Sorcery: Plant Spells XX
And some more plant spells converted from D&D/Pathfinder. Transmute Metal to Wood lets druids create wooden armor from loot. Transport via Plants is a plant-to-plant teleport. Tree Stride is a slightly limited form of Transport via Plants. Wall of Thorns conjures a plant barrier. Awaken Plant imbues a plant with sentience.
Awaken Plant
Keywords: Buff.
Full Cost: 208 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Truly Permanent.
You imbue a plant with sentience.
The plant is granted additional 2d levels of IQ and loses the Wild Animal
meta-trait, if possible. This spell is Truly Permanent – it cannot be
dispelled, even with Remove Curse, and the effects do not stop working in
no-mana zones.
Statistics:
Affliction 1 (HT; Accessibility, Plants Only, -40%; Advantage, Awaken Plant, +1,400%;
Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; Negated Disadvantage, Wild Animal, +300%; No Signature, +20%; Sorcery,
-15%) [208]. Note: “Awaken Plant” is IQ+7 [140].
Transmute Metal to Wood
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to turn metal
into wood. To do so, touch the matter you wish to transform, take a Concentrate
maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure
means nothing happens. Critical failure means the transformation happens, but in
a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product 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. This limits the weight of the matter being transformed.
If the product is worth more than
what you started with, it’s unstable and will revert to its original form after
10 seconds unless you stabilize it with your character points – in which case
point cost depends on the difference in value. 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 – a ton of iron costs more to stabilize than a ton of
stone.
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 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
(Transmute Metal to Wood, +50%; Transmutation Only, -100%; Magical, -10%)
[8/level].
Transport via Plants
Keywords: None.
Full Cost: 45 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Self.
Duration: Instantaneous.
You can touch a plant and teleport
to any other plant of the same kind you are able to see with your own eyes, or
view it remotely, or visualize it clearly (which is only possible if you have seen
it previously in person). You can carry up to Medium Encumbrance when you
travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this
spell, modified as follows:
Distance:
Distance penalties appear on the table below. If actual distance falls between
two values, use the higher.
Distance
|
Penalty
|
10 yards
|
0
|
20 yards
|
-1
|
100 yards
|
-2
|
500 yards
|
-3
|
2 miles
|
-4
|
10 miles
|
-5
|
100 miles
|
-6
|
1000 miles
|
-7
|
Add an additional -1 for each 10x increase
in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll,
as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If
you have a “second-hand” view of the destination, you are at -2 per level of
removal. For instance, seeing it on TV or through someone else’s eyes would
give -2, while seeing it on a television set that you are viewing through
someone else’s eyes would give -4. There is an additional -2 to teleport to a
place you have visited but cannot see.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, you appear at your target
destination. On a failure, you go nowhere and strain your teleporting ability:
you are at -5 to cast this spell again in the next 10 minutes. On a critical
failure, you arrive at the wrong destination. This can be anywhere the GM
wishes! It need not be dangerous, but it should seriously inconvenience you. In
addition, your spell temporarily “burns out” and will not function again for 1d
hours.
You can cast this spell to evade
attacks in combat. Once per turn, you may teleport to any location you can see within
10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent
roll will be at -10 for instant use, so you might want to spend FP to improve your
odds!
Statistics: Warp
(Accessibility, Only to plants of the same kind, -25%; Extra Carrying Capacity,
Medium, +20%; Requires Concentrate, -15%; Sorcery, -15%; Special Portal, Plant, -20%) [45].
Tree Stride
Keywords: None.
Full Cost: 30 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Self.
Duration: Instantaneous.
You can touch a tree and teleport to
any other tree of the same kind you are able to see with your own eyes, or view
it remotely, or visualize it clearly (which is only possible if you have seen
it previously in person). You can carry up to Medium Encumbrance when you
travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this
spell, modified as follows:
Distance:
Distance penalties appear on the table below. If actual distance falls between
two values, use the higher.
Distance
|
Penalty
|
10 yards
|
0
|
20 yards
|
-1
|
100 yards
|
-2
|
500 yards
|
-3
|
2 miles
|
-4
|
10 miles
|
-5
|
100 miles
|
-6
|
1000 miles
|
-7
|
Add an additional -1 for each 10x increase
in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll,
as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If
you have a “second-hand” view of the destination, you are at -2 per level of
removal. For instance, seeing it on TV or through someone else’s eyes would
give -2, while seeing it on a television set that you are viewing through
someone else’s eyes would give -4. There is an additional -2 to teleport to a
place you have visited but cannot see.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, you appear at your target
destination. On a failure, you go nowhere and strain your teleporting ability:
you are at -5 to cast this spell again in the next 10 minutes. On a critical
failure, you arrive at the wrong destination. This can be anywhere the GM
wishes! It need not be dangerous, but it should seriously inconvenience you. In
addition, your spell temporarily “burns out” and will not function again for 1d
hours.
You can cast this spell to evade
attacks in combat. Once per turn, you may teleport to any location you can see within
10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent
roll will be at -10 for instant use, so you might want to spend FP to improve your
odds!
Statistics: Warp
(Accessibility, Only to trees of the same kind, -35%; Extra Carrying Capacity,
Medium, +20%; Requires Concentrate, -15%; Sorcery, -15%; Special Portal, Tree, -25%) [30].
Wall of Thorns
Keywords: Obvious.
Full Cost: 30 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell creates a barrier of very
tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s
finger. You do not have to concentrate to maintain it, Wall of Thorns is “fire and
forget.” It can be cast repeatedly, allowing the sorcerer to put up multiple
walls as needed, but each wall has a certain number of HP and dissipates once
those are exceeded (or the duration runs out).
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology - Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Wall of Thorns 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Wall of Thorns 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
Each wall has DR 6 and HP 1.
Creatures crashing into the wall take piercing damage.
Statistics: Piercing
Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent,
+40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [30].
Additional levels increase Area Effect (+50%) [+5].
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