Sorcery: Plant Spells VIII
Some of the plant spells are very difficult to build as Sorcery spells. Change Species temporarily transforms one plant into another. Create Paper is useful in an office. Create Book is a variation of the previous spell. Druid's Panacea is a multipurpose druidic healing spell. Fast Plant Growth enlarges plants.
Change Species
Keywords: Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster changes the species of a
plant – sunflower to tulip, acorn to walnut, birch tree to grapevines, etc., as
if using the Morph advantage (p. B84). The mass cannot be altered by more than
±20%.
Statistics:
Affliction 1 (HT; Accessibility, Only on plants, -40%; Advantage, Change
Species, +200%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Note: “Change
Species” is Morph (Accessibility, Plants Only, -50%; Magical, -10%; Mass Conservation, -20%) [20].
Create Book
Keywords: None.
Full Cost: 12 points for level 1 + 6
points/additional level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to create a
stack of paper sheets and bind them into a book. To do so, take a Concentrate
maneuver and roll vs. IQ. Success means the book appears in hand or within
arm’s reach. Failure means nothing happens. Critical failure means the creation
happens, but in a way that’s inconvenient or dangerous – the GM should be
creative!
The produced book can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on. Note that a stack of 1818 A5 sheets of paper weighs 10
lbs., so a single level of this spell is usually more than enough.
Created book is unstable. It
vanishes in 10 seconds unless you use character points to “stabilize” it. Each
point spent stabilizes a quantity worth 10% of the campaign’s average starting
wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.)
The GM determines the cash value per pound of matter.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed (e.g.,
melts naturally) or transformed (e.g., eaten), you can’t reclaim your points –
they’re gone. You can increase your Creation Pool with unspent points at any
time.
Statistics: Create
Paper (Link, +10%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [6/level] +
Control Paper 1 (Link, +10%; Magical, -10%; Only to bind books, -40%) [6].
Create Paper
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to create sheets
of paper or stacks of them. To do so, take a Concentrate maneuver and roll vs.
IQ. Success means the paper appears in hand or within arm’s reach. Failure means
nothing happens. Critical failure means the creation happens, but in a way
that’s inconvenient or dangerous – the GM should be creative!
The produced paper can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on. Note that a stack of 907 A4 sheets of paper weighs 10 lbs.,
so a single level of this spell is usually more than enough.
Created paper is unstable. It
vanishes in 10 seconds unless you use character points to “stabilize” it. Each
point spent stabilizes a quantity worth 10% of the campaign’s average starting
wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.)
The GM determines the cash value per pound of matter.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed (e.g.,
melts naturally) or transformed (e.g., eaten), you can’t reclaim your points –
they’re gone. You can increase your Creation Pool with unspent points at any
time.
Statistics: Create
Paper (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost then
round up.
Druid’s Panacea
Keywords: None or Resisted (Will).
Full Cost: 42 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous, the poison
flushes in 1d hours. Addictions and insanity are removed for 3 days. Memories
are restored permanently.
By making physical contact with a
subject – who must be resting at the foot of a large (SM +2 or more), living
tree - you may immediately heal him an amount of HP equal to the tree’s SM, but
no more than 8 HP. This also automatically stops any bleeding. You may heal
subjects of your own race and any “similar” races (GM’s call); e.g., a human
can heal other humans but not dogs or plants.
Your casting roll is at -2 if the
subject is unconscious. 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!
Alternatively, the caster may cure
the subject in other ways:
1. The caster may cure some disease
this way. The casting roll is penalized by the severity of the disease – from
+1 for the common cold to -2 for severe flu. He cannot cure a disease that
imposes a worse penalty. The penalty for repeated attempt applies to this
option too.
2. This caster may flush poisons
from the subject’s body. The caster must first roll against Poisons (or Alchemy,
Pharmacy, etc., as appropriate) to identify the poison. He cannot attempt this
roll until he knows that the subject has been poisoned. In most cases, this can
be discovered when the first symptoms show! This spell flushes the poison in 1d
hours, after which it has no further effect.
3. You can temporarily remove any addictions
or mental disadvantages that represent insanity in a subject. If the subject is
willing, no resistance roll is needed. If not, he resists with Will and must be
completely immobilized or otherwise under your control while you cast the
spell. Successful casting gets you inside of his head, where you can “see” his addiction
and/or insanity; the GM will reveal his Addiction or “insane” disadvantages. You
must then win a second Quick Contest of IQ vs. Will – or make another unopposed
IQ roll, for a willing subject – at -1 for every full -5 points in
disadvantages you wish to remove. You may substitute Brainwashing for IQ, if
better. A critical success here gives the subject an excuse to buy off his
problem, if he has the character points!
4. The caster can permanently restore
any lost memories of the subject. This works the same as above, but the
duration is permanent.
Statistics:
Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 4 FP,
-20%; Environmental, Large Tree, -50%; Magical, -10%; Reduced Fatigue Cost 3,
+60%) [36] + Affliction 1 (HT; Advantage, Druid’s Panacea (Neutralize Poison),
+180%; Environmental, Large Tree, -50%; Fixed Duration, +0%; Melee Attack,
Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/180, -40%;
Sorcery, -15%) [16/5=4] + Mind Control (Accessibility, Only to remove addictions,
amnesia, or insanity, -10%; Conditioning Only, -50%; Environmental, Large Tree,
-50%; Extended Duration, Permanent, Only when restoring memories, +50%; Fixed
Duration, +0%; Melee Attack, Reach C, -30%; Sorcery, -15%) [10/5=2]. Notes: “Druid’s
Panacea (Neutralize Poison)” is Unusual Training (Body Control, only to flush
poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll
required, +100% and Magical, -10% for a final cost of 18 points. All three
advantages are built as Alternative Abilities.
Fast Plant Growth
Keywords: Resisted (HT).
Full Cost: 15 points for level 1 + 9
points/level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
If the subject non-intelligent plant
or a hex of non-intelligent plants fails to resist, the caster may enlarge it.
Each level of Fast Plant Growth lets
the caster make the plants in the target hex stretch and monstrously sprout to
fill an adjacent hex. With the Density of
Vegetation rules (GURPS Magic – Plant
Spells, p. 6), the caster may raise the density level of a hex instead of adding a new one (except an
Impenetrable hex, which will not change). A newly filled hex has the same
density as the hex from which it spread.
Plants that pile up against a fixed
object do (1d x Talent) crushing damage per minute. Use the rules for
structural damage on pp. B558-559. Movable objects are shoved as per Lifting and Moving Things (p. B353); BL
is 15 x Talent. Any ambulatory being can evade the expanding plant life. Those
who cannot are shoved as inanimate objects. If pushed against a solid barrier,
the shoved individual suffers 1/10 of the crushing damage inflicted each turn.
Statistics:
Affliction 1 (HT; Accessibility, Only on non-intelligent plants, -60%;
Advantage, Fast Plant Growth, +90%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [15]. Notes: “Fast Plant Growth” is
Growth (Variant; Magical, -10%; Maximum Size Only, +0%) [9]. Additional levels
add additional levels of Fast Plant Growth to the Advantage enhancement [+9].
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