Sunday 20 August 2017

Sorcery: Plant Spells XII

Sorcery: Plant Spells XII

Some more plant spells. Green Telurgy is a highly limited communication spell. Harvest is useful for lazy farmer mages. Hypnotic Leaves is a druidic crowd control spell. Improved Firewood makes wood more flammable.

Green Telurgy
Keywords: None.
Full Cost: 17 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

This spell turns a plant into a “magic phone line”. The caster can set up a two-way conversation with another person, if they both are touching the same plant. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). The casting roll is modified with any of the following traits: Lifebane (-6), Plant Empathy (+4), and Speak with Plants (+3).
If successful, the participants hear each other’s projected thoughts, allowing “real-time” conversation. If a participant does not want to hear the other one, he can simply stop touching the plant. The caster may maintain a connection with that subject for as long as he’d like, but he must keep touching the plant. No further rolls are normally required unless the range penalty worsens.
Others can join the “conference” at any time – a new casting of the spell (by anyone involved) is required for each new person to enter.
Statistics: Mind Reading (Accessibility, Both participants must be touching the plant, -60%; Accessibility, Projected thoughts only, -20%; Link, +10%; Magical, -10%; Telecommunication, -20%) [6] + Telesend (Accessibility, Both participants must be touching the plant, -60%; Link, +10%; Sorcery, -15%) [11].
  
Harvest
Keywords: Area (Leveled).
Full Cost: 54 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You can create a zone of harvesting telekinetic force anywhere within 100 yards of you. To place the zone at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. An intangible force harvests crops within the area without touching them. The force can move any object it has strength enough to lift (it has ST 6), at a Move 6, modified as usual for encumbrance level (see Encumbrance and Move, B17). All harvested crops are moved and piled up in the center of the area of effect. The caster can specify what he wants to harvest – apples, wheat, all crops under the ground, etc.
Statistics: Telekinesis 6 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; One Task, Harvest Crops, -65%; Persistent, +40%; Selective Effect, +20%; Sorcery, -15%) [54]. Additional levels add more Area Effect (+50%) to the advantage [+15].

Hypnotic Leaves
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 33 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This spell animates all leaves (or flower petals, moss beards, etc.) in the area of effect such that any sapient creature that sees them must resist with IQ or become dazed for 3 minutes. If a victim is standing, he remains upright, but can do nothing. If the victim is struck, slapped, or shaken, he recovers on his next turn. The condition is also broken if the victim’s sight of the leaves is blocked or the leaves are destroyed. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover. You can omit any creatures from the effect. The magic does not affect anyone who is outside the area looking into it.
The GM can penalize any resistance roll if the leaves are unusually plentiful (-1), very colorful (-2), or falling (-3). These three penalties are not cumulative. Add -3 for anyone with Peripheral Vision that’s at least two yards inside the area. Use darkness penalties as a bonus to the roll – in dim light, the leaves are difficult to see, so they’re less likely to hypnotize.

Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Environmental, Leaves, -40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sight-Based, -20%; Sorcery, 15%) [33]. Additional levels add Area Effect (+50%) [+5].
  
Improved Firewood
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.

This spell can be cast on any piece of dead wood. Its flammability (p. B433) rises to Highly Flammable when the spellcaster deliberately tries to ignite the wood. Once lit, it burns three times longer than it normally would (like Essential Wood) and emits no noise or smoke! If anyone but the caster tries to set it on fire – or the caster exposes it to flame accidentally – treat the wood as it was before the spell was cast. If it catches fire in this way, the spell ends.
Statistics: Affliction 1 (HT;Accessibility, Only on wood, -60%; Advantage, Improved Firewood, +20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Improved Firewood” is Controllable Disadvantage (Flammable, Variant; Magical) [1] + Sanitized Metabolism (Variant; Magical, -10%) [1].

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