Sorcery: Time Spells VI
And now it's time for the last time spells. Time Snare causes the victim to repeat his last action indefinitely. Time Walk is something between Backtrack and Flash Forward. Timeheal is a very expensive spell that negates the last received wound.
Time Snare
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 10 seconds.
This spell creates a time loop in a
sapient subject’s mind that causes it to repeat this turn’s action
indefinitely. If the subject attacked, it attacks the same person in the same
exact way, if possible. If it drank a potion, it drinks from the same bottle
again (if the bottle is empty, it tries to drink another instance of this
potion). Even if something happens to prevent this attempt (the opponent is
dead, or someone takes the bottle away), the subject still strives to repeat
its last action. You do not have to maintain concentration to control the
subject. The victim gets a IQ roll to resist the effect every second. A
successful save means that the effect is broken.
You can only affect a subject you
can see or touch. To cast this spell, concentrate for one second and then roll
a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties
to the subject (p. B550). If you lose, you cannot attempt to control that
subject again for 24 hours, and he feels a sense of mental coercion emanating
from you.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to repeat actions, -30%; Fixed Duration, +0%; Independent, +70%; Reduced
Duration, 1/10, -20%; Resistible, -30%; Sorcery, -15%) [33].
Time Walk
Keywords: None.
Full Cost: 29 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
While this spell is active, the
caster can rewind time for just a moment to try to defend against an attack one
more time and take a Move maneuver. Usually this is done to move away from the
attacker.
Once per hour of play (or once per day of game time, if
you prefer to use game time), the caster may reroll a single active defense die
roll twice and take the best of the three rolls, then perform a single Move
maneuver! He must declare that he is using this spell immediately after he
rolls the dice. Once he or anyone else has made another die roll, it is too
late to use Time Walk. If the caster already has used Time Walk in the last
hour of play (or day of game time, if you prefer to use game time) or other
forms of the Luck advantage, he cannot use it again, until enough time passes,
even if he switches to a different spell.
Statistics: Luck
(Defensive, Only active defenses, -40%; Link, +10%; Magical, -10%) [9] + Altered
Time Rate 1 (Accessibility, Only to perform a Move maneuver, -40%; Link, +10%; Maximum
Duration, 1 second, -75%; Reflexive, +40%; Sorcery, -15%) [20].
Timeheal
Keywords: None.
Full Cost: 189 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
This spell pushes the subject’s body
back in time, when it was in a better physical state. This heals back damage
and all other additional effects of the last wound the subject has received, if
the wounding happened within 2 seconds. For example, if the subject took a
poisoned arrow two seconds ago, and did not receive any additional wounds
afterwards, then this spell will heal all damage dealt by the arrow and negate
poisoning. This spell does not work if the last attack dealt more than 20 points
of damage.
You may heal any animate subjects,
including undead and constructs.
Your casting roll is at -2 if the
subject is unconscious. In addition, if used more than once per day on a given
subject, you are at a cumulative -3 per successful healing. Failure costs you
1d FP instead of the usual 1 FP!
Statistics:
Healing (Accessibility, Only a single wound dealt within last 2 seconds, -55%; Affects
Self, +50%; All-or-Nothing, -10%; Capped, 10 FP, -5%; Cosmic, Negated all
additional effects, +300%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue
Cost 9, +180%; Xenohealing, Anything Animate, +100%) [189].
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