Sorcery: Personal Gate and Gravity Spells
Personal Astral Vision
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see invisible
insubstantial entities. Examples include ghosts and subjects of Ethereal Body,
Projection, or Astral Trip spells.
Statistics: See
Invisible (Insubstantial; Sorcery, -15%) [13].
Personal Easy Rider
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become easier to affect with all
forms of teleportation, time travel, and plane shifting. Rolls to use such
abilities on you are at +1.
Statistics: Easy
Rider (Sorcery, -15%) [1].
Personal Ethereal Body
Keywords: None.
Full Cost: 76 points or 156 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You slip into the space between
worlds and become intangible, passing through solid objects as though they
weren’t there. In this state, you make no noise when you move. You can perceive
the tangible world, and speak normally to those within it, but you cannot pick
up normal objects or affect them in any way.
Physical and energy attacks cannot
harm you, but you are still vulnerable to psionic and (nonmaterial) magical
attacks. Likewise, you physical and energy attacks cannot affect physical
opponents. Your psi abilities and magic spells can affect the physical world.
Although you can pass through
solids, you must still breathe. When moving through a solid object, treat this
as if you were swimming underwater for purposes of suffocation. You cannot
materialize inside a solid object.
You can carry objects up to you
light encumbrance while insubstantial, including clothing and armor. They
become physical if dropped. You cannot materialize these objects inside other
objects or characters.
You can’t disregard gravity. You
must move across a horizontal surface, or along a slope that wouldn’t require
Climbing rolls. You still weigh nothing, so you don’t leave footprints and can
walk on surfaces that wouldn’t support a solid body, such as the surface of a
body of water.
The basic (76-point) version of this
spell does not work if you have any abilities that can affect the substantial world
when you are insubstantial – including magic, psionics, or powers with the
Affects Substantial enhancement (p. B102). The improved (156-point) version works
even if you have such abilities.
Statistics: Insubstantiality
(Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Sorcery,
-15%) [76]. The improved version adds the Affects Substantial, +100% to
Insubstantiality [+80].
Personal Gravity Tolerance
Keywords: None.
Full Cost: 5 points or more.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Level |
Increment |
Full Cost |
1 |
0.3G |
5 points |
2 |
0.5G |
9 points |
3 |
1G |
13 points |
4 |
5G |
17 points |
5 |
10G |
22 points |
Personal Hypervision
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see in four spatial dimensions as well as three. You aren’t blind in hyperspace (see Hyperspace, GURPS Powers: The Weird, p. 15, and Extradimensionality, GURPS Powers: The Weird, pp. 24-25). You can perceive hyperspatial beings, whether or not you are in hyperspace.
Statistics: See Invisible (Hyperspatial; Sorcery, -15%) [13].
Personal Jump
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You have your Basic Move increased by 2 per level of this spell, but only for the purpose of calculating jumping distance.
Statistics: Basic Move 2 (Only to determine jumping distance, -60%; Sorcery, -15%) [2.5/level].
Personal Light Tread
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to exert very little pressure when you walk. You leave no visible tracks. Tracking rolls to follow you automatically fail unless they rely on something more than sight; thus, a human tracker would be baffled, but bloodhounds would suffer no penalty at all. You can also walk over fragile surfaces without falling through. Maximum Move under such circumstances is 1/3 normal (GM’s decision).
Statistics: Unusual Training (Light Walk, no Stealth bonus) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Sorcery, -15% for a final cost of 10 points.
Personal Mass Sense
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become able to sense matter by its gravitational mass. You are able to navigate the surroundings, but a Sense roll will you them notice something significant. Unlike vision, Mass Sense is at -1 per yard. You automatically know mass and direction to objects, and an IQ roll will let you determine density or notice a pattern.
Statistics: Detect Matter (Reflexive, +40%; Short-Range 1, -10%; Sorcery, -15%) [35].
Personal Resist Gravity
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You, and all of your carried gear, are protected from gravity-based attacks, such as the Gravity Crush spell or the graviton beams (p. UT129). This increases your 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: Damage Resistance 1 (Force Field, +20%; Limited, Gravity, -60%; Malediction-Proof, +50%; Sorcery, -15%) [4.75/level].
Personal Selective Gravity
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You decides if you want to be affected by the local gravity or gravity-based abilities or not. For example, this effect may let you become weightless, become immune to Gravity Crush, but being able to benefit from a beneficial application of Gravity Push.
Statistics: Static (Gravity; Discriminatory, +150%; Sorcery, -15%) [71].
Personal Slow Fall
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall.
Statistics: Catfall (Feather Fall, +20%; Sorcery, -15%) [11].
Personal Spatial Stability
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become anchored in space. You are immune to all space-manipulating abilities, such as teleportation and teleportation-based attacks.
Statistics: Static (Space-Based Abilities; Sorcery, -15%) [26].
Personal Wallwalker
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can walk or crawl on walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move.
If you are falling and trying to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, you make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Statistics: Clinging (Sorcery, -15%) [17].
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