Saturday 10 February 2018

Sorcery: Force Spells

Sorcery: Force Spells

Time to convert spells from my Force College to Sorcery. Ablative Barrier is a temporary armor buff. Absorb Impact makes the subject resistant to fall damage. Battering Barrage is a RoF 7 force attack. Floating Disk is an expensive way of carrying things around.

Ablative Barrier
Keywords: Buff.
Full Cost: 15 points for level 1 + 3 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You surround the subject with an ablative force screen. The subject gains DR 2 per level of this spell. This DR takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: Affliction 1 (HT; Advantage, Ablative Barrier 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Ablative Barrier to the Advantage enhancement [+3]. Note: Each level of “Ablative Barrier” is DR 2 (Force Field, +20%; Ablative, -80%; Magical, -10%) [3].

Absorb Impact
Keywords: Buff.
Full Cost: 15 points for level 1 + 3 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject gains DR 2 per level of this spell against fall and collision damage for the duration of the spell. The velocity of a falling subject is not altered. Reduced damage will be suffered upon landing on a normal surface (spikes, etc. would still do full damage). This DR counts as innate armor, i.e. is not considered flexible when calculating blunt trauma due to collisions and falls.

Statistics: Affliction 1 (HT; Advantage, Absorb Impact 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Absorb Impact to the Advantage enhancement [+3]. Note: Each level of “Absorb Impact” is DR 2 (Force Field, +20%; Limited, Fall and Collision Damage, -80%; Magical, -10%) [3].

Battering Barrage
Keywords: Missile, Obvious.
Full Cost: 9.5 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You launch a barrage of force missiles at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. This attack has RoF 7 and Recoil 1. It does 1d crushing damage per level of this spell, affecting even insubstantial targets. Damage is doubled for the purpose of knockback. The missiles can be blocked.
Statistics: Crushing Attack 1d (Affects Insubstantial, +20%; Blockable, -5%; Double Knockback, +20%; Rapid Fire, RoF 7, +70%; Sorcery, -15%) [9.5/level].
  
Floating Disk
Keywords: None.
Full Cost: 99 points.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

The caster creates a slightly concave, circular plane of force that follows him about and carries loads for him. The disk is 2 yards in diameter and 1 inch deep at its center. It has effective lifting ST 15. If used to transport a liquid, its capacity is 12 gallons. The disk floats approximately 1 yard above the ground at all times and remains level. It floats along horizontally within 10 yards and will accompany the caster at a rate of no more than his Basic Move every second. If not otherwise directed with a Concentrate maneuver, it maintains a constant interval of 1 yard between itself and the caster. The disk winks out of existence when the spell duration expires. The disk also winks out if the caster moves beyond its range or tries to take the disk more than 1 yard away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Statistics: Telekinesis 15 (Area Effect, 2 yards, +50%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Independent, +40%; No Fine Manipulations, -20%; Sorcery, -15%) [98] + Hydrokinesis (Magical, -10%) [1].

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