Sorcery: Plant Spells IX
Some plant spells in GURPS Magic - Plant Spells are just variants of the more generic spells. Breakfall Plants is Slow Fall that only works when falling onto living plants. Exploding Vegetable is Explode that only works on vegetables and fruits. Fling Fruit is Poltergeist that only works on vegetables and fruits. Grant Plant Intelligence is Wisdom that only affects plants.
Breakfall Plants
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject subtracts five yards
from a fall automatically, if he falls onto some form of living plant material
(treat this as an automatic Acrobatics success – don’t check again for it). In
addition, a successful DX roll halves damage from any fall.
Statistics:
Affliction 1 (HT; Advantage, Breakfall Plants, +60%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Note: “Breakfall
Plants” is Catfall (Accessibility, Only when falling onto living plants, -50%; Feather
Fall, +20%; Magical, -10%) [6].
Exploding Vegetable
Keywords: Resisted (HT).
Full Cost: 12 points/level.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.
Deals 1d damage to the subject
(works only on tomatoes, ears of corn, heads of lettuce, grapefruits, oranges,
and similar products) per level of the spell. See p. B557, for DR and HP of
various items. DR does not protect against this! If the spell does not do
enough damage to actually break the subject, the subject takes no harm.
If the spell destroys the subject, it
explodes violently, doing [2d] cutting fragmentation damage.
Statistics: Crushing
Attack 1d (Accessibility, Only on vegetables, -75%; All-or-Nothing, -10%; Based
on HT, +20%; Based on IQ, Own Roll, +20%; Fragmentation [2d], +30%; Malediction
2, +150%; No Signature, +20%; Sorcery, -15%) [12/level].
Fling Fruit
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
You can pick up and throw tomatoes,
ears of corn, heads of lettuce, grapefruits, oranges, and similar products
without touching them. You lift and throw distant fruits just as if you were
grasping them in a pair of hands with ST equal to your Fling Fruit level.
Regardless of level, for picking fruits up your maximum range is 10 yards. You
cannot move fruits after you pick them up, your only options are to throw the
object, keep holding it, or release your grasp.
Fling Fruit requires constant
concentration to use. In combat, this means you must take a Concentrate maneuver
on your turn. Your Fling Fruit may then perform one standard maneuver as if
were a disembodied pair of hands at some point within your range: a Ready
maneuver to pick up a fruit or an Attack maneuver to throw it. This works just
as if you were throwing the fruit with ST equal to your Fling Fruit level. Roll
against Throwing to hit, modified by Talent. For 1/2D and Max purposes, measure
range from the fruit (not yourself!) to the target; for the purpose of range
penalties, use the sum of the
distance from you to the fruit and from the fruit to the target. Once you throw
something, you have “released” your telekinetic grip – your Fling Fruit must
take a Ready maneuver to pick it up again.
No rolls are necessary for picking fruits
up. In situations where you would roll against ST, roll against your Fling
Fruit level instead.
Statistics:
Telekinesis 1 (Only to pick up and throw fruit, -65%; Sorcery, -15%) [1]. Each
additional level adds Telekinesis 1 (Only to pick up and throw fruit, -65%; Sorcery,
-15%) [+1].
Grant Plant Intelligence
Keywords: Buff.
Full Cost: 26 points for level 1 + 18
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You increase the subject’s IQ by 1
per level of this spell for 3 minutes. This affects the IQ-based skills, Will,
Per, etc. Note that this increase of IQ will not affect casting rolls for spellcasters using such magic systems
as Ritual Path Magic or Incantation Magic. This spell can only
affect living plants.
Statistics:
Affliction 1 (HT; Accessibility, Only on living plants, -40%; Advantage, Grant
Plant Intelligence 1, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Sorcery, -15%) [26]. Additional levels add further Grant
Plant Intelligence to the Advantage enhancement (+180%) [+18]. Note: Each
level of “Grant Plant Intelligence” is IQ 1 (Magical, -10%) [18].
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