Friday 12 January 2024

Druidic Spells: Animal Spells III

Druidic Spells: Animal Spells III

Let's finish the Animal college. Hide from Animals makes the subject invisible to animals. Hold Animal temporarily paralyzes an animal. Reduce Animal shrinks an animal. Repel Vermin scares away all the creepy crawlies.
 
    Hide from Animals
    Keywords: Buff.
    Full Cost (Self): 36 points.
    Full Cost (Touch): 48 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    Animals cannot see the warded creature, as long as the warded creature carries no more than its medium encumbrance. This includes normal vision, Infravision, Ultravision, and Dark Vision. The subject gets a +9 to Stealth in any situation where being seen would matter. If a warded creature touches an animal, or attacks any creature (even with a spell), the spell ends for all recipients.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Hide from Animals, +340%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36]. Note: “Hide from Animals” is Invisibility (Accessibility, Animals Only, -25%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Nature, -20%) [34]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].
  
    Hold Animal
    Keywords: Resisted (Will).
    Full Cost: 32 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 6 seconds.
 
    This spell paralyzes an animal. If the victim takes damage or is attacked, the spell dissipates. (Thus, an attacked paralyzed animal gets an active defense roll.)
    Statistics: Affliction 1 (Will; Accessibility, Only on animals, -25%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Paralysis, +150%; Reduced Duration, 1/30, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Attack/damage, -20%) [32].
  
    Reduce Animal
    Keywords: Resisted (HT).
    Full Cost: 28 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 3 minutes.
 
    If the target animal fails to resist, it shrinks - its Size Modifier is decreased by -2. Equipment does not shrink with it. When the animal shrinks, find its new height from the Size Modifier Table (p. B19). Reduce Move, reach, damage (with unarmed attacks, Innate Attacks, or shrunken weapons), HP, and DR in proportion to height. Weight is reduced by a factor of 10.
    Statistics: Affliction 1 (HT; Accessibility, Only on animals, -25%; Advantage, Reduce Animal, +80%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [28]. Notes: “Reduce Animal” is Shrinking 2 (Minimum Size Only, +0%; Nature, -20%) [8].
  
    Repel Vermin
    Keywords: Area (Fixed), Resisted (IQ).
    Full Cost: 25 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    You bring into being a mobile, 4-yard-radius, hemispherical energy field that prevents the entrance of vermin (in this context, any invertebrate animals). Whenever a vermin enters the area, it must resist with a Quick Contest of IQ versus your Will. If you win, then the vermin must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the vermin may stay within the area for its margin of victory seconds, after which it must roll to resist again. Most normal vermin have very low IQ level, so it is safe to assume that the vermin loses its resistance contest.
    This spell may be used only defensively, not aggressively. If you move in a way that forces a vermin to be in the area of this spell, then the vermin does not have to resist until it leaves the area and reenters it again.
    Statistics: Affliction 1 (IQ; Accessibility, Vermin only, -45%; Area Effect, 4 yards, +100%; Aura, +80%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread with Cannot Be Trapped, +15%; Emanation, -20%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [25].
  
    Speak with Animals
    Keywords: None.
    Full Cost: 14 points.
    Casting Roll: None.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Self.
    Duration: Indefinite.
 
    You can converse with animals. The quality of information you receive depends on the beast’s IQ and the GM’s decision on what the animal has to say.
    Statistics: Speak with Animals (Costs Fatigue, 1 FP, -5%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [14].
 
    Summon Swarm
    Keywords: None.
    Full Cost: 37 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
    Casting Time: 2 seconds.
    Range: 10 yards.
    Duration: Indefinite.
 
    Summons an insect swarm (GURPS Dungeon Fantasy 5: Allies, p. 9) that does your mental bidding while it exists. If the swarm is killed, the summoner must wait a full day to call replacements. Dismissing the swarm is a free action, but it may only be dismissed if it is physically present. This spell can only be cast if the summoner’s point total is equal or higher bigger than the swarm’s.
    Statistics: Ally (Insect Swarm; Built on 100%; Constantly, No roll required; Conjured, +100%; Costs Fatigue, 1 FP, -5%; Minion, +50%; Nature, -20%; Ranged, +40%; Reduced Duration, 1/6, -15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [37].
 

    Web
    Keywords: Area (Fixed).
    Full Cost: 54 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 5 minutes.

    You conjure a sticky web in a 4-yard-radius area. Anyone covered by the web is grappled with ST 10 and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Each additional Web cast over the area increases the ST by 1. The Web stays in the area for 10 seconds.
    Anyone who touches a victim grappled by the Web within 10 seconds of the casting sticks to him, becoming grappled as well!
    To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Web. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Web. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Web take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Web has DR 3. Each point of damage reduces ST by one. At ST 0, the Web is destroyed and the victims are freed. The Web can only be damaged by cutting and burning attacks.
    Statistics: Binding 10 (Area Effect, 4 yards, +100%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Nature, -20%; Only Damaged By Cutting and Burning, +20%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sticky, +20%; Takes Extra Time 1, -10%) [54].



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