Sorcery: Force and Gravity Spells
I haven't made any sorcery spells in a while, so let's make some. In my games, I use a slightly altered magic college structure, adding several colleges. Colleges of Force and Gravity are among the new ones. While they share many spells, they still feel quite different.
Contragrav Flight and Personal Contragrav Flight are gravitic flight spells. Laminate Force Field is a variant of the Armor spell that protects better against shaped-charge warheads and plasma bolts. Ripple Sense and Ripple Message allow gravity wave-based communication. Mass Sense grants an exotic sense that lets the subject navigate the surroundings. Protection from Force is a spell that protects from force attacks.
Contragrav Flight
Keywords: Buff.
Full Cost: 46 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject can fly by pushing off against the local gravity field. It is useless in the absence of a planet or another celestial body with a gravity field.
The subject’s flight Move is Basic Speed x 2 (drop all fractions). Contragrav Flight includes the ability to hover at Move 0 as well.
Statistics: Affliction 1 (HT; Advantage, Contragrav Flight, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [46]. Note: “Contragrav Flight” is Flight (Magical, -10%; Planetary, -5%) [34].
Laminate Force Field
Keywords: Buff.
Full Cost: 18 points for level 1 + 6 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 by an invisible field of pure force that consists of multiple layers with different protective properties. This gives the subject DR equal to this spell’s level, cumulative with that from actual armor. Due to its layered nature, DR granted by this spell is doubled against direct hits by shaped-charge warheads, including HEAT, MS-HEAT, HEDP, and HEMP, and plasma bolts.
Statistics: Affliction 1 (HT; Advantage, Laminate Force Field 1, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Additional levels add further Laminate Force Field to the Advantage enhancement [+6]. Notes: Each level of “Laminate Force Field” is Damage Resistance 1 (Force Field, +20%; Laminate, +10%; Magical, -10%) [6].
Mass Sense
Keywords: Buff.
Full Cost: 47 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.
The subject becomes able to sense matter by its gravitational mass. They are able to navigate the surroundings, but a Sense roll will lets them notice something significant. Unlike vision, Mass Sense is at -1 per yard. The subject automatically knows mass and direction to objects, and an IQ roll will let them determine density or notice a pattern. The subject cannot “turn off” Mass Sense.
Statistics: Affliction 1 (HT; Advantage, Mass Sense, +360%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [47]. Note: “Mass Sense” is Detect Matter (Magical, -10%; Reflexive, +40%; Short-Range 1, -10%) [36].
Protection from Force
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 force-based attacks, such as the Magic Missile spell or the force beams (p. UT128). This increases his DR by twice the level of this spell (e.g., Protection from Force 3 adds DR 6), cumulative with that from actual armor. This DR does not protect against Malediction-like effects and graviton beams that ignore DR.
Statistics: Affliction 1 (HT; Advantage, Protection from Force 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Protection from Force to the Advantage enhancement [+5]. Note: Each level of “Protection from Force” is Damage Resistance 2 (Force Field, +20%; Limited, Force, -60%; Magical, -10%) [5].
Ripple Message
Keywords: None.
Full Cost: 7 points.
Casting Roll: IQ.
Range: 1,000 miles.
Duration: Instantaneous.
The caster sends a message (up to one minute long) using gravity waves. The signal is omnidirectional, and the eavesdroppers must roll against Electronics Operation (Communications) to listen in. The signal can be disrupted by strong gravity fields (black holes, neutron stars, etc.). Gravity waves reach underwater and penetrate solid objects at no penalty. You can only communicate with people who are using the Ripple Sense spell or a gravity-ripple communicator (GURPS Ultra-Tech, p. 45). The roll to use does not take any range penalties.
Statistics: Gravity-Ripple Comm (Send Only, -50%; Sorcery, -15%) [7].
Ripple Sense
Keywords: None.
Full Cost: 7 points.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.
The caster can receive messages sent via the Ripple Message spell or a gravity-ripple communicator (GURPS Ultra-Tech, p. 45).
Statistics: Gravity-Ripple Comm (Receive Only, -50%; Sorcery, -15%) [7].
Personal Contragrav Flight
Keywords: None.
Full Cost: 32 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can fly by pushing off against the local gravity field. It is useless in the absence of a planet or another celestial body with a gravity field.
Your flight Move is Basic Speed x 2 (drop all fractions). Personal Contragrav Flight includes the ability to hover at Move 0 as well.
Statistics: Flight (Planetary, -5%; Sorcery, -15%) [32].
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