Movement Enhancements

Move [creature], [element], or [self]

Movement spells enhance movement abilities, allowing creatures to swim, burrow, fly, and travel at great speeds, or allow the caster to move inanimate objects, and sometimes creatures. For many movement spells, the duration of the spell will be an important cost.

A move cantrip can grant +1 to one character’s Speed for up to one round.

Flight

Fly. Cost 8 MP. Fly gives the creature a Fly speed equal to its base Speed for the duration of the spell.

Airwalk. Cost 5 MP. The creature can walk or stand on clouds as though they were solid ground.

Featherfall. Cost 1 MP. Featherfall makes the target fall at a maximum of 60'/round, which is slow enough that it will not take impact damage. Note that this does not reduce the creature’s weight; it simply falls slower.

Hover. Cost 2 MP. Hover allows the creature to travel in a straight horizontal line in mid-air, and downward at any angle, but not upward.

Levitate. Cost 4 MP. Levitate allows a creature to move up or down 20' as a single action; only one action per round can be used for this movement.

Jump. Cost 1 MP per +5'. Increase your jump distance by 5' horizontally or vertically for each 1 MP spent.

Other Movement Moders

Movement Modes (cost varies). These enhancements grant a creature new movement modes. The movement mode the spell grants becomes one of the creature’s natural movement mode for the duration (thus not requiring checks).

Burrow. Cost varies. You can burrow through any material at half your Speed, as long as you pay the MP cost. The MP cost is equal to the Soak score of the material being burrowed through.

Snowstep. Cost 1 MP. The creature can walk across snow or ice as though they were solid ground, suffering no movement or balance penalties.

Swim. Cost 1 MP. The Swim effect gives the creature a Swim speed equal to its base Speed.

Waterwalk. Cost 2 MP. The creature can walk across liquids as though they were solid ground.

Free Movement. Cost 6 MP. Free movement allows creatures to move and attack normally, even under the effect of magical and mundane factors that usually  impede movement. This includes paralysis poison, or paralytic compulsion effects. The subject cannot be grappled, held, restrained, grabbed, or pinned. The spell also allows the subject to move and attack normally underwater, but not to breathe water.

Speed. Cost 1 MP per +1 Speed. Speed spells increases the speed at which a creature can move for the duration of the spell.

Anchoring

Slow. Cost 1 MP per –1 Speed. Slowing spells actually slow creatures, reducing their base movement speeds for all forms of movement. Except when using the Immobilize or Anchor option, a creature’s base movement cannot be reduced below 1.

Anchor. Cost 8 MP. If a creature or object is anchored, it cannot move, or be moved from its position at all, even by external forces. This does not paralyze the creature, however, so it can still take actions and defend itself normally. Anchor can be cast on the caster himself to make himself immovable.

Immobilize. Cost 5 MP. The target gains the Restrained condition and is thus unable to move from its current spot. Additionally, the target cannot move from its spot using magical means of transport, like teleportation.. This does not paralyze the creature, however, so it can still take actions and defend itself normally.

Moving Objects

Telekinesis. Cost varies. Telekinesis can be used to move objects or creatures at a Speed of 5. You could cause a wagon to roll forward on its wheels, make a taxidermied bird fly around, or make a chair skitter across the floor. You can also use it for simple manual tasks, such as untying knots or opening doors. You can only control the creature or object while it’s within range. If the creature or object moves beyond the spell’s range, the spell does not end, but you cannot control it until it enters range again. The size of the object you can move is given in the Common Enhancements table. Telekinesis requires concentration, and must have a duration of “concentration” selected.

Telekinetic Thrust. Cost 2 MP per 5'. This is a focused application of telekinesis. You make a ranged attack using your MAG attribute against a target creature as normal, and shove it 5' for each 2 MP you spend. It is an instantaneous effect, and cannot have a duration attached. If you want to do damage, you need to add the appropriate evoke effect. This applies to creatures of size Large or smaller; the cost doubles for size Enormous (4 MP for 5'), double again for Gigantic (8 MP for 5'), and so on.

Quakes

Tremor. Cost 5 MP. The area shakes, and small objects fall off shelves. The entire area is considered difficult terrain for the duration of the spell.

Earthquake. Cost 10 MP. The area shakes violently. Cracks appear, and some weak structures tumble. Creatures in the area are subject to an attack vs. Defense or they fall prone. The entire area is considered difficult terrain.