Sorcery: Plant Spells
In the last game I played my character was a druid who specialized in plant spells. We were using Sorcery as the magic system, and this was my first time seeing it in play. I liked it, what can I say? My druid only had some minor spells, but they were useful nonetheless. One of the spells (Antiplant Shell) was converted from D&D, and all others were based on spells from GURPS Magic and GURPS Magic - Plant Spells. My druid only knew Identify Plant, Heal Plant, Shape Plant, and Razor Leaves initially, but then learned Body of Leaves. Body of Leaves was used not only defensively, but also offensively. Is there a better feeling than transforming yourself into a pile of leaves and then turn the angels that assault you to piles of leaves too and let your friend take care of them?
Antiplant Shell
Keywords: Area (Leveled), Resisted
(IQ).
Full Cost: 42 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Self.
Duration: 50 minutes.
Plant creatures become unwilling to
enter the area around you; any already within the area leave immediately. You
may reduce the area effect if you wish to.
While this spell is technically
resisted by each plant’s IQ, in practice the GM should bother only for
extraordinary plants. If so, victory allows the plant to remain within the area
for three minutes, after which it must roll again.
Statistics:
Affliction 1 (IQ; Accessibility, Plants Only, ‑40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread,
+30%; Emanation, -20%; Extended Duration on Persistent, 100x, +80%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%;
Sorcery, ‑15%) [42]. Additional levels add
Area Effect (+50%) [+5].
Arboreal Immurement
Keywords: Resisted (HT).
Full Cost: 110 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
If the subject fails to resist, he
is instantly swallowed by the nearest tree within 5 yards large enough to
contain him. He remains in suspended animation (doesn’t need to breathe, drink,
eat, doesn’t age) in a tiny cylindrical chamber inside the tree, until rescued
by chopping through the tree or the cancellation of the spell.
A mage who casts Arboreal Immurement
on himself may elect to stay awake, but this is unwise unless he can create
air!
Statistics:
Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Target
within 5 yards of a large enough tree, -40%; Extended Duration, Permanent,
+150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%;
Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition,
Freed by chopping through the tree, -10%; Sorcery, -15%) [110]. Note:
“Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or
Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging
(Magical, -10%) [14].
Bless Plants
Keywords: Area (Leveled), Buff.
Full Cost: 54 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 6 months.
Plants in the area grow more fast
and strong: Crops produce twice the usual yield, vegetation grows twice as
tall, and any mundane HT rolls made by the plants are at +2. This spell affects only inanimate plants; mobile or sentient ones are
immune.
Bless Plants lasts for 6 months.
Once the plants die or are harvested, the plants lose this effect.
Statistics:
Affliction 1 (HT; Accessibility, Sessile plants only, -30%; Advantage, Bless Plants, +190%; Area Effect, 2 yards, +50%; Extended
Duration, 100,000x, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [54].
Additional levels add Area Effect (+50%) [+5]. Note: “Bless Plants” is Rapid Healing (Variant; Magical, -10%) [5]
+ Very Fit (Variant; Magical, -10%) [14].
Body of Leaves
Keywords: Buff.
Full Cost: 33 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The
subject’s body transmogrifies into a mound of leaves, roughly hemispheric with
an 18” peak. He has the Body of Leaves meta-trait for the duration of the
spell. He is inconspicuous in most outdoor environments. Clothes and carried
items, up to the target’s BL, are subsumed into the new form. To determine what
gets left behind, begin with the heaviest items. Subsumed magic items are
temporarily inoperable. The subject may cast any spells that have no ritual
requirement. He cannot shift back on his own; he must wait for the spell to
expire or be dispelled. (This does not change if the sorcerer is the subject.)
A
body of leaves is useful for sneaking, for hiding, and to survive a fall. The
spell is not limited to the caster – it may be cast on someone else to terrify
him, slow him down, or injure him using wind attacks and fire. (If this is his
first transformation, roll a Fright Check at -6.) This spell is susceptible to
Know True Shape, Remove Curse, and Suspend Curse. Likewise, the spell ends if
the subject loses consciousness.
Statistics:
Affliction 1 (HT; Advantage, Body of Leaves, +170%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [33]. Notes:
“Body of Leaves” is Alternate Form
(Body of Leaves*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [17]. If turned into a “usually on” magical item (Sorcery, pp.
27-28), the wearer can shift at will but it takes 10 seconds to do so.
* A meta-trait from p. 11 of GURPS Magic: Plant Spells: ST -10 [-100];
HP +10 [20]; Chameleon 6 (Limited to locations where a pile of leaves could be
found, -60%) [12]; Doesn’t Breathe [20]; Double-Jointed [15]; Fragile
(Combustible) [-5]; Immunity to Metabolic Hazards [30]; Injury Tolerance
(Diffuse) [100]; Mute [-25]; No Legs (Slithers) [0]; No Fine Manipulators
[-30]; Numb [-20]; Reduced Move -4 [-20]; Silence 5 [25]; Vulnerable (Wind
Attacks, x2) [-20]. Affected by Plant spells [0]; Taboo Trait (Fixed ST) [0]. 2 points.
Body of Slime
Keywords: Buff.
Full Cost: 85 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Slime
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Slime, +690%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [85]. Notes:
“Body of Slime” is Alternate Form
(Body of Slime*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [69]. If turned into a “usually on” magical item (Sorcery, pp.
27-28), the wearer can shift at will but it takes 10 seconds to do so.
* A meta-trait from p. 165 of GURPS Magic: Amphibious [10]; Doesn’t
Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous)
[40]; Bad Smell [-10]; Disturbing Voice [-10]; Invertebrate [-20]; Affected by
Plant spells [0]. 60 points.
Heal Plant
Keywords: None.
Full Cost: 26 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By making physical contact with a plant,
you may immediately heal it 1d HP.
You can also cure a diseased plant.
This requires an IQ roll at a modifier determined by the GM. Some particularly
strong diseases (with a modifier of -5 or lower) cannot be cured with this
spell.
Your casting roll is at ‑2 if the subject is unconscious (in case of some sentient plant
creatures). In addition, if used more than once per day on a given subject, you
are at a cumulative ‑3 per successful healing. Failure
costs you 1d FP instead of the usual 1 FP!
The plant must still be alive for
the spell to work.
Statistics:
Healing (Accessibility, Plants only, -40%; Affects Self, +50%; Cannot restore
crippled limbs, ‑10%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [26].
Note: The 4 HP of healing has been converted to dice per p. B269.
Identify Plant
Keywords: Information.
Full Cost: 14 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
Determines the type and species of any
one plant. The GM will secretly roll against the caster’s IQ minus range
penalties (p. B550) to the subject, which the caster must be able to see or
touch. If the sorcerer is familiar with the plant in question, this will reveal
it. Otherwise, the GM will use the margin of success to determine how much
information to give the sorcerer.
Statistics:
Detect (Plants; Sorcery, ‑15%; Touch- or Vision-Based, ‑15%) [14].
Razor Leaves
Keywords: Missile, Obvious.
Full Cost: 2 points.
Casting Roll: None. Use Innate Attack
(Projectile) to hit.
Range: 20 yards.
Duration: Instantaneous.
You fire a stream of razor-sharp
leaves that does 1d(0.5) cutting damage. This attack deals no blunt trauma or
knockback, and can be blocked, but not parried. You must hold leaves in your
hand to cast this spell.
Statistics:
Cutting Attack 1d (Armor Divisor, (0.5), -30%; Blockable, -5%; No Blunt Trauma,
-20%; No Knockback, -10%; Reduced Range, x1/5, -20%; Requires Material
Component, -10%; Sorcery, -15%) [2].
Seek Plant
Keywords: Information.
Full Cost: 41 points or 51 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest growth of
plants, or of one specific plant type. The basic (41-point) version of this
spell takes standard range penalties. The improved (51-point) one uses
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the growth of plants, and may make a follow-up IQ roll (at no
penalty) to learn basic details about it (e.g., “it’s a tree” or “it’s a berry
bush”).
Any known plants may be excluded if
the caster mentions them before casting.
Statistics:
Detect Plants (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [41]. The
improved version adds Long-Range 1 (+50%) [+10].
Shape Plant
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can shape and move a particular
dead plant matter (wood, but not fossils, oil, etc.). The higher your level of Shape
Plant, the larger the quantity you can affect. You can affect up to 10 x (level
squared) lbs. of dead plant matter in the form of a single object or amorphous
mass. For example, Shape Plant 3 would let you affect a 90-lb. wooden cabinet
or even 90 lbs. of wooden shavings in a heap . . . but against a foe with a
3-lb. spear and a 4-lb. shield, all wooden, you could only affect one target,
even though the total weight is much less than your limit.
Shape Plant doesn’t work on complex,
manufactured artifacts unless they’re made almost entirely of wood. You could
affect a spear or a bow, but not a complex mechanism with only a few wooden
parts.
If your target is already under someone
else’s direct control, roll a Quick Contest. You roll against IQ; they roll
against IQ if using Control or Telekinesis, their skill level if using a spell,
and so on. You must win to establish control. Likewise, others can overpower
your spell by winning a Quick Contest against your IQ.
After establishing control, you can reshape
the target. Forming a simple shape (blob, column, sphere, etc.) requires a
Concentrate maneuver but no die roll. If the result is meant to be beautiful or
functional, though, the GM may deem the effort a long task (see p. B346) and
require skill rolls against Armoury, Artist, Machinist, and so on. You can work
without tools, but you must know what you’re doing.
You can also cause the target to elongate
or flow at a Move equal to your Control level. This requires constant concentration.
You can make a solid wooden object ooze, roll, or seep along the ground or a
surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately
give up control. Stable forms become permanent, while unstable ones collapse
instantly.
Defensively, Shape Plant lets you
move or shape wood to obstruct attacks. This requires a Concentrate maneuver.
Such barriers give whatever cover the material normally provides. For instance,
it might let you shape a wooden table into armor with the DR of wood by making
an Armoury roll.
Offensively, Shape Plant is more
limited. By concentrating, you can move an existing wooden object to impede your
enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area
where you control wood, – or if you can move wood onto him – you may inflict
combat penalties on him. This requires flexibility on the GM’s part: Shape
Plant 10 might cause a mini-earthquake if your foe is standing on wooden floor good
for -10 to attack rolls. Tricks like this require a Concentrate maneuver and an
IQ or Tactics roll.
Statistics: Control
Wood (Ranged, +40%; Sorcery,
-15%) [25/level].
Tangle Growth
Keywords: Area (Fixed).
Full Cost: 26 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You can direct existing vegetation
to entangle and restrain everyone within an eight-yard-radius area. On land
this requires nearby tree branches, vines, or tall grass; in the ocean it works
if there’s dense seaweed. It requires a roll against Innate Attack (Gaze) plus
Talent; if you miss, see Scatter (p. B414). The binding has ST 5 and lasts for
10 seconds, continuing to entangle new people who blunder into it. Those
already caught grow more tightly entangled, with +1 to the ST of their bonds
for each additional second they remain grappled.
Statistics:
Binding 5 (Area Effect, 8 yards, +150%; Environmental, Dense vegetation, -40%;
Persistent, +40%; Sorcery, -15%; Underwater, +20%) [26].
Wooden Arm
Keywords: Buff.
Full Cost: 79 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject’s arm (up to the top of
the biceps) turns to hard wood. It looks almost normal, able to flex and grip
as if it were unaltered. The subject gains the Wooden Arm meta-trait; see the footnote
below for details. He cannot shift back on his own; he must wait for the spell
to expire or be dispelled. (This does not change if the sorcerer is the
subject.)
If cast on a bleeding arm, the bleeding
stops. The flow does not resume when the spell returns to its normal state –
this spell effectively stanches an open wound and can be cast solely for that
purpose. The arm is immune to metabolic hazards, is homogenous, has no blood,
has DR 4, and its punch damage is increased by +1 per die.
The spell could be cast on someone
else as a curse. He may feel a need to hide his deformity until the spell ends.
The subject’s wooden arm burns more
easily than flesh. The subject makes a HT roll to avoid catching fire whenever
the arm receives a major wound from a burning or explosive attack. The arm
catches fire automatically if such an
attack inflicts 10+ HP of injury. Once aflame, the arm suffers 1d-1 injury per
second until it is extinguished by immersion in water, rolling on the ground
(takes 3 seconds), etc.
Note that you must aim the spell at
the arm and hit successfully for the spell to work. It won’t work if you hit
the torso or any other body part.
Statistics:
Affliction 1 (HT; Accessibility, Arms and similar body parts only, -20%; Advantage, Wooden Arm, +650%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [79]. Notes: “Wooden Arm” is Alternate Form (Wooden Arm*;
Magical, -10%) [65]. 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.
* A meta-trait: Blunt Claws (One
arm, -50%) [2]; DR 4 (One arm, -40%) [12]; Fragile (Combustible; One arm, -40%)
[-3]; Immunity to Metabolic Hazards (One arm, -40%) [18]; Injury Tolerance
(Homogenous, No Blood; One Arm, -40%) [27]; Arm can be affected by Plant spells
[0]. 56 points.
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