Sorcery: Plant Spells III
More plant spells. Blossom makes the subject plant bloom and bear fruit (and I'm really not sure if I statted it correctly). Conceal makes the vegetation grow over the objects in the area. Create Plant creates plants. Forest Warning makes it hard to sneak through a forested area.
Blossom
Keywords: Buff.
Full Cost: 66 points.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 hour.
If the subject plant blooms are
bears fruit at least one per year, then this spell causes it to bloom and bear
fruit within the one-hour duration of the spell. The plant remains in this
condition for 24 hours, at the end of which it enters its fall phase – leaves
of deciduous trees will turn color, blossoms and fruit drop off, etc. If the
plant bears fruit less often that once per year, then this spell fails to work.
Statistics:
Affliction 1 (HT; Accessibility, Only on plants, -40%; Advantage, Blossom, +560%;
All-or-Nothing, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased
1/2D, 10x, +10%; No Signature, +20%; Nuisance Effect, Stops one bears fruit,
-20%; Nuisance Effect, Enters fall phase after a day, -15%; Sorcery, -15%) [66].
Note: “Blossom” is Unaging (Doesn’t actually age the plant, -10%; Age Control,
Only Forwards, +10%; Magical, -10%; Reduced Time 14, +280%) [56].
Conceal
Keywords: Area (Leveled).
Full Cost: 9 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
The sorcerer causes the local
vegetation to grow quickly over any objects in the area, concealing them from
casual inspection. This gives -5 to all vision rolls made to notice the hidden
objects.
The basic (9-point) version of this
spell covers a two-yard radius. For each additional 5 points, you may double this
radius; e.g., four yards for 14 points, 8 yards for 19 points, or 16 yards for 24
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 5 (Accessibility, Only on objects, -10%; Environmental, Dense
Vegetation, -40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [9].
Additional levels add Area Effect (+50%) to the advantage [+5].
Create Plant
Keywords: None.
Full Cost: 15 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to bring forth
vegetation where nothing grew before. To do so, take a Concentrate maneuver and
roll vs. IQ. Success means the vegetation appears within arm’s reach. Failure means
nothing happens. Critical failure means the creation happens, but in a way
that’s inconvenient or dangerous – the GM should be creative!
The produced plant can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on. For grass the GM can convert this into an area with a
radius equal to the spell’s level.
Statistics: Create
Wood (Magical, -10%; Reduced Fatigue Cost 3, +60%; Vital Creation, +0%) [15/level].
Forest Warning
Keywords: Area (Leveled), Resisted
(DX, Special).
Full Cost: 47 points + 5
points/additional level.
Casting Roll: Will. Use Hearing to
notice threats.
Range: Unlimited.
Duration: Eight hours.
The ground covered with vegetation
within the area becomes “noisy”. Record the sorcerer’s margin of success when
casting the spell; anyone walking, crawling, slithering, etc. (basically,
anyone who isn’t flying) within the area must roll against DX at a penalty equal
to that margin. Success allows the subject to move freely for one second, after
which he must roll again. The moment he fails, he becomes extremely noisy: +10
on all Hearing rolls (p. B358) to notice his movement!
The noisiness lasts until the
subject leaves the area. Alternatively, he may remain within and stand
perfectly still for three full minutes, after which the effect “resets” and
he’s able to make DX rolls again to sneak by.
If the subject is masked by magical
silence, roll a Quick Contest using the sorcerer’s Will. If this spell wins,
the magical silence is ignored; if it ties or loses, Forest Warning has no effect
on that subject.
Statistics:
Affliction 1 (DX; Accessibility, Only targets moving on the ground, -10%; Area
Effect, 2 yards, +50%; Based on DX, +20%; Disadvantage, Noisy 5, +10%;
Environmental, Vegetation, -20%; Extended Duration on Persistent, 3,000x,
+140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%;
Persistent, +40%; Sorcery, -15%; Terminal Condition, Leaving the area, -20%;
Variable, Area, +5%) [47]. Additional levels add Area Effect (+50%) [+5].
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