Wednesday, 14 February 2018

Sorcery: Force Spells IV

Sorcery: Force Spells IV

And here we have the last four force spells. Resilient Sphere encases the subject in a globe of force. Scoop is a limited telekinesis spell. Suspend Item lets you hang an item in midair. Telekinetic Sphere is like Resilient Sphere, but also allows movement.
   
Resilient Sphere
Keywords: Resisted (DX or other).
Full Cost: 41 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

A globe of shimmering force encloses a creature, just like a spherical Force Dome. The sphere contains its subject for the spell’s duration. Unlike Force Dome, this barrier allows air to pass, so the subject may breathe freely.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. The subject is protected by the sphere – the sphere has DR 6.
Most targets resist by moving fast enough to get out – use the higher of DX or twice Basic Speed. Someone capable of an active defense involving teleportation or insubstantiality may choose to rely on that instead; this is a resistance roll using the controlling score, not an active defense roll. Magic Resistance always subtracts from the caster’s skill, but it adds only to the subject’s DX- or Speed-based resistance.
Statistics: Affliction 1 (DX or other; Based on DX, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [41].

Scoop
Keywords: None.
Full Cost: 6 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

The caster wills a small vessel of force into existence. By taking a Concentrate maneuver, the caster can move the container at Move 1 in any direction, though the spell ends if the distance between you and the container ever exceeds 10 yards. The caster can dip the container to pick up or drop a liquid by taking a Concentrate maneuver. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds.
Statistics: Telekinesis 5 (One Task, Carrying, -65%; Sorcery, -15%; Visible, -10%) [5] + Hydrokinesis (Magical, -10%) [1].

Suspend Item
Keywords: None.
Full Cost: 28 points.
Casting Roll: None.
Range: 10 yards.
Duration: 1 minute.

The target object floats at a set distance within 10 yards of the caster. With a Concentrate maneuver, the caster may move any object at Move 10 within the spell’s range. If a suspended object moves beyond the spell’s range, it falls down. Any creature can grab a floating object if it is within its arm’s reach. Creatures may use Fast-Draw to grab the objects. Once the object is grabbed, the spell ends. If the caster does not wish to let the object be grabbed, he may make an IQ roll (or a Quick Contest of his IQ versus the grabber’s Fast-Draw, if the creature is fast-drawing it) to move the object away quickly. Suspended weapons may be thrown with Winged Knife.
This spell has effective ST 10 for the purpose of holding items.
Statistics: Telekinesis 10 (Accessibility, Only on objects, -10%; Fixed Duration, +0%; Independent, +40%; One Task, Suspending, -60%; Sorcery, -15%) [28].
   
Telekinetic Sphere
Keywords: Resisted (DX or other).
Full Cost: 58 points.
Casting Roll: Will.
Range: Unlimited, 20 yards for the telekinesis.
Duration: 1 minute.

A globe of shimmering force encloses a creature, just like a spherical Force Dome. The sphere contains its subject for the spell’s duration. Unlike Force Dome, this barrier allows air to pass, so the subject may breathe freely. Creatures or objects inside the globe are nearly weightless. Anything contained within a telekinetic sphere weighs only one-tenth of its normal weight.
While this spell is active for the caster, he can telekinetically move the sphere at Move 8 by taking a Concentrate maneuver, as if he had a telekinetic pair of hands with ST 8. He cannot move the sphere further than 20 yards away from him.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. The subject is protected by the sphere – the sphere has DR 6.
Most targets resist by moving fast enough to get out – use the higher of DX or twice Basic Speed. Someone capable of an active defense involving teleportation or insubstantiality may choose to rely on that instead; this is a resistance roll using the controlling score, not an active defense roll. Magic Resistance always subtracts from the caster’s skill, but it adds only to the subject’s DX- or Speed-based resistance.
Statistics: Affliction 1 (DX or other; Based on DX, +20%; Density Decrease, 1/10, +15%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [42] + Telekinesis 8 (Increased Range, x2, +10%; One Task, Moving the sphere, -60%; Magical, -10%) [16]. Note: The advantages are not linked, and the use of Telekinesis does not cost FP.

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