Monday, 12 February 2018

Sorcery: Force Spells II

Sorcery: Force Spells II

D&D and Pathfinder has a set of iconic spells named after a certain non-OGL character. Here's my take on converting them.
   
Clenched Fist
Keywords: None.
Full Cost: 31 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand has HP 20 and DR 20. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Clenched Fist shove (p. B372) or punch the designated opponent.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, punching, -50%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [13] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, punching, -50%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [18].
  
Crushing Hand
Keywords: None.
Full Cost: 49 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand has HP 20 and DR 20. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Crushing Hand shove (p. B372) or grapple the designated opponent. The Crushing Hand can constrict the victim, as if it has Constriction Attack (p. B43).
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Statistics: Constriction Attack (Telekinesis, -10%; Magical, -10%) [12] + Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [15] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [22].

Forceful Hand
Keywords: None.
Full Cost: 25 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand has HP 20 and DR 20. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Forceful Hand shove (p. B372) the designated opponent.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [11] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing and shoving, -60%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [14].
  

Grasping Hand
Keywords: None.
Full Cost: 37 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand has HP 20 and DR 20. The caster can Concentrate to move the hand at Move 4, but only towards him or the designated opponent, and the hand cannot move closer than 3 yards to the caster. The caster may Concentrate to make the Grasping Hand shove (p. B372) or grapple the designated opponent.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 12. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Statistics: Telekinesis 4 (Affects Insubstantial, +20%; Independent, +40%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [15] + Telekinesis 8 (Affects Insubstantial, +20%; Independent, +40%; Lift Only, -20%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving, grappling, -40%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [22].

Interposing Hand
Keywords: None.
Full Cost: 20 points.
Casting Roll: None.
Range: 3 yards.
Duration: Indefinite.

Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389.
The hand stays at a 3-yard distance from the caster. It cannot push objects or creatures. It has HP 20 and DR 20.
The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 10. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it.
The caster can Concentrate to redirect the hand to another opponent.
Statistics: Telekinesis 10 (Affects Insubstantial, +20%; Independent, +40%; Nuisance Effect, Breakable, -5%; One Task, Interposing, -70%; Reduced Range, ½, -10%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [20].


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