Sorcery: Gravity Spells III
And here we have the last gravity spells. Reverse Gravity is a very expensive spell that turns gravity around. Resist Gravity provides protection from gravity-based attacks (very useful at high TLs). See Gravity lets the subject see gravity fields. Seek Gravity lets the subject detect gravitational anomalies. Selective Gravity lets the subject decide if he want to be affected by gravity or not.
Reverse Gravity
Keywords: Area (Special).
Full Cost: 275 points.
Casting Roll: IQ.
Range: 100 yards.
Duration: 10 seconds.
This spell reverses gravity in an
area, causing creatures and objects inside “fall” upwards. See Different Gravity (p. B350) for details different
gravity levels. The
area of effect has a radius of 5 yards and height of 4 yards.
Statistics: Control
Gravity 5 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to
extend duration, -10%; Only to increase area, -50%; Persistent, +40%; Ranged,
+40%; Sorcery, -15%) [55] + Control Gravity 20 (Accessibility, Only to reverse
gravity, -50%; Cannot concentrate to extend duration, -10%; Does not increase
area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [220].
Resist Gravity
Keywords: Buff.
Full Cost: 17 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The subject, and all of his carried
gear, is protected from gravity-based attacks, such as the Gravity Crush spell
or the graviton beams (p. UT129). This increases his DR by the level of this
spell (e.g., Resist Gravity 3 adds DR 3), cumulative with that from actual armor.
This DR protects even against Malediction-based attacks.
Statistics:
Affliction 1 (HT; Advantage, Resist Gravity 1, +50%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional
levels add further Resist Gravity to the Advantage enhancement [+5]. Note:
Each level of “Resist Gravity” is Damage Resistance 1 (Force Field, +20%; Limited,
Gravity, -60%; Magical, -10%; Malediction-Proof, +50%) [5].
See Gravity
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
Gravity fields are revealed to the
subject’s eyes. He can even see gravitational anomalies through walls.
Statistics: Affliction
1 (HT; Advantage, See Gravity, +50%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “See Gravity” is Detect Gravity
(Cannot Analyze, -10%; Magical, -10%; Reflexive, +40%; Vision-Based, -20%) [5].
Seek Gravity
Keywords: Information.
Full Cost: 13 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest gravitational
anomaly. Use the long-distance modifiers. If successful, the caster knows the
exact distance and direction to the anomaly, and may make a follow-up IQ roll
(at no penalty) to learn basic details about it.
The caster can also specify that he
is looking for a specific sort of gravity (1G, not 1G, higher than local,
directional, etc.). Any known gravitational anomalies may be excluded if the
mage specifies them before casting.
Statistics:
Detect Gravitational Anomaly (Long-Range 1, +50%; Precise, +100%; Selective
Effect, +20%; Sorcery, -15%) [13].
Selective Gravity
Keywords: Buff.
Full Cost: 84 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject of this spell decides if
he wants to be affected by the local gravity or gravity-based abilities or not.
For example, this effect may let him become weightless, become immune to
Gravity Crush, but being able to benefit from a beneficial application of
Gravity Push.
Statistics:
Affliction (HT; Advantage, Selective Gravity, +720%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [84]. Note: “Selective
Gravity” is Static (Gravity; Discriminatory, +150%; Magical, -10%) [72].
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