Wizardry: Gravity Spells I
In my games, I use the college of Gravity magic. Gravity is different from Force and Movement because... because it just is, okay? Jokes aside, this is just an "alternative" college that has an overlap with both Movement and Force, but also has some unique spells. Pass without Trace makes the subject leave to visible tracks. Repulsion pushes creatures and objects away from you. It doesn't provide any defensive benefits, such as deflecting arrows. I guess this is closer to something like one-second pulses of force instead of a continuous pressure. Reverse Gravity (for now) is the only unique gravity spell. It is quite expensive, but I think that it should be this way. After all, anything inside doesn't get a resistance roll. Spider Climb lets you crawl on walls and ceilings. Telekinesis is a more universal version of Mage Hand, but still not as universal as its D&D counterpart. I decided to base in on TK Grab from GURPS Psionic Powers. However, I decided to remove ST scaling, as if I were to leave it in, Telekinesis would invalidate pretty much all other TK-based spells and also could cause some balance issues. It do be like that sometimes. Also, with this post, I'm done not only with Gravity spells, but also with Movement spells! I'm making significant progress.
Pass without Trace
Keywords: Buff.
Full Cost (Self): 15 points.
Full Cost (Touch): 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 5 hours.
This spell allows the subject to exert very little pressure when he walks. The subject leaves no visible tracks. Tracking rolls to follow him 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. The subject can also walk over fragile surfaces without falling through. Maximum Move under such circumstances is 1/3 normal (GM’s decision).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Pass without Trace, +100%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15]. Note: “Pass without Trace” is Unusual Training (Light Walk, no Stealth bonus) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 10 points. 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].
Repulsion
Keywords: Area (Leveled).
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
An invisible, hemispherical mobile field surrounds you and forcefully repels creatures and objects (including insubstantial ones) away from you. Physical melee and ranged attacks directed at anyone in the area take a -1 penalty regardless of whether they originate outside or inside the area. Creatures and objects in the area take 2d crushing damage every second. This damage only deals knockback; it deals no injury or blunt trauma. Worn and carried objects remain on the creature in question, but objects held in hands, such as weapons, may get dislodged. The holder of the item must make a ST roll modified as follows: +2 for a two-handed weapon or object held in two hands; +2 if the holder knows that his item is being targeted by this spell; -1 per 4 points of damage that the caster rolled. On a failure, he drops his weapon or other item he is holding! On success by 0‑2, his weapon or item becomes unready. Success by 3+ causes him no ill effects.
Dmg/Penalty |
2 yards |
4 yards |
8 yards |
16 yards |
32 yards |
64 yards |
128 yards |
2d/-1 |
27 points |
35 points |
42 points |
50 points |
57 points |
65 points |
72 points |
4d/-2 |
54 points |
69 points |
84 points |
99 points |
114 points |
129 points |
144 points |
6d/-3 |
81 points |
103 points |
126 points |
148 points |
171 points |
193 points |
216 points |
8d/-4 |
107 points |
137 points |
167 points |
197 points |
227 points |
257 points |
287 points |
Statistics:
Crushing Attack 1d (Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Double
Knockback, +20%; Emanation, -20%; Link, +10%; Magical, -10%; No Blunt Trauma,
-20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ
Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [6] + Hit Penalty
1 (Area Effect, 2 yards, +50%; Affects Others 1, +50%; Costs Fatigue, 1 FP, -5%;
Force Field, +20%; Limited, Physical, -20%; Link, +10%; Magical, -10%;
Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires
Magic Words, -10%; Variable, Area, +5%) [21]. Additional levels add more Area
Effect (+50%) to both advantages [+7.5*].
* Calculate the total cost, then
round up.
Reverse Gravity
Keywords: Area (Special).
Full Cost: 88 points for level 1 + 4 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
This spell reverses gravity in an area, causing creatures and objects inside “fall” upwards. See Different Gravity (p. B350) for detailed rules for different gravity levels. The area of effect has a radius of spell level yards and height of 4 yards. You can “stack” areas on top of one another to make creatures and objects “fall” even higher.
Statistics: Control Gravity 1 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [12] + Control Gravity 19 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [76]. Additional levels add Control Gravity 1 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [4].
Spider Climb
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. Neither feat requires a roll against Climbing skill, provided the surface is one he can cling to. Move while clinging is half his Basic Move.
If the subject is falling and tries to grab a vertical surface to break his fall, the GM must first decide whether there is anything in reach. If there is, the subject makes a DX roll to touch the surface, and then makes a ST roll at -1 per 5 yards already fallen. If he succeeds, he stops his fall. Otherwise, he continues to fall – but he 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: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Spider Climb, +180%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Spider Climb” is Clinging (Magical, -10%) [18]. 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].
Telekinesis
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 35 yards.
Duration: Indefinite.
You can pick up objects and move
them from a distance. This requires constant concentration. You can manipulate anything
you can see as if you had a distant pair of hands with ST 14. You cannot grab
yourself or anything you are holding or carrying. Once you’ve grabbed something,
you can pick it up (see Basic Lift, p. B15) and move it, with Move 1,
modified by encumbrance. You can also use the object – weapons can be wielded,
rocks can be thrown, etc. You cannot hit someone with Telekinesis directly, but
you can hold onto any light object (between BL/10 and BL lbs.) and use it to
“punch” for thrust crushing damage.
When you use Telekinesis to grab a foe, he defends as if against an invisible opponent (p. B394). Foes attacked with a Telekinesis-wielded weapon may defend normally.
Statistics: Telekinesis 1 (Cannot Affect Self, -20%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Increased Range, 3.5x, +15%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2] + Telekinesis 13 (Cannot Affect Self, -20%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Increased Range, 3.5x, +15%; Lift Only, -20%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13].
Keywords: Area (Special).
Full Cost: 88 points for level 1 + 4 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
This spell reverses gravity in an area, causing creatures and objects inside “fall” upwards. See Different Gravity (p. B350) for detailed rules for different gravity levels. The area of effect has a radius of spell level yards and height of 4 yards. You can “stack” areas on top of one another to make creatures and objects “fall” even higher.
Statistics: Control Gravity 1 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [12] + Control Gravity 19 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [76]. Additional levels add Control Gravity 1 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [4].
Spider Climb
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. Neither feat requires a roll against Climbing skill, provided the surface is one he can cling to. Move while clinging is half his Basic Move.
If the subject is falling and tries to grab a vertical surface to break his fall, the GM must first decide whether there is anything in reach. If there is, the subject makes a DX roll to touch the surface, and then makes a ST roll at -1 per 5 yards already fallen. If he succeeds, he stops his fall. Otherwise, he continues to fall – but he 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: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Spider Climb, +180%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Spider Climb” is Clinging (Magical, -10%) [18]. 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].
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 35 yards.
Duration: Indefinite.
When you use Telekinesis to grab a foe, he defends as if against an invisible opponent (p. B394). Foes attacked with a Telekinesis-wielded weapon may defend normally.
Statistics: Telekinesis 1 (Cannot Affect Self, -20%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Increased Range, 3.5x, +15%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2] + Telekinesis 13 (Cannot Affect Self, -20%; Cannot Punch, -10%; Costs Fatigue, 1 FP, -5%; Increased Range, 3.5x, +15%; Lift Only, -20%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13].
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