Tuesday, 20 June 2017

Sorcery: Meta Spells III

Sorcery: Meta Spells III

Some tools against enemy spellcasters. Catch Spell is great in magic duels. Displace Spell lets the caster move that nasty Fire Cloud somewhere else. Scryfool redirects scrying attempts to a decoy. Spell Shield negates most of the spell cast through it.
  
Catch Spell
Keywords: None.
Full Cost: 23 or 32 points.
Casting Roll: None. Use Parry (based on DX or Parry Missile Weapons) to catch.
Range: Self.
Duration: Indefinite.

While this spell is active, the sorcerer can respond to a Missile spell by plucking it out of the air! This is considered a parry for all purposes, based on the better of DX or Parry Missile Weapons; add Sorcery Talent to DX or skill before halving it. This parry takes standard modifiers (e.g., +1 from Combat Reflexes). Once caught, the spell can be held by the caster just as if he himself had cast it, to be thrown later.
When attacked by multiple Missile spells (e.g., a rapid fire spell), the sorcerer rolls only one parry; he catches one projectile plus an additional missile for every point of success.
With the basic (23-point) spell, subsequent parries with the same arm are at the usual cumulative -4, though the sorcerer can alternate between arms if both hands are free. The improved (32-point) version reduces this penalty to a cumulative -2.
Statistics: Damage Resistance 2 (Accessibility, Only for using Hand Catch, -60%; Magical, -10%) [3] + Enhanced Parry 3 (Bare Hands; Accessibility, Only for Hand Catch, -60%; Accessibility, Only to catch Missile spells, -20%; Cosmic, Can catch spells, +100%; Magical, -10%) [17] + Rules Exemption (Skill Adaptation can shift Hand Catch to an attribute instead of a skill) [1] + Skill Adaptation (Hand Catch defaults from DX Parry) [1] + Unusual Training (Hand Catch; Only to grab Missile spells barehanded) [1]. The improved version adds Trained by a Master (Accessibility, Only to reduce penalty for multiple Hand Catches, -60%; Magical, -10%) [9]. Notes: Unusual Training replaces the need for Enhanced Time Sense to catch bullets and similar projectiles.

Displace Spell
Keywords: None.
Full Cost: 21 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can move an Area spell, which must have an initial radius (in yards) no greater than your level of this spell. This even allows you to “walk” the spell, with a Move equal to your spell level. You must actively concentrate while moving the spell, but may otherwise maintain this spell normally (no concentration required).
Statistics: Control Magic (Accessibility, Only to move Area spells, -55%; Ranged, +40%; Sorcery, -15%) [21/level].

Scryfool
Keywords: Buff.
Full Cost: 80 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five hours.

This spell redirects Information spells targeted at a first subject onto a second subject, the “decoy.” Both subjects must be present at casting time; add the range penalties, if any. Unwilling subjects resist with Will. If the diviner’s margin of success is 10 or more, then he divines the correct subject.
A spell like Detect Magic will reveal the existence of the Scryfool spell, but that’s all – and the caster would have to first see the subject with his own eyes to cast it.
Statistics: Affliction 1 (Will; Advantage, Scryfool, +580%; Based on Will, +20%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [80]. Note: “Scryfool” is Obscure 10 (Information Spells; Cosmic, Redirects to a decoy, +100%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [58].

Spell Shield
Keywords: Area (Leveled).
Full Cost: 78 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 5 minutes.

This spell creates a transparent blue dome that negates any spell cast through it. Spells can be cast within the dome, but no spell can cross the boundary. Spell Shield does not affect missile and jet spells.
The basic (78-point) version of this spell covers a two-yard radius. For each additional 15 points, you may double this radius; e.g., four yards for 93 points, 8 yards for 108 points, or 16 yards for 123 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Static (Magic; Accessibility, Not on missile and jet spells, -15%; Area Effect, 2 yards, +100%; Extended Duration, 30x, +60%; Only around the border of the area, -0%; Ranged, +40%; Sorcery, -15%; Visible, -10%) [78]. Additional levels increase Area Effect (+50%) [+15].


No comments:

Post a Comment