Friday 2 June 2017

Sorcery: Movement Spells VI

Sorcery: Movement Spells VI

Sure there is a lot of spells in this college. Personal Flight lets the caster fly, and Flight makes it a buff spell. Slow drastically slows down the subject. Undo is useful when you are tied up. Winged Knife lets the caster pick up and throw weapons.
  
Flight
Keywords: Buff.
Full Cost: 48 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, the subject will need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). He cannot fly in a trace atmosphere or vacuum.
The subject’s flight Move is Basic Speed x 2 (drop all fractions). He can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well.
Statistics: Affliction 1 (HT; Advantage, Flight, +360%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [48]. Note: “Flight” is Flight (Magical, -10%) [36].

Slow
Keywords: Resisted (HT).
Full Cost: 36 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The subject gains the Decreased Time Rate (p. B129) disadvantage for 3 minutes.
Statistics: Affliction 1 (HT; Disadvantage, Decreased Time Rate, +100%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [36].
   
Personal Flight
Keywords: None.
Full Cost: 34 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

You can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, you’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). You cannot fly in a trace atmosphere or vacuum.
Your flight Move is Basic Speed x 2 (drop all fractions). You can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well.
Statistics: Flight (Sorcery, -15%) [34].

Undo
Keywords: None.
Full Cost: 45 points/level.
Casting Roll: None. Use DX (at +4) to undo knots.
Range: 10 yards.
Duration: Instantaneous.

Unties knots and fastenings of any kind that could normally be undone by hand (but not locks). Roll against DX+4. (Add Talent, as usual.) This is an instantaneous attempt. The effective ST of this spell is equal to 4*spell level.
Statistics: Telekinesis 4 (One Task, Undoing, -60%; Reduced Time 10, +200%; Sorcery, -15%) [45]. Each additional level adds Telekinesis 4 (One Task, Undoing, -60%; Reduced Time 10, +200%; Sorcery, -15%) [+45]. Note: The +4 is the usual fine-work task bonus for undoing.
  
Winged Knife
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

You can pick up and throw weapons without touching them. You lift and throw weapons just as if you were grasping them in a pair of hands with ST equal to your (2*Winged Knife level). Regardless of level, for picking weapons up your maximum range is 10 yards. You cannot move weapons after you pick them up, your only options are to throw the weapon, keep holding it, or release your grasp.
Winged Knife requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Winged Knife 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 a weapon or an Attack maneuver to throw it. This works just as if you were throwing the object with ST equal to (2*your Winged Knife) level. Roll against Throwing or Thrown Weapon skill to hit, modified by Talent, depending on the weapon 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 Winged Knife must take a Ready maneuver to pick it up again.
No rolls are necessary for picking weapons up. In situations where you would roll against ST, roll against (2*your Winged Knife level) instead.
Statistics: Telekinesis 2 (Only to pick up and throw weapons, -45%; Sorcery, -15%) [4]. Each additional level adds Telekinesis 2 (Only to pick up and throw, -45%; Sorcery, -15%) [+4].

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