Sorcery: Fungus Spells II
Some more Fungus spells. Cure Fungal Disease could be very useful in day-to-day life. Fungus Control could come in handy when raiding underground caverns. Fungus Form and Fungus Form Other let the caster transform himself or the others into fungi.
Cure Fungal Disease
Keywords: None.
Full Cost: 39 points.
Casting Roll: IQ; special FP cost.
Range: Touch.
Duration: Instantaneous.
You can cure fungal disease of a
living creature with your touch. This takes a second of concentration, physical
contact with the subject, and an IQ roll. Your IQ is at a cumulative -3 penalty
for every successful use on the same subject within 24 hours, at a flat -2
penalty if the patient is unconscious, and at an additional modifier to cure fungal
disease (see below). Failure costs you 1d FP.
Your skill roll is at a modifier set
by the GM, from +1 for a foot fungus to -8 for blastomycosis. If successful,
the FP cost is equal to twice the absolute value of the penalty, minimum 1. For
example, if a fungal lung infection causes a -3 penalty to skill, the cost to
cure it would be 6 FP.
Statistics:
Healing (Accessibility, Fungal Diseases Only, -50%; Affects Self, +50%; Disease
Only, -40%; Magical, -10%; Xeno-Healing, Anything Alive, +80%) [39].
Fungus Control
Keywords: None.
Full Cost: 7 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
This spell enables living, but not
intelligent and mobile fungi to flex. The minimum level required to animate a fungus
equals its HP/4. An animated fungus can grab, lift, strike, and throw with ST
equal to (4*Fungus Control level needed to animate it). It has your DX. It can
walk and jump if it isn’t fixed in place; Move equals to 4*Fungus Control level
minus the level needed to animate it. You can use skills through animated fungi
– but note that fungi usually have No Fine Manipulators. Fungi return to their
rest state once you give up control. Fungus Control requires constant
concentration to use. In combat, this means you must take a Concentrate maneuver
on your turn.
Statistics: Telekinesis
4 (Accessibility, Living Fungi Only, -30%; Animation, -20%; Sorcery, -15%) [7].
Every additional level adds 4 more levels of Telekinesis [+7].
Fungus Form
Keywords: None.
Full Cost: 45 points.
Casting Roll: None. Special casting time.
Range: Self.
Duration: Indefinite.
The caster can assume the form of
any natural fungus between 1⁄2 and five times his own size, as if using the
Morph advantage (p. B84). The transformation takes 10 seconds. Equipment and gear up to his Light Encumbrance change
with him. If he is knocked out or killed, he immediately reverts to his native form
(which will also be unconscious or dead). The caster cannot move about, attack,
etc., unless a fungus with those abilities exists in the game world and he
takes that form, or unless Animate Fungus is cast on his fungus form. He may
hear normally but may not see except to sense light and darkness. He may not
speak.
The caster retains his intelligence,
but gains all the physical attributes of the new form. Note that FP are not
increased for spellcasting purposes. The caster may not add traits to
templates, but he may freely omit racial
mental disadvantages (e.g., Bestial), and he may always choose to drop the
racial IQ modifier from a template and use his own IQ.
Statistics: Morph
(Accessibility, Non-Intelligent Fungi Only, -60%; Can Carry Objects, Light
Encumbrance, +20%; Sorcery, -15%) [45].
Fungus Form Other
Keywords: Buff.
Full Cost: 66 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
into any natural fungus between 1⁄2 and five times the subject’s own size, as
if using the Morph advantage (p. B84). Equipment and gear up to his Light
Encumbrance change with him. If he is knocked out or killed, he immediately
reverts to his native form (which will also be unconscious or dead). The subject
cannot move about, attack, etc., unless a fungus with those abilities exists in
the game world and he was transformed into it, or unless Animate Fungus is cast
on his fungus form. He may hear normally but may not see except to sense light
and darkness. He may not speak.
The subject retains his
intelligence, but gains all the physical attributes of the new form. Note that
FP are not increased for spellcasting purposes. The caster may not add traits
to templates, but he may omits racial mental disadvantages (e.g., Bestial), and
he always drops the racial IQ modifier from a template, allowing the subject to
use his own IQ.
Statistics:
Affliction 1 (HT; Advantage, Fungus Form Other, +500%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [66]. Note: “Fungus Form Other”
is Morph (Accessibility, Non-Intelligent Fungi Only, -60%; Can Carry Objects,
Light Encumbrance, +20%; Magical, -10%) [50].
No comments:
Post a Comment