Displacement Enhancements

Displace [element], [creature], or [self]

Displacement is the manipulation of time, space, and spirit. Through its use, creatures can teleport, time can be sped up, slowed, or even stopped, and different dimensions and planes can be accessed.

A displacement cantrip can cause a slight blurring effect, granting +1 to Defense for up to one round.

Speed

Accelerate. Cost 5 MP. Time for a specific creature is altered to accelerate its thoughts and actions. Each turn, affected creatures can take an extra action.

Preternatural Celerity. Cost 10 MP. Each round for the duration, affected creatures can take two full rounds worth of actions.

Speed Flurry. Cost 4 MP. Once per turn, affected creatures can attack twice as a single action.

Time

Chronomancy (cost varies). These enhancements affect time.

Burst of Time. Cost 15 MP. At any time during the spell’s duration, an affected creature may gain one free bonus round to act outside the normal flow of time. Only affected creatures can take actions in this free round. You cannot harm creatures, and spells you cast simply tick down their duration with no effect. You can move unattended objects, run away, or cast spells to affect yourself which will function normally. For each additional 2 MP you spend, affected creatures each gain another one round, which can be used at any time.

Dilated Time. Cost 3 MP. All creatures, objects, and spell effects in the area age one round. Their effects still occur, so an ongoing spell deals damage for the round, a fire burns one round worth of fuel, and poison runs its course one round faster. Likewise, a spell will end one round sooner. For spells that grant an attribute check to resist on a round by round basis, use the result of the lastmade check to determine effects. Things within the area of effect cannot influence those outside, so if a dilated fuse sets off a bomb in the area, the explosion will be limited to the area of effect. Unwilling creatures in the area of effect must be subject to an attack vs. Mental Defense or they are unaffected. For 6 MP, things age 5 rounds; for 10 MP they age 5 minutes; and for 15 MP they age half a day.

Grow Plant. Cost 1 MP. Non-sentient plants in the area of effect age one day. You can purchase this enhancement multiple times. This effect is natural growth, and is not undone when the spell’s duration ends. Indeed, the spell’s duration doesn’t matter for this effect.

Pocket of Time. Cost 15 MP. The area of effect and everything inside it gain extra time, equal to the spell’s duration. The outside world stands still while the area of effect speeds along. Anything leaving the area of effect loses the effect of this extra time, and returns to the normal flow of time just slightly outside the area. Spell effects created during this time pocket do not continue after this spell ends, so it is useful for resting and healing, but not for actual offense or defense. Unwilling creatures in the area of effect must be subject to an attack vs. Mental Defense. If unsuccessful, they are shunted to outside the area of effect.

Slow Time. Cost varies. You inflict the Slowed condition. The standard condition costs 2 MP, while the extreme condition costs 4 MP. The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.

Time Hop. Cost 4 MP per round. The Time Hop enhancement lets you skip forward in time 1 round per 4 MP spent. Traveling backward in time is impossible by default; meddling with history is only available in campaigns where the GM wants to introduce the possibility. One time during the spell’s duration, affected creatures can time hop once, using two actions to do so. When a creature time hops, it vanishes, then reappears in the same place after the allotted time passes. For the creature, the transition is instantaneous. If the creature would reappear in a solid object, it instead is shunted to the nearest suitably large open space and takes 2d6 blunt damage.

Timeless. Cost 15 MP. The area of effect is removed from time for the spell’s duration. Nothing inside the area of effect changes or can be affected.

Phasing

Ghost Touch. Cost 1 MP. The attack can harm incorporeal creatures as easily as corporeal ones. If used on a creature, the creature gains the benefits to natural attacks and attacks made without weapons, including spell attacks. If used on an object or weapon, the object grants the benefit to all attacks made with it.

Phasing Attack. Cost 3 MP. The attack selectively passes through certain types of matter harmlessly, and it only hurts those you want to strike. It ignores armor and shield Soak values, and deals damage normally. If used on a creature, the creature gains the benefits to natural attacks and attacks made without weapons, including spell attacks. If used on an object or weapon, the object grants the benefit to all attacks made with it.

Phasing Movement. Cost 9 MP. This allows you to move through any sort of solid objects as easily as through air, but you are not ethereal and can still be harmed by attacks normally. While traveling through these materials, you can choose to move across any part of the material as if it were solid, allowing you to walk across mud, or climb upward or downward through stone at up to 45 degree angles. You can move at up to half your base speed through solid objects. You still cannot breathe while inside a solid object.

Projection

Spirit Wander. Cost 1 MP. Spirit Wander simply lets the creature release its spirit from its body. The spirit can travel at the creature’s base speed, vaguely observing the world around it as if through a thin curtain. It can sense the presence, number, and general size of all creatures present, but it can only see clearly or communicate with other spirit wanderers and can in no way influence the real world. The distance the spirit can travel from its body is the same as the normal range of the spell. The creature is aware vaguely of the state of its real body, and can return at any time by using two actions.

Possession. Cost 5 MP. The Possession enhancement allows you (or the affected creature) to move its soul into the body of another. First, your (or the creature’s) spirit must leave its own body. You may then choose to enter some sort of receptacle, generally called a “magic jar.” With two actions you can try to possess any living creature your spirit touches, or that is within range of the magic jar. You make a MAG vs. Mental Defense attack, and if you fail, your spirit stays out of its body, and each successive attempt to enter that creature takes a –1d6 die penalty. If the attack succeeds, your spirit enters its body. If you used a magic jar, the creature’s soul is trapped in the jar, but otherwise, its spirit automatically enters your own body. A magic jar costs at least 100 gc to purchase or make. Alternatively, your own body can be the magic jar, in which case your spirits switch places.

While in the body of another, you can freely move beyond the normal range of the spell. When the spell ends, your spirit leaves the host and tries to return to its own body, and the host’s soul returns to its body. However, you cannot leave the host if neither your original body nor the magic jar is within range. If the spell ends and you cannot reach your original body, you die. This likewise happens to the soul of the host if its body is out of range when the spell ends.

If either body dies during the spell, both souls must make a Difficult [16] WIL check or die. If both succeed, whoever rolled highest gains permanent possession of the remaining body. If one fails, the other gains possession. If both fail, the remaining body simply dies.

If the spell is made permanent before its duration ends, however, the souls become comfortable residents of their current locations.

Projection. Cost 3 MP. The Projection enhancement allows you to send your soul out of your body yet still influence the real world. Your spirit is visible and has all the same qualities as your real body, except that by spending two actions you can return to simply a spirit state, unseen and intangible. Also with two actions you can return to your body. You still cannot move beyond the spell’s normal range. If your spirit body is slain, your spirit returns to your body and are reduced to 0 Health. If this spell is combined with a teleport spell, the range you can roam is determined from the point you teleport to.

Teleportation

Teleport. Cost 5 MP. One time in the spell’s duration, the affected creature can teleport up to anywhere within spell’s area. This requires two actions. A creature that teleports can bring along any objects it carries.

If you teleport to somewhere out of your line of sight, you must make a LOG check (see the table below). If you fail, you end up off course by d66% of the distance traveled.

At-Will Teleport. Cost 9 MP. For an extra 9 MP on top of your Teleport effect, you can get the At Will enhancement. This gives you the ability to activate the teleport as many times as you want during the spell’s duration. If you individually target this spell, the affected creature or creatures can teleport independently. Each teleportation takes just a single action.

Teleport Difficulty

Familiarity with Destination Difficulty

Familiar Routine [10]

Seen Difficult [16]

Description only Strenuous [21]