Monday 23 May 2022

Sorcery: Personal Gate and Gravity Spells

Sorcery: Personal Gate and Gravity Spells

Another batch of personal spells.

 
Personal Astral Vision
Keywords: None.
Full Cost: 13 points.
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.
Full Cost: 1 point.
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.
 
You can function under a wider range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity (p. B350). This spell increases the increment.

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

Statistics: Improved G-Tolerance (Sorcery, -15%) [4.25/level].
 
Personal Hypervision
Keywords: None.
Full Cost: 13 points.
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.
Full Cost: 2.5 points/level.
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.
Full Cost: 10 points.
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.
Full Cost: 35 points.
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.
Full Cost: 4.75 points/level.
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.
Full Cost: 71 points.
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.
Full Cost: 11 points.
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.
Full Cost: 26 points.
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.
Full Cost: 17 points.
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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