Thursday 11 January 2024

Druidic Spells: Animal Spells II

Druidic Spells: Animal Spells II

Many of these spells are limited variants of other spells. Calm Animal is an area spell that calms down multiple animals. Charm Animal is an animal-specific variant of Charm. Detect Animals lets you detect and analyze animals. Dominate Animal is an animal-specific variant of Dominate. Giant Vermin is a vermin-specific variant of Animal Growth.
 
    Calm Animals
    Keywords: Area (Leveled), Resisted (Will).
    Full Cost: 38 points for level 1 + 25 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 3 minutes.
 
    You calm down animals in the area. Only creatures with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for animals with IQ 6 and Bestial.
    If a subject successfully resists, you cannot attempt to calm that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.
    Statistics: Mind Control (Accessibility, Animals only, -25%; Accessibility, Only to calm down, -30%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Independent, +70%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [38]. Additional levels add more Area Effect (+50%) to the advantage [+25].
  
    Charm Animal
    Keywords: Resisted (Will).
    Full Cost: 33 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: 90 minutes.
 
    This spell makes an animal regard you as its trusted friend and ally. If you or your allies threaten or attack the subject, the charm is broken. The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your actions in the most favorable way. You still need to convince it to perform the desired actions normally.
    If the subject successfully resists, you cannot attempt to charm that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.
    Statistics: Mind Control (Accessibility, Only on animals, -25%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Nature, -20%; One Emotion Only, Friendship, -80%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [33].
  
    Detect Animals
    Keywords: Information.
    Full Cost: 11 or 20 points.
    Casting Roll: Per to detect, IQ to analyze.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    With the basic (11-point) version of this spell, you can immediately sense all nearby animals, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest animal, and inform you if you succeed. You may omit any known animals, or make this spell detect only a specific kind of animal. For each detected animal, you may roll a follow-up IQ roll to analyze the animal – to find out its species, condition, etc.
    The improved (31-point) version of this spell works as above, except that you know the precise location of each animal. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Statistics: Detect (Animals; Blockable, -20%; Costs Fatigue, 1 FP, -5%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%) [11]. The improved version adds Precise (+100%) [+20].
  
    Dominate Animal
    Keywords: Resisted (Will).
    Full Cost: 88 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Unlimited (standard).
    Duration: 6 days.
 
    You can send telepathic commands to an animal. If the subject fails to resist, it will obey your every command to the exclusion of everything else. In effect, the subject temporarily acquires Slave Mentality (p. B154). Any order that goes against the subject’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus.
    If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect it again within 24 hours.
    Statistics: Mind Control (Accessibility, Only on animals, -25%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Independent, +70%; Nature, -20%; Puppet, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [88].
 
    Giant Vermin
    Keywords: Buff.
    Full Cost (Touch): 24 points + ST to support the new size; see text.
    Full Cost (Short-Range): 27 points + ST to support the new size; see text.
    Full Cost (Ranged): 32 points + ST to support the new size; see text.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 3 minutes.
 
    The caster increases the Size Modifier of a vermin (in this context, any invertebrate animal) by 2, but not its equipment. Find the vermin’s final height from the Size Modifier Table (p. B19). Increases in SM affect the subject’s limb length when calculating reach and determining whether it can negotiate obstacles; see Size Modifier and Reach (p. B402).
    If the caster attempts to enlarge the vermin in a room, vehicle, container, etc. that isn’t large enough to hold it, its growth normally stops. However, if maximum thrust damage for the subject’s current ST is greater than the wall or ceiling’s DR, it bursts through it. This takes one second per point of DR.
    The caster must buy the ST necessary to support the vermin’s enlarged form and add it to the Advantage enhancement. This is 5 x final height in yards. This ST is only available when the vermin grows, and the caster must buy it with the Size limitation (see Strength, p. B14) and Nature, -20%. Use the vermin’s increased SM to determine the limitation value. Note that if this additional ST is not enough to support the enlarged form of the vermin, the spell fails!
    Statistics: Affliction 1 (HT; Accessibility, Only vermin, -45%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Giant Vermin, +160%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [24]. Note: “Giant Vermin” is Growth 2 (Maximum Size Only, +0%; Nature, -20%) [16]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 


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