Friday 25 August 2017

Sorcery: Plant Spells XIV

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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