Sunday, 4 February 2018

Sorcery: Time Spells III

Sorcery: Time Spells III

More time spells. Detect Temporal Anomaly reveals tampering with the timestream. Flash Forward lets the caster sneak in an attack before the fight actually begins. Magic Manager lets the subject cast spells faster. Melee Manager lets the subject make melee attacks faster.

Detect Temporal Anomaly
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby temporal anomalies, such as objects in stasis, temporal gates, creatures under effects of Great Haste, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest temporal anomaly, and inform you if you succeed.
The improved (9-point) version of this spell works as above, except that you know the precise location of each temporal anomaly. This allows you to cast spells on any of them for as long as each remains in that location.
Statistics: Detect (Temporal Anomalies; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds Precise (+100%) [+5].
  
Flash Forward
Keywords: None.
Full Cost: 40 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

The caster cheats the laws of time and enters combat before reverting back to his original position. When this spell is active, the caster can make a Move and Attack maneuver against an enemy he could reach with such a maneuver, and then reverts back to his original position. Any damage or conditions dealt to the caster or by the caster during this action are real and remain when he returns to his original location. When the spell runs out, the caster cannot cast it again for 5 minutes.
Statistics: Altered Time Rate 2 (Accessibility, Only to perform a Move and Attacks and then return to the initial position, -30%; Maximum Duration, 1 second, -75%; Reflexive, +40%; Sorcery, -15%) [40].
  
Magic Manager
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 9 seconds.

The subject can perform two Concentrate maneuvers per turn for the duration of the spell. The extra maneuver can only be spent on spellcasting, and only if the rest of the turn’s actions were spent on spellcasting. When this spell ends, the subject loses his ability to cast spells (even from magic items) for 10 seconds.
Statistics: Affliction 1 (HT; Advantage, Magic Manager, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Magic Manager” is Compartmentalized Mind 1 (Aftermath, Unable to cast spells, -15%; Limited, Magic, -5%; Magical, -10%; Mentalism, -10%; No Mental Separation, -20%) [20].
  
Melee Manager
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 9 seconds.

The subject gains Extra Attack 1 (p. B53) for the duration of the spell. He can strike more than once with the same weapon or body part. This extra attack can only be used if all attacks made by the subject during his turn were melee attacks, and this extra attack can only be a melee attack.
Statistics: Affliction 1 (HT; Advantage, Melee Manager, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Melee Manager” is Extra Attack 1 (Accessibility, Only if all other attacks were melee, -10%; Limited, Melee, -20%; Magical, -10%; Multi-Strike, +20%) [20].

No comments:

Post a Comment