Warp Wall (Akyrus — Void)
Class: Offensive
Duration: Enchantment
Focus: A drop of mercury in a vial of water
Range: Limited
Target: Area (see text)
The shaper weakens the essence at a fixed point just enough for the void to warp space. The warp zone radiates out along a vertical axis, creating a 4m radius disk-shaped “wall”. If the center of the warp zone is placed on a solid surface, the warp zone is reflected to create a 6m radius half-disk-shaped “wall”, and if placed in a corner of two solid surfaces it will radiate out to create a 9m radius quarter-disk “wall”. The thickness of the “wall” is 2m.
Anything that comes into contact with wall is attacked (OMCV vs. DCV) and thrown (if successful) in a random direction 1m per extra STR of the warp effect over the STR necessary to lift the target (see Throwing, p. XX). This throw can be resisted with casual STR as normal, and a potential target can prepare to “break through” the warp effect during its Phase and use its full STR.
Direction will be random (roll 1d6: 1 = 120 deg. left, 2 = 60 deg. left, 3-4 = back, 5 = 60 deg. right, 6 = 120 deg. right). The target will take damage using the STR of the warp effect if thrown into a solid object, or half that if simply thrown and landing back on the ground. Of course, the target could be thrown off a cliff or a building….
Common Modifiers:
- Time Limit (Enchantment; Constant Power; +1/4)
- Costs Endurance Only To Activate (+1/4)
- Area Of Effect Nonselective (16 2m Areas, fixed shape; +1/2)
- Affects Desolidified Any form of Desolidification (+1/2)
- No Conscious Control (Only Effects cannot be controlled; -1)
- Limited Range (-1/4)
EFF EFFECT
1 Telekinesis (4 STR)
2 Telekinesis (6 STR)
3 Telekinesis (10 STR)
4 Telekinesis (11 STR)
5 Telekinesis (16 STR)
6 Telekinesis (18 STR)
7 Telekinesis (22 STR)
8 Telekinesis (24 STR)
9 Telekinesis (28 STR)
10 Telekinesis (30 STR)
11 Telekinesis (34 STR)
12 Telekinesis (36 STR)
13 Telekinesis (40 STR)