Wednesday, 12 July 2017

Sorcery: Fungus Spells III

Sorcery: Fungus Spells III

More fungal spells! Fungus Growth makes a fungus grow quickly. Fungus Speech lets the caster converse with fungi. Heal Fungus lets the caster heal a fungus. Identify Fungus lets him identify what he just healed.

Fungus Growth
Keywords: Buff.
Full Cost: 70 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 1 minute.

Causes the equivalent of one month’s growth in one minute. Giant mushrooms might change only slightly, while normal mushrooms grow tremendously.
Statistics: Affliction 1 (HT; Accessibility, Only on fungi, -40%; Advantage, Fungus Growth, +630%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [70]. Note: “Fungus Growth” is Unaging (Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 16, +320%) [63].
  
Fungus Speech
Keywords: None.
Full Cost: 13 points.
Casting Roll: None.
Range: Personal.
Duration: Indefinite.

You can converse with fungi. All earthly fungi are IQ 0, but a large mushroom might be “wiser” than the average fungus, at the GM’s whim. A fungus might know how recently it was watered or walked on, or something else that directly bears on its well-being, but would be unable to relate an overheard phone conversation. Any normal fungus will always cooperate, within the limits of its ability. It takes one minute to ask one question and get the answer – if the fungus decides to speak at all.
Statistics: Speak with Fungi (Sorcery, -15%) [13].
  
Heal Fungus
Keywords: None.
Full Cost: 26 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making physical contact with a fungus, you may immediately heal it 1d HP.
You can also cure a diseased fungus. This requires an IQ roll at a modifier determined by the GM. Some particularly strong diseases (with a modifier of -5 or lower) cannot be cured with this spell.
Your casting roll is at 2 if the subject is unconscious (in case of some sentient fungus creatures). In addition, if used more than once per day on a given subject, you are at a cumulative 3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!
The fungus must still be alive for the spell to work.
Statistics: Healing (Accessibility, Fungi only, -40%; Affects Self, +50%; Cannot restore crippled limbs, 10%; Capped, 2 FP, 25%; Magical, 10%; Reduced Fatigue Cost 1, +20%) [26]. Note: The 4 HP of healing has been converted to dice per p. B269.
  
Identify Fungus
Keywords: Information.
Full Cost: 14 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

Determines the type and species of any one fungus. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the fungus in question, this will reveal it. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.
Statistics: Detect (Fungi; Sorcery, 15%; Touch- or Vision-Based, 15%) [14].

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