Tuesday, 11 July 2017

Sorcery: Fungus Spells II

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].

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