Apportation
move objects at a distance; magical transport
A Fundamental — a Field of Magical Knowledge whose applications reach 50m and last 10min; the usual props are a pole, or a glove. Learn it Basic (1 yr) for the easy end, Advanced (3 yr) for the deep.
Its 15 applications, by intensity:
| Application | Int | § |
|---|---|---|
| Insubstantial Hand | 0 | §3B1 |
| Fling | 0 | §3B14 |
| Minor Apportation | 0 | §3B2 |
| Float | 1 | §3A3 |
| Lesser Animation | 1 | §3B4 |
| Levitation | 2 | §3A15 |
| Fly | 2 | §3A5 |
| Animation | 2 | §3A6 |
| Diffuse Animation | 3 | §3A16 |
| Lesser Teleportation | 3 | §3A7 |
| Telekinetic Strike | 3 | §3A8 |
| Teleportation | 5 | §3A9 |
| Planar Travel | 6 | §3A10 |
| Teleportal | 6 | §3A11 |
| Create Portal | 7 | §3A13 |
Insubstantial Hand
- Intensity
- 0
- Code
- §3B1
- Source
- apportation
Manipulate an object as though with one's own hand, but without any tactile sensation (controlled). The 'hand' can move about at walking pace.
Fling
- Intensity
- 0
- Code
- §3B14
- Source
- apportation
Fling a single unsecured object, currently within reach of the magician, at a target. Use the magician's strength and throwing skill, with a +1 modifier to accuracy, and the statistics from the weapon tables appropriate to the object flung. (Immediate.)
Minor Apportation
- Intensity
- 0
- Code
- §3B2
- Source
- apportation
Perform sleight-of-hand tricks, move/teleport small balls, coin-sized objects, and the like, about his/her person (this over-rides normal range). (Controlled.)
Float
- Intensity
- 1
- Code
- §3A3
- Source
- apportation
Counter the effective weight of an object massing no more than one metric tonne, allowing it to float (drift aimlessly) in the fluid in which it resides (eg. air or water). (fixed, bestowed)
Lesser Animation
- Intensity
- 1
- Code
- §3B4
- Source
- apportation
Manipulate a jointed object massing no more than one kilogram as though it were a marionette. (Bestowed, controlled.)
Levitation
- Intensity
- 2
- Code
- §3A15
- Source
- apportation
Levitate an object massing no more than 100kg about three metres above the ground. The target rises slowly when the application takes effect, and slowly falls once the effect ceases.
Fly
- Intensity
- 2
- Code
- §3A5
- Source
- apportation
Render an object massing no more than 100kg able to travel through the air at not more than 60km/h (controlled, bestowed).
Animation
- Intensity
- 2
- Code
- §3A6
- Source
- apportation
Fully animate a flexible object massing no more than one kilogram as though it were a live creature (with ST equal to 2, AG and DX at most equal to those of the invoker; controlled).
Diffuse Animation
- Intensity
- 3
- Code
- §3A16
- Source
- apportation
The invoker may move/animate a diffuse but distinct material 'thing', no more than 1m×1m×1m in size, such as a cloud of vapour or a puddle.
Lesser Teleportation
- Intensity
- 3
- Code
- §3A7
- Source
- apportation
The invoker may instantaneously transport him/herself to any point within range and line of sight (immediate). !!! (A matter for debate. Maybe !!)
Telekinetic Strike
- Intensity
- 3
- Code
- §3A8
- Source
- apportation
Inflict a telekinetic blow at a target within range causing DC6. The blow must be directed by the invoker as though thrown at medium range. (Immediate.)
Teleportation
- Intensity
- 5
- Code
- §3A9
- Source
- apportation
Cause an object massing no more than 100kg to be transferred instantly from one place to another, no further away than 100km. (A QR10 indicates permanent loss/death/annihilation of the object so transported, in addition to normal backfire.) (Immediate.) !!!
This assumes the invoker has considerable familiarity with the destination, or knowledge of its exact coordinates (in some useful form).
- If the invoker is completely unfamiliar with the destination, then intensity increases by two.
- If the invoker is vaguely familiar with, or has a description of, the location, intensity increases by one.
In either of these two cases, loss/death/annihilation occurs if a QR7 or 10 is achieved.
Planar Travel
- Intensity
- 6
- Code
- §3A10
- Source
- apportation
Cause an object massing no more than 100kg to be transferred instantly from one place to another, on any "plane of existence". The same notes and limitations apply to this as to Teleportation (§3A9), above. (Immediate.) !!!
Teleportal
- Intensity
- 6
- Code
- §3A11
- Source
- apportation
Create a "teleportal": a region (or volume), up to 2m×2m×2m, the contents of which may be transported instantly to another such region, the location of which the invoker has previously visited and made a careful study of (Cartography would be useful here). (Controlled. Not immediate.) !!!
Create Portal
- Intensity
- 7
- Code
- §3A13
- Source
- apportation
Create a "portal": a passage between a 3m×2m "doorway" within the invoker's range and another such "doorway" in some other place (chosen with as much accuracy as the invoker can muster) on this or another plane of existence.
A creature entering one of the two "doorways" is instantly transported to the other. Otherwise, the same notes apply to this application as apply to Teleportal (§3A11).
Note that this application is not bestowed, so if used on its own, the portal collapses when its invoker passes through (assuming that the other end is out of range). !!!
Note: in both portal effects, the "doorways" appear as rectangles of blackness, with occasional flickers of colour. Rays of light, sounds, and inanimate objects (unless carried or pushed by a creature) do not pass through.
Optional Teleport & Gate Rules. Applications of Apportation marked with an asterisk (*) receive the following modifications to their intensity:
- Do not change the intensity if the origin is extremely similar in both form and function to the destination. (Eg. teleporting from one plush throne-room to another throne room of similar appearance; or opening a gate between two stone doorways of similar size and construction.)
- Add one to the intensity if the origin is similar in either shape or form to the destination. (Eg. teleporting to a throne room from a barn decorated so as to resemble it; or opening a gate between a stone doorway leading into a corridor and another opening into an alcove.)
- Add two to the intensity if the origin and destination are not radically different. (Eg. teleporting from an open field to a grassy knoll.) This also applies if the origin and destination are not very distinct locations — that is, land-marks or easily named locations. A room would be more "distinct" than a corridor, a crossroad more so than a road, a hill more so than a field.
- Add three (or more) to the intensity if the origin and destination are radically different. (Eg. teleporting from the middle of a desert to the shore of a lake — you might add four to the intensity.)