Wednesday 15 November 2017

Sorcery: Space Spells II

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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