Movement Spell in Shadowrun | World Anvil

Movement

MOVEMENT
Type: P Action: Complex
Range: LOS Duration: Sustained  

This power allows the critter to speed up or slow down the target’s movement rate. The power only works on things that are predisposed to locomotion: vehicles, characters, or critters. If used on targets other than the critter, it also only functions in terrain that the critter controls. If used only on the critter itself, this power can be used anywhere. The critter can multiply or divide the target’s movement rate by up to its Magic attribute.

Only one instance of this power may be applied to a particular target at any one time. Once the target has left the critter’s terrain/domain, the power ends and the target’s movement is returned to normal.

Using Movement on vehicles is tougher than it is on critters and characters. If the target is a vehicle, the critter makes a Magic + Willpower test with a threshold of half the vehicle’s Body (round up), with a minimum of 2. If the critter meets the threshold in this test, multiply the hits by the vehicle’s Acceleration Rating and add the result to (or subtract it from) the vehicle’s Speed in the next Combat Turn, as if making an Acceleration or Deceleration Test. The critter can continue to make Magic + Willpower Tests to increase or decrease the vehicle’s speed each Combat Turn that it sustains this power and the vehicle remains in its domain/terrain. Based on the situation, these sudden changes in speed may call for Crash Tests (p. 201, CRB) for the vehicle.


(p399 CRB)