Sorcery: Plant Spells XIX
Here we have some plant spells from D&D/Pathfinder. Changestaff transforms a staff into a small treant. Control Plants lets the caster dominate a plant creature mentally. Plant Shape lets the caster assume a form of any plant creature. Repel Wood creates a zone that repels wood.
Changestaff
Keywords: None.
Full Cost: 16 points.
Casting Roll: Will.
Range: Touch.
Duration: Hours equal to margin of success on the casting roll.
The caster plants his wooden staff into the ground, and the staff transforms into a twigling (GURPS Dungeon Fantasy 9: Summoners, page 31). At the end of the casting, you must pay 1 FP and make a Will roll to animate the twigling. If you are victorious, the twigling is animated for margin of success hours. If it is killed, the summoner must wait a full day to call replacements. Dismissing the twigling is a free action, but the caster may only dismiss him if it is physically present. The twigling then reverts into the staff form. The caster can only cast this spell if his character’s point total is at least 2 times bigger than the twigling’s. The summoned twigling obeys all orders issued by the caster.
Statistics: Ally (Twigling; Built on 50%; Constantly, no roll required; Conjured, +100%; Environmental, Ground, -20%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires a wooden staff, -10%; Requires Will Roll, -5%) [16]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast
Control Plants
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Special.
You can mentally dominate a sentient
plant creature, even if it is normally immune to mind control. You must be able
to see or touch the victim. To use this ability, concentrate for one second and
then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following
modifiers: Range penalties to the subject (see p. B550); -1 per slave already
under your control; +2 if you concentrate for a full minute, or +4 if you
concentrate for a full hour.
If you win, your victim will obey
your every command until you free him. In effect, he temporarily gains the
Reprogrammable disadvantage (p. B150), with you as his master. Your control
persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers
for one minute per point by which you won the Quick Contest. If you are
incapacitated (stunned, knocked out, etc.), or attempt to force the subject to
act against his principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If your victim wins, he breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but he doesn’t roll until
he’s about to leap.
If you lose, you cannot attempt to
control that subject again for 24 hours, and he feels a sense of mental
coercion emanating from you. On a critical failure, you also lose control of
anyone else under the influence of this ability!
Your victims have no initiative
while under your control, and temporarily acquire Slave Mentality (p. B154).
Statistics:
Mind Control (Accessibility, Plants Only, -40%; Cosmic, Affects plants, +50%; Puppet,
-40%; Sorcery, -15%) [28].
Plant Shape
Keywords: None.
Full Cost: 45 points or 125 points
or more; see text.
Casting Roll: None. Special casting
time.
Range: Self.
Duration: Indefinite.
The caster can assume different
plant forms, as if using the Morph advantage (p. B84). The transformation
requires 10 seconds. If he is knocked out or killed, he immediately reverts to his
native form (which will also be unconscious or dead).
The caster retains his intelligence,
but gains all the physical attributes of the new form. Note that FP are not
increased for spellcasting purposes. The caster may not add traits to
templates, but he may freely omit
racial mental disadvantages (e.g., Bestial), and he may always choose to drop
the racial IQ modifier from a template and use his own IQ. Such changes raise
the cost of plant templates, which are cheap due to limited mental
capabilities. This spell includes the ability to make cosmetic changes. This
lets the caster impersonate a specific member of any plant species he can turn
into.
The caster can always take on the
form of a being he can see or touch, provided its racial template cost does not
exceed his maximum. Once he has assumed a form, he can opt to memorize it by
concentrating for one minute. This allows him to shapeshift into that form at
any time. The caster can memorize a number of forms equal to his IQ. If all his
“slots” are full, his must overwrite a previously memorized form (his choice)
to add the new form. Memorizing cosmetic changes also requires a “slot”.
If the caster can assume any racial
template worth no more than his native one, Plant Shape costs 45 points. This makes
many forms available – anything no more powerful than his native form. If the
caster can assume more powerful forms, add the difference between the maximum
racial template cost and the cost of his native template to the base 45 points.
For instance, a human who can take on any plant racial template worth up to 75 points
would pay 120 points for Plant Shape.
In addition, the caster may purchase
the improved (125-point) version of this spell. This shortens the
transformation time to 1 second.
Statistics: Morph
(Accessibility, Plants Only, -40%; Sorcery, -15%) [45]. The improved version
adds Reduced Time 4, +80% [+80].
Repel Wood
Keywords: Area (Leveled).
Full Cost: 42 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.
You can create a zone of wood repulsion 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 moves
wooden objects within the area without touching them. The force can move any wooden
object it has strength enough to lift, at a Move equal to your Repel Wood ST,
modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Repel Wood can only move things directly from its center. It simply causes wooden objects
to move until they’re in contact with the border of the spell’s area, whereupon
they are free to move or they’re held there against a hard obstacle with Repel
Wood’s telekinetic ST until the duration runs out. Objects can only move or be
moved in the opposite direction if the mover wins a Quick Contest of his ST or TK
level against your Repel Wood ST.
The basic (42-point) version of this
spell lets you affect an area up to 2 yards across and has ST 5. Each additional
doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase,
but 128 yards is the recommended maximum. For an additional +100% to cost
(including any increased area), rounded up, the ST can be upgraded to 10 or
more. This is summarized in the table below.
Repel ST | 2 yards | 4 yards | 8 yards | 16 yards | 32 yards | 64 yards | 128 yards |
5 | 42 points | 54 points | 67 points | 79 points | 92 points | 104 points | 117 points |
10 | 83 points | 108 points | 133 points | 158 points | 183 points | 208 points | 233 points |
15 | 124 points | 162 points | 199 points | 237 points | 274 points | 312 points | 349 points |
20 | 165 points | 215 points | 265 points | 315 points | 365 points | 415 points | 465 points |
Statistics:
Telekinesis 5 (Accessibility, Wood, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
* Calculate the total cost, then
round down.
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