Wednesday, 14 June 2017

Sorcery: Plant Spells III

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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