Tuesday, 13 June 2017

Sorcery: Plant Spells II

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]. Notes: “Hide Path” is Unusual Training (Light Walk, no Stealth bonus, only though 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]. Notes: “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]. Notes: Each level of “Water 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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