Sorcery: Plant Spells XIII
Unending stream of plant spells! Invoke Fence creates a wall out of natural wood material. Join Plants fuses two plants together. Miniaturize Plant shrinks a plant. Plant to Object is a limited version of Transmogrification.
Invoke Fence
Keywords: Obvious.
Full Cost: 37 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
This spell conjures a low (3’ tall)
barrier comprised of sticks, brushwood, and larger pieces of fallen trees. The
spell assembles existing material rather than conjuring plant life, magically
gathering the components from the surrounding area. Up to a half-mile away,
branches and chunks of bark disappear and then reappear, piece by piece, to
create the fence. You do not have to concentrate to maintain it, Invoke Fence is
“fire and forget.” It can be cast repeatedly, allowing the sorcerer to put up
multiple walls as needed, but each wall has a certain number of HP and dissipates
once those are exceeded.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Invoke Fence 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Invoke Fence 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall 24 yards long by 1 yard high. The
caster may form this into any shape he wishes. Each wall has DR 6 and HP 1.
Statistics:
Crushing Attack 2d (Area Effect, 2 yards, +50%; Environmental, Vegetation,
-20%; Extended Duration, Permanent, +150%; Persistent, +40%; Sorcery, -15%;
Variable, Area, +5%; Wall, Shapeable, +60%) [37]. Additional levels increase
Area Effect (+50%) [+5].
Join Plants
Keywords: Resisted (Will or HT).
Full Cost: 26 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite or 1 second.
You can fuse plants together. The
higher your level of Join Plants, the larger the quantity you can affect. You
can affect up to 10 x (level squared) lbs. of dead or living plant matter in
the form of a single object or amorphous mass. Sentient plants resist with the
better of their Will and HT. Normal plants do not resist.
You can connect the tips of two
leaves, link two flowers by their stems, reattach an apple to an apple tree,
and so on. For sapient plants, this effect lasts for 1 second. For normal
plants, this effect has an indefinite duration. Stable forms become permanent
when you stop concentrating.
Statistics: Control
Wood (Accessibility, Only to join plants, -80%; Magical, -10%; Reduced Fatigue
Cost, +20%; Vital Manipulation, +100%) [26/level].
Miniaturize Plant
Keywords: Resisted (IQ).
Full Cost: 33 points for level 1 + 9
points/level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
If the subject plant fails to
resist, it shrinks. Each level of Miniaturize Plant lets the caster change his
subject’s Size Modifier by -2. The subject changes to his minimum size in one
second. Sentient plants cannot carry any equipment, not even clothing, when they
shrink.
When the plant shrinks, find its new
height from the Size Modifier Table (p.
B19). Every -6 to SM reduces height by a factor of 10. Reduce Move, reach, damage
(with unarmed attacks, Innate Attacks, or shrunken weapons), HP, and DR in
proportion to height. Every full -2 to SM also reduces weight by a factor of
10; for odd-numbered levels, treat the extra -1 as an additional factor of 3
(e.g., -3 to SM reduces weight by a factor of 30).
Statistics: Affliction 1 (IQ; Accessibility, Only on plants, -50%; Advantage, Miniaturize Plant, +90%; Based on IQ, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [33]. Notes: “Miniaturize Plant” is Shrinking 2 (Magical, -10%; Minimum Size Only, +0%) [9]. Each additional level adds further Miniaturize Plant to the Advantage enhancement [+9].
Plant to Object
Keywords: Buff.
Full Cost: 42 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
living plant into an inanimate object of a similar weight composed of the same
material. If the plant is sentient, clothing and gear do not change with it. It
cannot shift back on his own; it must wait for the spell to expire or be
dispelled. (This does not change if the sorcerer is the subject.) The caster may
only learn the form of an object with which he is familiar. If the subject is destroyed,
he immediately reverts to his native form (which will also be unconscious or
dead).
The subject retains his
intelligence, but gains all the physical attributes of the new form.
Statistics:
Affliction 1 (HT; Accessibility, Only on plants, -40%; Advantage, Plant to
Object, +300%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [42]. Note: “Plant to Object” is Morph (Accessibility, Only objects of
the same material, -40%; Magical, -10%; Mass Conservation, -20%; Unliving Forms
Only, -0%) [30].
No comments:
Post a Comment