Sorcery: Plant Spells II
Some more spells for druids, shamans, and other plant wizards. Hide Path makes the subject leave no trace in vegetation. Plant Growth is very useful when you want to grow something fast. Plant Vision lets the subject see through living vegetation. Pollen Cloud in an annoying debuff cloud.
Hide Path
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell allows the subject to pass
through grass, undergrowth, or jungle without leaving any sign. Tracking rolls
to follow him automatically fail unless they rely on something more than sight;
thus, a human tracker would be baffled, but bloodhounds would suffer no penalty
at all.
Statistics: Affliction
1 (HT; Advantage, Hide Path, +100%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Hide Path” is Unusual
Training (Light Walk, no Stealth bonus, only through vegetation) [1] + Light
Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Magical,
-10% for a final cost of 10 points.
Plant Growth
Keywords: Buff.
Full Cost: 70 points.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 minute.
Causes the equivalent of one month’s
growth in one minute. Trees change only slightly, while weeds grow tremendously.
Statistics:
Affliction 1 (HT; Accessibility, Only on plants, -40%; Advantage, Plant Growth,
+630%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%;
Reduced Duration, 1/3, -10%; Sorcery, -15%) [70]. Note: “Plant Growth” is Unaging
(Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 16, +320%) [63].
Plant Vision
Keywords: Buff.
Full Cost: 15 points for level 1 + 3
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
living vegetation. Each level of this spell allows the subject to see through
up to six inches of living plant matter. The subject can just barely see the
outline of the substance he is looking through – not enough to impair vision in
any way. This spell automatically works in conjunction with all of the
subject’s other vision advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Plant Vision 1, +30%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional
levels add further Plant Vision to the Advantage enhancement [+5]. Note: Each
level of “Plant Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Living
Vegetation, -60%) [3].
Pollen Cloud
Keywords: Area (Leveled).
Full Cost: 32 points for level 1 + 6
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may fill a two-yard-radius area
with pollen. This gives -1 to all vision rolls made through it. To place the
cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but
at +4 for affecting an area. The initial attack roll places the effect. It then
drifts from that point with the wind.
Additionally, every creature that
inhales the cloud, begins to cough (is at -3 to DX and -1 to IQ, and cannot use
Stealth) for 3 minutes, if it fails a HT roll.
The basic (32-point) version of this
spell covers a two-yard radius. For each additional 6 points, you may double this
radius; e.g., four yards for 38 points, 8 yards for 46 points, or 16 yards for 52
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Obscure Vision 1 (Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%;
Variable, Area, +5%) [4] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing,
+20%; Drifting, +20%; Fixed Duration, +0%; Link, +10%; Persistent, +40%;
Respiratory Agent, +50%; Sorcery, -15%; Variable, Area, +5%) [28]. Further
levels add Area Effect (+50%) to both advantages [+6].
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