Monday 14 August 2017

Sorcery: Fluid Spells II

Sorcery: Fluid Spells II

Continuing with the fluid spells. Fluid Vision lets the subject see through air and water. Purify Fluid can make air breathable or water drinkable. Seek Fluid seeks air or water. Shape Fluid shapes air or water.

Fluid Vision
Keywords: Buff.
Full Cost: 22 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell lets the subject see through water (including ice, snow, and steam), smoke, fog, dust, sand, etc. Each level of this spell allows the subject to see through up to six inches of the listed substances. The subject can just barely see the outline of the substance he is looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of the subject’s other vision advantages (Infravision, Ultravision, etc.).
Statistics: Affliction 1 (HT; Advantage, Air Vision 1, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Additional levels add further Fluid Vision to the Advantage enhancement [+10]. Note: Each level of “Fluid Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Air, -40%) [5] + Penetrating Vision 1 (Magical, -10%; Specific, Water, -40%) [5].

Purify Fluid
Keywords: None.
Full Cost: 28 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

This spell removes all impurities from the air in its area of effect or remove all impurities from water, rendering it drinkable.
To cast the spell, the caster touches the substance he wishes to purify, takes a Concentrate maneuver and rolls vs. IQ. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an area of air up to one yard in radius per level. The caster can purify an amount of water weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Statistics: Create (Accessibility, Only to transform into breathable air or drinkable water, -20%; Transmute Gas to Gas, +50%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [28/level].
  
Seek Fluid
Keywords: Information.
Full Cost: 75 points or 93 points.
Casting Roll: Per. Use IQ for analysis.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest significant amount of air or water. The basic (75-point) version of this spell takes standard range penalties. The improved (93-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of air or water, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s an air vent” or “it’s a bottle of water”).
Any known sources of air or water may be excluded if the caster mentions them before casting.
Statistics: Detect Air (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62] + Detect Water (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62/5=13]. The improved version adds Long-Range 1 (+50%) to both advantages [+18]. Notes: The advantages are bought as Alternative Abilities.
  
Shape Fluid
Keywords: None.
Full Cost: 37.5 points/level*.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can shape and move a particular mass of fluids (air, water, and such). The higher your level of Shape Fluid, the larger the quantity you can affect. You can affect up to 10 x (level squared) lbs. of liquid fluid in the form of a single object or amorphous mass or a circular area of gaseous fluid with a radius equal to the spell’s level in yards. For example, Shape Fluid 3 would let you affect 90 lbs. of water in a tub.
Shape Fluid doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of fluid. If your target is already under someone else’s direct control, roll a Quick Contest. You roll against IQ; they roll against IQ if using Control or Telekinesis, their skill level if using a spell, and so on. You must win to establish control. Likewise, others can overpower your spell by winning a Quick Contest against your IQ.
After establishing control, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
You can also cause the target to elongate or flow at a Move equal to your Control level. This requires constant concentration. You can make a solid ice object ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
Defensively, Shape Fluid lets you move or shape fluids to obstruct attacks. This requires a Concentrate maneuver. Such barriers give whatever cover the material normally provides. For instance, it might let you shape an ice table into armor with the DR of ice by making an Armoury roll.
Offensively, Shape Fluid is more limited. By concentrating, you can move an existing fluid object to impede your enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area where you control fluid, – or if you can move fluid onto him – you may inflict combat penalties on him. This requires flexibility on the GM’s part: Shape Fluid 10 might cause water if your foe is standing in water good for -10 to attack rolls. Tricks like this require a Concentrate maneuver and an IQ or Tactics roll.
Statistics: Control Fluid (Ranged, +40%; Sorcery, -15%) [37.5/level*].
* Calculate the total cost, then round up.

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