Difference between revisions of "Space"

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Flash Step; Space; DC 36, You and whatever objects you are carrying disappear and reappear 30 feet away. The character must be able to see the area to which he is moving to but can move through characters, objects, and other obstructions.
 
Flash Step; Space; DC 36, You and whatever objects you are carrying disappear and reappear 30 feet away. The character must be able to see the area to which he is moving to but can move through characters, objects, and other obstructions.
  
Shunt; Space; DC 42, Target creature is moved 20 feet in the direction you choose and takes 6d6 damage, fortitude for half.
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Shunt; Space; DC 42, Target creature is moved 20 feet in the direction you choose and takes 6d6 damage, fortitude for half. The destination must be an empty hex.
  
 
Can't Get There From Here; Space; DC 44, Target Creature cannot engage you in mêlée. Requires [[Tenacity]].
 
Can't Get There From Here; Space; DC 44, Target Creature cannot engage you in mêlée. Requires [[Tenacity]].

Latest revision as of 14:26, 14 August 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Space domain plays games with distance and size, position and relation, shaping the fabric of the world to its own whims.

Special Uses

Space can be used in many creative ways.

Space is used for the creation of pocket dimensions and extra dimensional spaces.

Until DCs of around 30 and up, space can be used for purposes only of basic distortion. You can change the direction of motion, increase or decrease the size in a container, or warp objects in a simple manner.

Moving or seriously distorting objects requires DCs of 30 and up. Around DC 35 you begin to be able to affect yourself, as you are very familiar with how you interact with space around you.

Living creatures are very complex. Even moving them incorrectly, trying to cause damage, requires more focus than moving simple objects or bending space. Moving living creatures requires DCs of higher than 40.

If a creature or object is moved into another creature or object, both things take 4d6 damage and are shunted apart, or 4d6 + 1d6 per 10 feet shunted if they are moved to the inside of a large object. Making them fuse requires more control, of the order of DCs 50 and higher.

Use in Mixed Spells

Space has a special and common use in mixed spells - extending the range of spells. Default range is usually 60 feet (see Developing Spells), but Space can extend it indefinitely. The following Chart gives an idea of the Space DC needed in a mixed spell for any given range.


Range
DC Distance (assuming 60 feet normal)
20 80 feet
25 120 feet
30 300 feet
35 600 feet
40 10 miles
50 100 miles
60 Infinite Range

Counterspells

No Special.

Example Spells

Deflect; Space; 21, When you are the target of a ranged attack of which you are aware you may as an Immediate Action spend 2 AP and attempt to cast this spell. If you are successful the space around you is bent so that the attack misses.

Deep Pocket; Space; DC 26, You hide an object of any size into a small pocket or bag. The object must be able to fit through the opening but otherwise size and weight are unimportant. While in holding the object has no weight and the bag does not appear to contain anything. The object stays in the bag for 24 hours if not removed. At the end of 24 hours it is forcibly ejected at considerable speed.

Redirect; Space; DC 29, You bend the space around you so that ranged attacks targeting you are immediately turned 180 degrees. Anyone targeting you with a ranged weapon instead attacks themselves. Requires Tenacity.

Unlock; Space; DC 31, You shunt the locking mechanism out of a normal lock, causing it to open.

Flash Step; Space; DC 36, You and whatever objects you are carrying disappear and reappear 30 feet away. The character must be able to see the area to which he is moving to but can move through characters, objects, and other obstructions.

Shunt; Space; DC 42, Target creature is moved 20 feet in the direction you choose and takes 6d6 damage, fortitude for half. The destination must be an empty hex.

Can't Get There From Here; Space; DC 44, Target Creature cannot engage you in mêlée. Requires Tenacity.

Teleport; Space; DC 56, You and up to 7 other human-sized creatures or objects are moved any distance to a location you have been before. If the location has changed significantly, there is a 50% chance of success. If you have merely had the place described to you, you have a 25% chance of success. Failure in this way deals all creatures and objects 2d6 damage and leaves you somewhere random within 100 miles of the target destination.