Sorcery: Plant Spells IV
False Tracks makes the subject leave different footprints. Plant Sense lets the subject sense the surroundings by the minute disturbances of vegetation. Rejuvenate Plant causes chairs to sprout leaves. Wither Plant instantly kills a plant.
False Tracks
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject leaves tracks that appear
to be those of some animal or other being, determined by the caster during the
casting. A Quick Contest between a tracker’s Tracking skill and the caster’s Naturalist
skill determines whether or not the tracker is fooled.
Statistics:
Affliction 1 (HT; Advantage, False Tracks, +10%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17].
Note: “False Tracks” is Different Footprints (Magical, -10%) [1].
Plant Sense
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject can detect the location
and size of objects by sensing the minute disturbances of vegetation around him.
He can locate an opponent in the dark, but you cannot detect details (e.g.,
whether he is armed). In a perfectly still, dark forest, he would be able to
sense a barrier before he runs into it, and could find openings by sensing the
flow of air through the plants.
To use Plant Sense, the subject must
make a Sense roll. Consult the Size and Speed/Range
Table (p. B550) and apply separate bonuses for the target’s size and speed,
and a penalty for the range to the target. A successful roll reveals the rough size,
location, speed, and direction of movement of the target. It does not provide
any information about the object’s shape, color, etc. Once the subject has
detected something, he may target it with an attack. The modifiers that applied
to his Sense roll also apply to his attack roll, but can never give him a bonus
to hit.
Note that if you are outside the areas
of dense vegetation where the ability functions, or if the subject is wearing a
sealed suit, this ability does not work at all!
Statistics:
Affliction 1 (HT; Advantage, Plant Sense, +50%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21].
Note: “Plant Sense” is Vibration Sense (Environmental, Dense Vegetation, -40%; Magical,
-10%) [5].
Rejuvenate Plant
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite.
Causes a dead, dying, or old plant to
undergo a sudden burst of life. Tables (or longbows!) sprout leaves, an aging
fruit tree bears fruit once more, etc. Whether the plant can sustain this new
vitality depends on its immediate surroundings. A rejuvenated chair would die
slowly unless its legs could grow roots into nourishing soil, for example.
You can affect a plant weighing up
to 10 x (level squared) lbs.
Statistics: Control
Wood (Accessibility, Only to rejuvenate plants, -80%; Reduced Fatigue Cost 1,
+20%; Sorcery, -15%; Vital Manipulation, +100%) [25/level].
Wither Plant
Keywords: Resisted (HT).
Full Cost: 53 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: Instantaneous.
The caster causes the subject plant
to wither and die.
Statistics: Affliction 1 (HT; Accessibility, Only on plants, -40%; Disadvantage, Enhanced Unnatural, +100%; Heart Attack, Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, 15%) [53].
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