Flight |
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| Origin | Sorcery | Scope | Moderate | |||
| Archetype | Manipulation | Range | Personal | |||
| Dominion | Organic | Area | N/A | |||
| Configuration Might | 72 | Duration | One Minute | |||
| Effect Level | S:4, O:2 | Potency | Impressive | |||
| Noise Level | S:4, O:2 | Intricacy | Impressive | |||
| Base Paradigm Cost | S: 61, O: 31 | |||||
| Magicology Levels | Power | Change | Control | Creation | Illusion | Sensitivity | ||
| Description | ||
| Flight grants the recipient controlled three-dimensional movement of his body (and associated clothing and light equipment or weapons). Like walking or running, flying is an ability which must be learned through experience. Relative control (and graceful movement) are subject to Physical Trials, with a default difficulty of Challenging (4). A Physical Adaption specialty could be developed in Flight, which would allow similar Trials at Standard difficulty (2), and which might allow more intricate maneuvering. Acrobatics Trials could also be used for some in-air maneuvers, although at a default difficulty of Engaging (3). | ||
| Effects | |||
| Scope | Base
Scope (2 points) Scope is altering a State (1 point). Range is Personal. Area is N/A Duration Interval is one minute (Moderate: 4-9 points). This duration is long enough for most uses. |
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| Potency | Enhancement/Hindrance:
Impressive (10-20 points) Fundamental Inertia: Moderate (4-9 points) |
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| Intricacy | Energy: Force Elemental effects: Impressive (10-20 points) | ||
| Total Base Cost | Spontaneous: 61, Optimized: 31 | ||
| Temper Aspects | Maintain might be useful (1 point), although many Sorcerers will simply Anchor such an effect, both for convenience and safety. | ||
| Notes | ||
| A version of this paradigm with Range: Touch is also possible, at a moderate increase in cost. Longer duration versions are also possible. | ||