Gravity Arcana (by Vegasmobile)

## Gravity Arcana

*You control the force of gravity to change the outcome of combat; no one can flee from gravity and is left hopeless in front of this power.*

* **Novice:** You learn the spells *Control Gravity* and *Gravity Hit*.
* **Journeyman:** You learn the spell *Pull of the Abyss*. You also gain the focus Intelligence (Gravity Arcana).
* **Master:** You learn the spell *Telekinesis*. You can also choose one spell stunt you can perform for -1 SP when casting *Gravity Arcana* spells.

### Control Gravity

* **Requirements:** Gravity Arcana (Novice)
* **Spell Type:** Utility
* **MP Cost:** 5
* **Casting Time:** Major Action
* **Target Number:** 13
* **Test:** Strength (Might) or Willpower (Self-Discipline) vs. Spellpower

You drastically alter the gravity around one creature. If you increase its gravity, it suffer a -6 penalty to its Speed, -1 to melee attack rolls, and -1 to Defense. The creature may make a **Strength (Might)** test to avoid this effect of the spell. If you decrease its gravity, the creature can be pushed up to the amount on the stunt die in yards each time another creature makes a successful attack on it. The creature may make a **Willpower (Self-Discipline)** test to avoid this effect of the spell. The spell lasts a number of rounds equal to half your Willpower rounded up.

### Gravity Hit

* **Requirements:** Gravity Arcana (Novice)
* **Spell Type:** Attack
* **MP Cost:** 4
* **Casting Time:** Major Action
* **Target Number:** 11
* **Test:** Strength (Might) vs. Spellpower

A magical hit befalls on the target, dealing 1d6 + Willpower penetrating damage. The target is also knocked prone if it fails a **Strength (Might)** vs. Spellpower test.

### Pull of the Abyss

* **Requirements:** Gravity Arcana (Journeyman)
* **Spell Type:** Attack
* **MP Cost:** 8
* **Casting Time:** Major Action
* **Target Number:** 16
* **Test:** Strength (Might) vs. Spellpower

You use the force of gravity to cluster your enemies together and slow them down. You create a circular area of a 6 yards radius that's centered anywhere within 25 yards of you. Those caught inside must make a successful **Strength (Might)** test or be pulled to the center of the area (or as close as terrain and obstructions allow). Affected enemies cannot run, have their speed reduced by 6, and suffer a -2 penalty to attack and spell casting rolls for 1 round. Those that make the test are not moved but do suffer a -1 penalty to attack and spell casting rolls for 1 round.

### Crushing Prison

* **Requirements:** Gravity Arcana (Master)
* **Spell Type:** Attack
* **MP Cost:** 12
* **Casting Time:** Major Action
* **Target Number:** 17
* **Test:** Strength (Might) vs. Spellpower

In a 4x4 yard zone within 20 yards of you, you make the gravity increase in a horrifying amount. Every creature takes 2d6 + Willpower penetrating damage and are crushed on the ground, paralyzed. Moreover, the zone lasts an additional round. At the beginning of each trapped creature's turn, it must make a **Strength (Might)** test vs. your Spellpower to be able to move away from the zone. If failed, it takes another 1d6 + Willpower penetrating damage and is still paralyzed.