Wednesday, 22 November 2023

Wizardry: Movement Spells II

Wizardry: Movement Spells II

Fly is a buff that lets the subject fly. Overland Flight is a self-only buff with a very long duration that lets you fly even faster. Levitate lets you move objects and creatures up and down. Mage Hand is a weak telekinesis spell limited to affecting objects.
 
    Fly
    Keywords: Buff.
    Full Cost (Self): 34 points.
    Full Cost (Touch): 49 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    The subject can fly, as long as he does not do that in a trace atmosphere or vacuum. The subject’s flight Move is Basic Speed x 2 (drop all fractions). He can also “fly” at half-speed underwater. Flight includes the ability to hover at Move 0 as well.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fly, +360%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Takes Extra Time 2, -20%) [34]. Note: “Fly” is Flight (Magical, -10%) [36]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
  
    Levitate
    Keywords: None.
    Full Cost: 1 point/level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 20 yards.
    Duration: Indefinite.
 
    Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 1 yard each second, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally.
    You can move living creatures without touching them. You lift and move distant creatures just as if you were grasping them in a pair of hands with ST equal to your Levitate level. You can move any creature you have strength enough to lift at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17). It has ST equal to your spell level.
    Levitate requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
    Statistics: Telekinesis 1 (Accessibility, Only nonvolitional or non-resisting subjects, -20%; Costs Fatigue, 1 FP, -5%; Increased Range, 2x, +10%; Magical, -10%; One Task, Vertical Movement, -25%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1]. Each additional level adds Telekinesis 1 (Accessibility, Only nonvolitional or non-resisting subjects, -20%; Costs Fatigue, 1 FP, -5%; Increased Range, 2x, +10%; Lift Only, -20%; Magical, -10%; One Task, Vertical Movement, -25%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
  
    Mage Hand
    Keywords: None.
    Full Cost: 6 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Indefinite.
 
    You point your finger at an object and can lift it and move it at will from a distance. Treat it as if you had a pair of ST 5 hands. You can grab, throw, or move objects at Move 1, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
    Mage Hand requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
    Statistics: Telekinesis 1 (Accessibility, Only objects, -10%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2] + Telekinesis 4 (Accessibility, Only objects, -10%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Lift Only, -20%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4].
 
    Overland Flight
    Keywords: Buff.
    Full Cost: 57 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: 5 hours.
 
    You become able to fly, as long as you do not do that in a trace atmosphere or vacuum. Your flight Move is Basic Speed x 2 (drop all fractions), and your maximum Air Move is double that. You can also “fly” at half-speed underwater. Overland Flight includes the ability to hover at Move 0 as well.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Overland Flight, +540%; Costs Fatigue, 3 FP, -15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [57]. Note: “Overland Flight” is Enhanced Move 1 (Air; Magical, -10%) [18] + Flight (Magical, -10%) [36].
 

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