Sorcery: Plant Spells XII
Some more plant spells. Green Telurgy is a highly limited communication spell. Harvest is useful for lazy farmer mages. Hypnotic Leaves is a druidic crowd control spell. Improved Firewood makes wood more flammable.
Green Telurgy
Keywords: None.
Full Cost: 17 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.
This spell turns a plant into a “magic
phone line”. The caster can set up a two-way conversation with another person,
if they both are touching the same plant. Range is theoretically unlimited, but
the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). The
casting roll is modified with any of the following traits: Lifebane (-6), Plant
Empathy (+4), and Speak with Plants (+3).
If successful, the participants hear
each other’s projected thoughts, allowing “real-time” conversation. If a
participant does not want to hear the other one, he can simply stop touching
the plant. The caster may maintain a connection with that subject for as long
as he’d like, but he must keep touching the plant. No further rolls are
normally required unless the range penalty worsens.
Others can join the “conference” at any
time – a new casting of the spell (by anyone involved) is required for each new
person to enter.
Statistics: Mind
Reading (Accessibility, Both participants must be touching the plant, -60%; Accessibility,
Projected thoughts only, -20%; Link, +10%; Magical, -10%; Telecommunication,
-20%) [6] + Telesend (Accessibility, Both participants must be touching the
plant, -60%; Link, +10%; Sorcery, -15%) [11].
Harvest
Keywords: Area (Leveled).
Full Cost: 54 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.
You can create a zone of harvesting telekinetic force anywhere within
100 yards of you. To place
the zone at a distance, use Innate Attack (Gaze), with normal range penalties,
but at +4 for affecting an area. An intangible force harvests
crops within the area without touching them. The force can move any object it has
strength enough to lift (it has ST 6), at a Move 6, modified as usual for
encumbrance level (see Encumbrance and
Move, B17). All harvested crops are moved and piled up in the center of the
area of effect. The caster can specify what he wants to harvest – apples,
wheat, all crops under the ground, etc.
Statistics:
Telekinesis 6 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x,
+20%; Increased Range, 10x, +30%; One Task, Harvest Crops, -65%; Persistent,
+40%; Selective Effect, +20%; Sorcery, -15%) [54]. Additional levels add more
Area Effect (+50%) to the advantage [+15].
Hypnotic Leaves
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 33 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
This spell animates all leaves (or
flower petals, moss beards, etc.) in the area of effect such that any sapient
creature that sees them must resist with IQ or become dazed for 3 minutes. If a
victim is standing, he remains upright, but can do nothing. If the victim is
struck, slapped, or shaken, he recovers on his next turn. The condition is also
broken if the victim’s sight of the leaves is blocked or the leaves are
destroyed. After that the subject is stunned (p. B420) and may roll
vs. Will once per second to recover. You can omit any creatures from the
effect. The magic does not affect anyone who is outside the area looking into
it.
The GM can penalize any resistance
roll if the leaves are unusually plentiful (-1), very colorful (-2), or falling
(-3). These three penalties are not cumulative. Add -3 for anyone with Peripheral
Vision that’s at least two yards inside the area. Use darkness penalties as a
bonus to the roll – in dim light, the leaves are difficult to see, so they’re
less likely to hypnotize.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area
Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Environmental, Leaves,
-40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective
Area, +20%; Sight-Based, -20%; Sorcery, ‑15%) [33]. Additional levels add Area Effect (+50%) [+5].
Improved Firewood
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
This spell can be cast on any piece
of dead wood. Its flammability (p. B433) rises to Highly Flammable when the
spellcaster deliberately tries to ignite the wood. Once lit, it burns three
times longer than it normally would (like Essential Wood) and emits no noise or
smoke! If anyone but the caster tries to set it on fire – or the caster exposes
it to flame accidentally – treat the wood as it was before the spell was cast.
If it catches fire in this way, the spell ends.
Statistics:
Affliction 1 (HT;Accessibility, Only on wood, -60%; Advantage, Improved Firewood, +20%;
Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Improved Firewood” is Controllable
Disadvantage (Flammable, Variant; Magical) [1] + Sanitized Metabolism (Variant;
Magical, -10%) [1].
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