Magic: Plant Spells
GURPS Magic - Plant Spells significantly expands the Plant College, but even with this amazing supplement I've managed to find some unrepresented spells from D&D 3.5 Player's Handbook.
Plant
Antiplant Shell
Area
As Weather Dome, but the Antiplant
Shell repels living plant matter. No living plant matter or creature can enter.
Likewise, no plant can leave the Antiplant Shell.
Once cast, an Antiplant Shell takes
a full second to form; anyone inside the Shell’s area at the time it is cast
has one turn to leave.
Duration: 10
minutes.
Base cost: 2
to cast. 1 to maintain.
Prerequisites:
Magery 1, Plant Control.
Changestaff
Special
The caster plants his wooden staff
into the ground, and the staff transforms into a living tree-like creature. Use
the twigling’s statistics (GURPS Dungeon
Fantasy 9 – Summoners, p. 31). The twigling serves the caster obediently
for one hour. At the end of that time, roll a contest between the caster’s
skill with the spell, and the twigling’s combined IQ and ST. If the caster
wins, the twigling serves for a further hour, at the end of which another
contest is required, and so on. When the caster loses, the twigling transforms
back into a staff.
Cost: 10.
Time to cast:
1 minute.
Prerequisites:
Magery 2 and Animate Plant.
Goodberry
Regular
Casting Goodberry upon a handful of
freshly picked berries makes 1d of them magical. Any person with Magery can
immediately discern which berries are affected. Each transmuted berry provides
nourishment as if it were a normal meal for a SM+0 creature. The berry also
cures 1 HP when eaten, subject to a maximum of one such curing in any 24-hour
period.
Duration: 1 day.
Cost: 1 to
cast. Same cost to maintain.
Time to cast:
10 seconds.
Prerequisites:
Magery 1, Bless Plants.
Item
(a)
Wand, staff, or jewelry. Usable only by mages. Energy cost to create: 250. (b) Berries may be made permanently curative
and nourishing for 100 times casting cost.
Repel Wood
Regular
Like Repel, except that the force only
repels wood. Creatures wearing wooden armor may be repelled with their armor. A
creature must “resist” the spell with a Quick Contest of ST to be able to hold
a wooden object in its hands and be able to use it.
Duration: 1
minute.
Cost: 1 per
2 ST worth of “repulsion” at the center point.
Time to cast:
5 seconds.
Prerequisites:
Magery 2, Repel, 4 Plant spells.
Item
(a) Wand, staff, or jewelry. Usable only by
mages. Energy cost to create: 250.
(b) An area may be made permanently repelling for 100 times casting cost.
Spike Growth
Area
Any ground-covering vegetation in
the spell’s area becomes very hard and sharply pointed without changing its
appearance. In areas of bare earth, roots and rootlets act in the same way.
Typically, spike growth can be cast in any outdoor setting except open water,
ice, heavy snow, sandy desert, or bare stone. Victims who miss a Vision-2 roll
step on a number of spikes equal to margin of failure. Each inflicts thr-3 imp
– based on his ST – to the foot. Spikes that penetrate DR continue to do damage
each turn until removed (two Ready maneuvers).
Duration: 1
minute.
Base Cost: 2
to cast. Same cost to maintain.
Time to cast:
2 seconds.
Prerequisites:
Magery 1, Plant Growth.
Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 200.
Wall of Thorns
Regular
Creates a barrier of very tough,
pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger.
The Wall of Thorns is four yards high. Higher walls are possible at a
proportionately increased energy cost (double for double height, etc). The wall
is 3’ thick. Each hex or 10-square-foot area has HP 33 and DR 3. Repeated
impaling, piercing, and large piercing attacks against the same small spot (an
area with SM 0 or less) lower DR at that specific point as if it were
semi-ablative; repeated burning, corrosion, crushing, cutting, or huge piercing
attacks at that same spot reduce DR at that point as if it were ablative. DR never
falls below 1.
Creatures colliding with the Wall of
Thorns take impaling damage instead of crushing.
Duration: 10
minutes.
Cost: 2 per
yard length to cast. Same cost to maintain.
Prerequisite:
Spike Growth.
Item
(a) Staff. Usable only by mages. Energy cost to create: 300. (b) A Wall of
Thorns may be made permanent at an energy cost of 100 times normal.
No comments:
Post a Comment