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Velocity

Purchase Cost: 15 XP for Rank 1

Increase Cost: New Rating x 4

Description: Velocity is an extra Focal Skill, increasing the Complexity and the Scope of the spell to which it is added. The level of Velocity which must be added is equal to the level of Range or Area. Velocity must be added separately for Range and Area, if it is to affect both.

Velocity allows a spell to extend its effective Range or Area, assuming Duration or Maintain is a component, as well. The spell will reach the maximum Range within the first Round, and continue in the same direction at the same speed until the spell is discharged or reaches the end of its Duration. Attack spells which do not hit in the first Round automatically miss their targets, unless the target is unaware of the spell or the spell uses Origin. Spells with a Control component may still make an attack every Round at no penalty, bypassing this restriction.

If a spell uses Origin, it has a cumulative -2 to hit for every Round past the first to hit the target, assuming the target is moving, unless Control is being used as well.

Area spells utilizing Velocity have steadily increasing areas of effect, but the effect is much slower. The spell immediately expands to its normal area of effect in the first Round, and then expands each Round at half the previous Round's expansion(rounding down), until it reaches a minimum of 1 yard per Phase.



Example: A spellcaster invokes a fire area effect on his enemies, with Velocity. His normal area of effect is an 8 yard radius. The first Round, the blast fills an 8 yard radius. The second Round, this increases by 4 yards(half of 8) to a 12 yard radius. Third Round, the circle has a radius of 14 yards(12 plus 2), and each Round afterward, expands by 1 yard per Round.


next up previous contents
Next: Psychomancy and Necromancy Up: Metamagical Skills Previous: Trigger   Contents
Andrew Williams 2004-07-24