Sorcery: Space Spells II
More space spells. Distance Manipulation can make hexes further apart. Space Disruption is a brutal space-based attack. Spatial Instability makes the subject blink chaotically. Spactial Stability prevents that.
Distance Manipulation
Keywords: None.
Full Cost: 33 points for level 1 + 18
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: 10 seconds.
You can warp space between your hex
and one other hex within 100 yards to increase or decrease distance between
them. Each level of this spell lets you increase or decrease the distance
penalties between the affected hexes by up to your spell level. Thus, a caster
with Distance Manipulation 5 could cast this spell on an adjacent hex that
contains an enemy (1 yard distance imposes no range penalties) to increase this
distance up to 15 yards (-5 penalty on the Speed/Range
Table, p. B550), but only between these two hexes. If the enemy steps into
a different hex, he could still approach the caster. However, if he takes the
straight path, he would have to move whole 15 yards. In the same way, a caster
with Distance Manipulation 5 could make a hex up to 15 yards away become
effectively adjacent, allowing him to strike the enemy standing there in melee.
Statistics:
Control Space 1 (Accessibility, Only to manipulate distance, -45%; Cannot
concentrate to extend duration, -10%; Persistent, +40%; Ranged, +40%; Sorcery,
-15%) [33]. Each additional level adds Control Space 1 (Accessibility, Only to manipulate
distance, -45%; Cannot concentrate to extend duration, -10%; Does not increase
the area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [18].
Space Disruption
Keywords: Resisted (HT).
Full Cost: 97 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
If the subject fails to resist, the
caster slightly bends space inside
him. It lasts only a moment before returning to its normal state, but that’s
enough time to bisect the victim. This does 5d cutting damage that bypasses DR
completely.
Statistics:
Cutting Attack 5d (Based on HT, +20%; Malediction 2, +150%; No Signature, +20%;
Sorcery, -15%) [97].
Spatial Instability
Keywords: Resisted (higher of HT and Will).
Full Cost: 72 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 6 seconds.
This spell makes the subject’s
position in space unstable. Each turn, he teleports 2d+2 yards in a random
direction. This cannot materialize him inside an object.
Statistics:
Affliction 1 (HT; Advantage, Spatial Instability, +500%; Fixed Duration, +0%; Malediction
2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Reduced
Duration, 1/30, -30%; Sorcery, ‑15%) [72]. Notes: “Spatial
Instability” is Warp (Always On, -40%; Blind Only, -50%; Cosmic, No die roll required,
+100%; Magical, -10%; Range Limit, 10 yards, -50%) [50]. The 10 yards of teleportation
have been converted to dice per p. B269.
Spatial Stability
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You subject of this spell becomes anchored
in space. He is immune to all space-manipulating abilities, such as
teleportation and teleportation-based attacks.
Statistics:
Affliction (HT; Advantage, Spatial Stability, +270%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Spatial
Stability” is Static (Space-Based Abilities; Magical, -10%) [27].
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