfully, the caster may try an immediate IQ roll to remove the area from the time stream as if using the Jumper advantage (p. B64). The area and all within it are temporarily removed from the time stream; the effect is equivalent to having the area’s time accelerated infinitely. Unlike Suspend Time, this spell can only be cast from the inside, centered on the caster (the spell ends as soon as he touches its edge). Should the caster die alone in the area, the spell will never end! The caster and any objects caught in the area would simply seem to vanish from the time stream.
As far as outside observers are concerned, the area “ages” instantaneously (which may or may not be perceptible). One moment five ogres were attacking the party while their wizard cast a spell, and the next moment the ogres were dead, the party magically healed, and everybody was in a different position and drinking rum to celebrate.
From the inside, the area is bounded by a wall (and covered by a ceiling) of utter blackness. Anyone or anything touching the edge of the area is immediately expelled from the area, back into normal time. This causes an automatic mental stun to anyone other than the caster. Missiles of any sort can be thrown blindly out of the area (see Shooting Blind, p. B389) but not into it. Note that, since all missiles fired out of the area will emerge at the same outside time, an archer could create an impressive burst of arrows by simply firing casually for a few subjective hours...
Spells involving the outside simply fail. Any spell requiring concentration and lying inside the area lapses immediately if its caster is left outside. Likewise, any inside spell whose maintenance comes due during the Time Out lapses unless its caster is also inside.
The “flow” of mana into the Timed Out area is effectively nil. Powerstones won’t recharge, enchantment is impossible, etc. Mages still recover lost energy (the physical consequences of manipulating mana go away regardless of the local mana supply), but GMs may decree that spells cost much more, or are impossible, within the time-stopped area (since the power must be drawn entirely from the caster’s personal life-force). This is entirely dependent on the GM’s view of mana in his setting.
Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.
Statistics: Affliction 1 (Will; Advantage, Time Out, +2,100%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Emanation, -20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Terminal Condition, Caster touches the edge, -10%; Variable, Area, +5%) [239]. Additional levels add more Area Effect (+50%) [+5]. Notes: “Time Out” is Jumper (Time, Variant; 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+.


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