Sorcery: Plant Spells XIV
Even more plant spells. Process Plant is used to make drugs and other chemicals from plants. Razor Grass makes grass sharp. Resilient Vegetation makes plants more durable. Reverse Plant Growth turns a plant into a seed.
Process Plant
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.
Cast on a plant material, the
material is transformed into a derivative chemical. A handful of tea leaves,
for example, can be turned into a pinch of caffeine powder. To cast the spell,
the caster touches the plant material he wishes to transform, takes a Concentrate
maneuver and makes his casting roll. Success means he transforms it
successfully. Failure means nothing happens. Critical failure means the
transformation happens, but in a way that’s inconvenient or dangerous – the GM
should be creative!
Transformation costs 1 FP per use.
The caster can transform an amount
of material weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40
lbs. at level 2, 90 lbs. at level 3, and so on. The final product typically
weighs much less.
The mage must be familiar with the
end product and have some idea of the
process, even if this is no more than 1 point in low-tech Expert Skill (Natural
Philosophy). Other appropriate skills: Alchemy, Biology (Botany), Chemistry,
and Pharmacy. Without this minimal amount of skill, a critical success on the spell
roll (the equivalent of a magical miracle) is required to produce the drug.
Statistics: Create (Accessibility, Only to transform into derivative chemicals, -10%; Nuisance Effect, Knowledge, -10%; Transmute Wood to Biochemicals, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].
Razor Grass
Keywords: Area (Leveled).
Full Cost: 6/9/11/13/16/18/21 points
for levels 1-7.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may temporarily make a two-yard-radius
area of grass extremely sharp. To place the effect at a distance, use Innate
Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
Every creature that moves through
the area takes 1d-1 cutting damage per second. Creatures standing still in the
area are not damaged. The areas of the body that can be injured depend on the height
of the grass. Thus, if it’s up to the knees, victims take damage to their legs
and feet. Up to the armpits, victims take damage everywhere below the neck –
discounting the arms if raised. Roll hit location randomly, rerolling any
invalid results. Damage thresholds are significant: Someone with HP 10 cannot
suffer more than 4 HP to a foot, 4 HP to a hand, or 6 HP to an arm or leg.
The basic (7-point) version of this
spell covers a two-yard radius. For additional points, you may double this
radius. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
2 yards
|
4 yards
|
8 yards
|
16 yards
|
32 yards
|
64 yards
|
128 yards
|
6 points
|
9 points
|
11 points
|
13 points
|
16 points
|
18 points
|
21 points
|
Statistics: Cutting
Attack 1d-1 (Accessibility, Only against moving creatures, -10%; Area Effect, 2
yards, +50%; Environmental, Grass, -40%; Fixed Duration, +0%; No Knockback, -10%;
Nuisance Effect, Capped, -5%; Persistent, +40%; Sorcery, -15%; Variable, Area,
+5%) [6]. Further levels add Area Effect (+50%).
Resilient Vegetation
Keywords: Area (Leveled).
Full Cost: 56 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: Unlimited.
Duration: 30 minutes.
Cast on an area, this spell protects
all plants within its borders. The sorcerer may pick and choose which plants
(either individually or by type) receive the protection. Every protected plant
gains DR 5, cumulative with any natural DR or armor.
More potent versions of this spell
are available that also increase the mobile plants’ Dodge scores, as show
below.
Dodge Bonus
|
Full Cost
|
0
|
56 points for level 1 + 5
points/additional level
|
+1
|
70 points for level 1 + 5
points/additional level
|
+2
|
83 points for level 1 + 5 points/additional
level
|
+3
|
97 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Accessibility, Plants only, -40%; Advantages, DR 5 (Magical,
-10%), +230%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%;
Sorcery, -15%) [56]. Additional levels add Area Effect (+50%) [+5]. Variants
add Advantage, Enhanced Dodge 1 (Magical, -10%) (+140%) [+14]; Advantage,
Enhanced Dodge 2 (Magical, -10%) (+270%) [+27]; or Advantage, Enhanced Dodge 3
(Magical, -10%) (+410%) [+41].
Reverse Plant Growth
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The plant rapidly ages backward,
becoming younger and (presumably) smaller, until it becomes a seed or a fingernail-sized
plant, if ancestral plant. If the plant is sentient, clothing and gear weighing
no more than his BL 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.) If the subject is knocked out or killed, he
immediately reverts to his native form (which will also be unconscious or
dead). It becomes a seed after one minute plus
one minute for every +1 SM. Thus, a SM +7 oak tree shrinks down to an acorn in
eight minutes.
The subject retains its
intelligence, but gains all the physical attributes of the new form.
Statistics:
Affliction 1 (HT; Accessibility, Plants Only, -40%; Advantage, Reverse Plant
Growth, +180%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Notes: “Reverse Plant
Growth” is Alternate Form (Seed; Active Change, +20%; Gradual Change, -10%; Can
Carry Objects, No Encumbrance, +10%; Magical, -10%) [17]. If turned into a
“usually on” magical item (GURPS
Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it
takes 10 seconds to do so.
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