Movement

As the standard rules; wizards only, unless you’re a priest of the right sort of deity (such as a god of construction).

Movement Special Effects

Animate Object. (T3.) You can cause an object to move on its own, making ropes tie themselves, boulders roll, etc. Such objects have a sum of Body and Reflexes equal to your Sorcery Action Value. Light objects thus become quick and nimble, while heavy objects lumber about. Reflexes can never be higher than your Magic, as there is no such thing as negative Body. Animated Objects only take actions under your direct supervision. A more combat oriented variant is the Blast Animate Object.

Blast. You can propel small objects fast enough to do damage equal to your Magic.

Chucking things about. 1 AV per 5kg. (T3.) You can move objects by the power of Sorcery. Such movement is generally slow and does not allow fine control. Basically, it is as if the target fell in the direction you decide upon. An anchored object can enjoy a much-increased defence.

The object has a Move equal to the Outcome. This movement can be sustained with a continuous action as long as the target does not struggle. An unwilling target forces you to make a new roll for the stunt ineach action. If you direct an action solely to moving an unresisting object, it can travel twice as far, according to the normal running rules. The maximum Move possible with this effect is your Magic attribute.

Sometimes it is possible to move larger objects by applying just enough force to get them rolling under their own steam. For example, a sorcerer might want to move a tractor trailer parked on the side of a hill. After using Remote Manipulation to take care of the parking brake, Strength 8 or so of pressure in the right place would get the truck rolling down the hill.

You can spend Magic Points to increase the maximum size of objects you can move. Each magic point spent reduces the effective Body of the object by three. You cannot reduce a target’s Dodge in this way.

Feather fall. 1AV per 10kg to drift gently to the ground without your further intervention. (T3.) You can safely break a fall as a defensive action. The target still falls, but takes no damage from landing. The difficulty is the target’s Body. Doing this for yourself is a one-shot action, but if somebody else is involved, it requires three shots. Snap-shot and multi-target stunts are possible.

Heavy lifting. 1AV per 100kg moved at half your Move with continuous concentration.

Remote manipulation. (T3.) You can manipulate objects without touching them. The object can be manipulated using any skills or attributes you have, as long as the Remote Manipulation spell is maintained as a continuous action. The maximum Reflexes and Strength of this effect is your Magic attribute.

Flight. You can fly in any direction at your usual Move with the same degree of concentration as walking or running.

Speed. You can alter your target’s Speed or Move rating for one Sequence. The Difficulty is the subject’s current attribute value in the highest of Body and the affected attribute, and half the Outcome can be either added to or subtracted from the attribute in question. Characters who don’t want to be affected up can Dodge, substituting their Dodge for the appropriate attribute. Altered Speed applies to the next Sequence’s initiative roll.

Snatch. You can try to snatch or pilfer an object from another character. Performed subtly, this can be a great way to steal. The difficulty is his Perception or Dodge. It takes an Outcome equal to the distance between you and him to bring the object over to you; otherwise it merely lands on the ground. Any handheld object, as well as a Signature Weapon or something secured to his person gives a –5 to your action.

Stillness. (GC.) You can balance in any position without apparent effort for a number of shots equal to the Outcome. Particularly tricky positions may increase the Difficulty. Efforts to detect breath and other signs of life use your Sorcery rating as the Difficulty. You can also creep along at less than one meter per sequence for a number of sequences equal to the Outcome, your motion being almost below the threshold of perception.

Tool. (T3.) You create or enchant tools, turning broken or improvised equipment into fully-functioning items. An involuntary target can immediately and automatically shed the tool. If you want to create force shackles on someone in combat, take an appropriate Blast effect. Tools last as long as you maintain a continuous action, or last your Magic rating in hours for each Magic point you spend; they can be “reinforced” later by spending more points.

Movement II

Movement II Special Effects

Chucking things about. 1 AV per 25 kg.

Heavy lifting. 1 AV per 500kg.

Blast. You can propel small objects fast enough to do damage equal to your Magic + 2.

Flying Circle. (T3.) You can bring others along while flying by using a carpet, sand dune, moonbeam, radiant pentagram or other mystic conveyance. A number of people equal to your Magic attribute can levitate along with you. They must all be within a diameter equal to your Magic in meters. All their actions count as continuous actions, just as if they were sitting in a vehicle. This costs a Magic point for each scene.

Slow. You can alter your target’s Speed or Move rating for one Sequence. The Difficulty is the subject’s current attribute value in the highest of Body and the affected attribute, and half the Outcome can be either added to or subtracted from the attribute in question. Characters who don’t want to be affected up can Dodge, substituting their Dodge for the appropriate attribute. Altered Speed applies to the next Sequence’s initiative roll.

Group haste. You can speed up a number of people equal to your Magic rating by continuously concentrating.

Swift flight. On your own, you can travel at thrice your Move rating.

Floater. (T3.) A slow floating conveyance. Floaters have a Body equal to your Sorcery Action Value and a diameter up to your Magic in meters. It can carry loads but cannot ram things, stopping at any obstruction. It is quite slow, moving your Magic in meters but only at the end of each sequence. You can keep one running as a continuous action, or spend Magic points to continue their existence. Flying these over Chaos is not recommended due to the tendency of magic to go awry when the rules it relies upon are in flux. They can carry your Chucking Things About mass normally, or your Heavy Lifting mass if you spend a Magic point.

Movement III

Movement Special Effects

Blast. You can propel small objects fast enough to do damage equal to your AV. Does Magic + 4 damage.

Chucking things about. 1 AV per 125 kg.

Heavy lifting. 1 AV per 2500kg;

Wall of Force. (T3.) You can seal a portal, reinforce a wall or door or create a cage of force. This can be a wall with a length equal to your Sorcery Action Value and a height equal to your Magic, or a bubble with a diameter equal to your Magic. It can of course be made smaller or otherwise shaped, as long as the maximum dimensions are not exceeded. Normally, they last as long as you maintain a continuous action; they will last a number of hours equal to your Magic rating for each Magic point you spend on it, either at creation time or for reinforcing it.

Anyone tries to escape being caught on the wrong side of your barrier and within a normal move of it is allowed a Dodge roll against your Magic to escape while the barrier is still forming. This counts as a defensive action.

Swift flight. On your own, you can travel at six times your Move rating.

Swift Flying Circle. As above, but travelling at three times your Move rating.

Group slow. You can slow down a number of people equal to your Magic rating by continuously concentrating.