Druidic Spells: Plant Spells II
Diminish Plants reduces the level of vegetation density. Entangle creates an area where vegetation tries to grapple everyone. Both of these spells interact with the vegetation density rules from GURPS Tactical Shooting: Extreme Conditions. Ironwood makes wood as hard as metal. Liveoak animates an oak tree into a treant. I decided to split Plant Growth into two spells. Overgrowth increases the level of vegetation density, while Enrichment makes plants more healthy and productive. Repel Wood repels wooden objects and creatures.
Diminish Plants
Keywords: Area (Leveled).
Full Cost (Short-Range): 43 points
for level 1 + 5 points/additional level.
Full Cost (Ranged): 48 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
Inanimate plants in a 4-yard-high cylindrical area shrink, reducing the vegetation density by one step (GURPS Tactical Shooting: Extreme Conditions, p. 19). This does not affect dead plants.
Statistics: Affliction 1 (Will; Accessibility, Sessile plants only, -30%; Advantage, Diminish Plants, +50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [43]. Additional levels add Area Effect (+50%) [+5]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Notes: “Diminish Plants” is Shrinking 1 (Variant; Divine, -0%; Minimum Size Only, +0%) [5]. This spell isn’t classified as Resisted (Will), because inanimate plants have Will 0 and hence automatically fail to resist.
Enrichment
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 59 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 64 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 months.
Plants in the area grow more fast and strong: Crops produce twice the usual yield, vegetation grows twice as tall, and any mundane HT rolls made by the plants are at +2. This spell affects only inanimate plants; mobile or sentient ones are immune. If cast on plants affected by Blight, this spell returns them to their normal state.
Enrichment lasts for 6 months. Once the plants die or are harvested, the plants lose this effect.
Statistics: Affliction 1 (HT; Accessibility, Sessile plants only, -30%; Advantage, Enrichment, +200%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 minute, -30%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [59]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Note: “Enrichment” is Rapid Healing (Variant; Divine, -0%) [5] + Very Fit (Variant; Divine, -0%) [15].
Entangle
Keywords: Area (Fixed).
Full Cost: 50 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 30 seconds.
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in a 4-yard-high cylindrical area or those that enter the area, holding them fast and causing them to become entangled. Each second, each creature in the area is attacked with an effective skill of 12, modified only for their size. This entangling attack can only be dodged. Anyone entangled by the vegetation is grappled with ST that depends on the vegetation density and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX.
Effective ST of Entangle depends on the local vegetation density level (GURPS Tactical Shooting: Extreme Conditions, p. 19). Sparse vegetation has ST 3, normal vegetation has ST 5, thick vegetation has ST 7, dense vegetation has ST 9, and impenetrable vegetation has ST 12.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of Entangle. 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 entangling vegetation. Innate Attacks hit automatically; other attacks are at -4. External attacks on the plant bindings take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). Tangles have DR 2. Each point of damage reduces ST by one. At ST 0, the binds are destroyed and the victims are freed.
Keywords: Area (Leveled).
Full Cost (Ranged): 48 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
Inanimate plants in a 4-yard-high cylindrical area shrink, reducing the vegetation density by one step (GURPS Tactical Shooting: Extreme Conditions, p. 19). This does not affect dead plants.
Statistics: Affliction 1 (Will; Accessibility, Sessile plants only, -30%; Advantage, Diminish Plants, +50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [43]. Additional levels add Area Effect (+50%) [+5]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Notes: “Diminish Plants” is Shrinking 1 (Variant; Divine, -0%; Minimum Size Only, +0%) [5]. This spell isn’t classified as Resisted (Will), because inanimate plants have Will 0 and hence automatically fail to resist.
Enrichment
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 59 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 64 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 months.
Plants in the area grow more fast and strong: Crops produce twice the usual yield, vegetation grows twice as tall, and any mundane HT rolls made by the plants are at +2. This spell affects only inanimate plants; mobile or sentient ones are immune. If cast on plants affected by Blight, this spell returns them to their normal state.
Enrichment lasts for 6 months. Once the plants die or are harvested, the plants lose this effect.
Statistics: Affliction 1 (HT; Accessibility, Sessile plants only, -30%; Advantage, Enrichment, +200%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 minute, -30%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [59]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Note: “Enrichment” is Rapid Healing (Variant; Divine, -0%) [5] + Very Fit (Variant; Divine, -0%) [15].
Entangle
Keywords: Area (Fixed).
Full Cost: 50 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 30 seconds.
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in a 4-yard-high cylindrical area or those that enter the area, holding them fast and causing them to become entangled. Each second, each creature in the area is attacked with an effective skill of 12, modified only for their size. This entangling attack can only be dodged. Anyone entangled by the vegetation is grappled with ST that depends on the vegetation density and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX.
Effective ST of Entangle depends on the local vegetation density level (GURPS Tactical Shooting: Extreme Conditions, p. 19). Sparse vegetation has ST 3, normal vegetation has ST 5, thick vegetation has ST 7, dense vegetation has ST 9, and impenetrable vegetation has ST 12.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of Entangle. 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 entangling vegetation. Innate Attacks hit automatically; other attacks are at -4. External attacks on the plant bindings take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). Tangles have DR 2. Each point of damage reduces ST by one. At ST 0, the binds are destroyed and the victims are freed.
Victims also can roll thrust damage once per turn against Entangle as a free action. If this destroys the binding, they may ignore its impediment at once. If it doesn’t, they’re affected normally but may still use their turn for a standard attempt to break free, and the binding is not damaged by this free “attack.”
This spell also works underwater in areas with seaweed.
Statistics: Binding 12 (Area Effect, 8 yards, +150%; Bombardment, Skill 12, -10%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Increased Range, 10x (Accessibility, Underwater only, -50%), +15%; One-Shot, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Underwater, +20%) [50].
Ironwood
Keywords: Buff.
Full Cost: 46 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 6 days.
You turn one wooden object into ironwood. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron (such as Heat Metal) do not function on ironwood. Spells that affect wood (such as Wood Shape) do affect ironwood, although ironwood does not burn.
Ironwood objects have DR 4, are not flammable, and are heavier. For ironwood weapons, such as staffs, use the rules for Full-Metal Weapons (GURPS Fantasy-Tech 2: Weapons of Fantasy, pp. 4-5).
Statistics: Affliction 1 (HT; Accessibility, Wooden objects only, -30%; Advantage, Ironwood, +200%; Based on IQ, Own Roll, +20%; Costs Fatigue, 5 FP, -25%; Divine, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Combustible, +50%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [46]. Note: “Ironwood” is DR 4 (Divine, -0%) [20].
Liveoak
Keywords: None.
Full Cost: 38 points.
Casting Roll: Skill.
Components: V, S, DF
Cost: 1 FP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: Hours equal to margin of success on the casting roll.
You imbue inanimate oak with mobility and a semblance of life. The oak becomes a treant without the ability to animate trees. The tree can follow you, or it can remain in an area and attack any creature (or just a specific kind of creature) entering the place, or perform other tasks that its intelligence allows. It remains animated until it is destroyed. (A destroyed tree can’t be animated again.)
The point total of the animated tree must not
be higher than 150% of your point value.
If the tree is destroyed, the caster must wait a full day to animate replacements. However, the caster can also dismiss the animating spirit by touching the tree as a free action. In this case, he may begin animating replacements five minutes later.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately deanimate the tree. However, there is no FP cost to maintain this spell, only to cast it.
Statistics: Ally (Awakened Tree; Built on 150%; Constantly, no roll required; Conjured, +100%; Divine, -10%; Immediate Preparation Required, 1 minute, -30%; Maximum Duration, hours equal to margin of success, -5%; Minion, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires oak tree, -20%) [38]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.
Overgrowth
Keywords: Area (Leveled).
Full Cost (Short-Range): 48 points
for level 1 + 5 points/additional level.
Full Cost (Ranged): 53 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
Inanimate plants in the area grow, increasing the vegetation density by one step (GURPS Tactical Shooting: Extreme Conditions, p. 19). This does not affect dead plants.
Statistics: Affliction 1 (Will; Accessibility, Sessile plants only, -30%; Advantage, Overgrowth, +100%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [48]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Notes: “Overgrowth” is Growth 1 (Variant; Divine, -0%; Minimum Size Only, +0%) [10]. This spell isn’t classified as Resisted (Will), because inanimate plants have Will 0 and hence automatically fail to resist.
Repel Wood
Keywords: Area (Leveled).
Full Cost: 22 points for level 1 + 7.5 points/additional level* (or more).
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
An invisible, hemispherical mobile field surrounds you and forcefully
repels wooden creatures and objects away from you. Attacks made with wooden melee or ranged weapons directed at
anyone in the area take a -1 penalty regardless of whether they originate
outside or inside the area. Wooden creatures and objects in the area
take 2d crushing damage every second. This damage only deals knockback; it deals no injury or blunt trauma.
Worn and carried wooden objects remain on the creature in question, but the
wearer’s or carrier’s HP is used for knockback calculations. Wooden objects
held in hands, such as weapons, may get dislodged. The holder of the item must
make a ST roll modified as follows: +2 for a two-handed weapon or object held
in two hands; +2 if the holder knows that his item is being targeted by this
spell; -1 per 4 points of damage that the caster rolled. On a failure, he drops
his weapon or other item he is holding! On success by 0‑2, his weapon or item becomes unready. Success by 3+ causes him no ill
effects.
Damage dealt by this spell and
attack penalties imposed by it can be improved. For an additional +100% to cost
(including any increased area), rounded up, the damage can be upgraded to 4d or
more, and penalties increased to -2 or more. This is summarized in the table
below.
This spell also works underwater in areas with seaweed.
Statistics: Binding 12 (Area Effect, 8 yards, +150%; Bombardment, Skill 12, -10%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Increased Range, 10x (Accessibility, Underwater only, -50%), +15%; One-Shot, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Underwater, +20%) [50].
Ironwood
Keywords: Buff.
Full Cost: 46 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 6 days.
You turn one wooden object into ironwood. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron (such as Heat Metal) do not function on ironwood. Spells that affect wood (such as Wood Shape) do affect ironwood, although ironwood does not burn.
Ironwood objects have DR 4, are not flammable, and are heavier. For ironwood weapons, such as staffs, use the rules for Full-Metal Weapons (GURPS Fantasy-Tech 2: Weapons of Fantasy, pp. 4-5).
Statistics: Affliction 1 (HT; Accessibility, Wooden objects only, -30%; Advantage, Ironwood, +200%; Based on IQ, Own Roll, +20%; Costs Fatigue, 5 FP, -25%; Divine, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Combustible, +50%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [46]. Note: “Ironwood” is DR 4 (Divine, -0%) [20].
Liveoak
Keywords: None.
Casting Roll: Skill.
Components: V, S, DF
Cost: 1 FP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: Hours equal to margin of success on the casting roll.
You imbue inanimate oak with mobility and a semblance of life. The oak becomes a treant without the ability to animate trees. The tree can follow you, or it can remain in an area and attack any creature (or just a specific kind of creature) entering the place, or perform other tasks that its intelligence allows. It remains animated until it is destroyed. (A destroyed tree can’t be animated again.)
If the tree is destroyed, the caster must wait a full day to animate replacements. However, the caster can also dismiss the animating spirit by touching the tree as a free action. In this case, he may begin animating replacements five minutes later.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately deanimate the tree. However, there is no FP cost to maintain this spell, only to cast it.
Statistics: Ally (Awakened Tree; Built on 150%; Constantly, no roll required; Conjured, +100%; Divine, -10%; Immediate Preparation Required, 1 minute, -30%; Maximum Duration, hours equal to margin of success, -5%; Minion, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires oak tree, -20%) [38]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.
Overgrowth
Keywords: Area (Leveled).
Full Cost (Ranged): 53 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
Inanimate plants in the area grow, increasing the vegetation density by one step (GURPS Tactical Shooting: Extreme Conditions, p. 19). This does not affect dead plants.
Statistics: Affliction 1 (Will; Accessibility, Sessile plants only, -30%; Advantage, Overgrowth, +100%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [48]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Notes: “Overgrowth” is Growth 1 (Variant; Divine, -0%; Minimum Size Only, +0%) [10]. This spell isn’t classified as Resisted (Will), because inanimate plants have Will 0 and hence automatically fail to resist.
Keywords: Area (Leveled).
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 10 seconds.
Dmg/Penalty |
2 yards |
4 yards |
8 yards |
16 yards |
32 yards |
64 yards |
128 yards |
2d/-1 |
22 points |
30 points |
37 points |
45 points |
52 points |
60 points |
67 points |
4d/-2 |
43 points |
58 points |
73 points |
88 points |
103 points |
118 points |
133 points |
6d/-3 |
64 points |
86 points |
109 points |
131 points |
154 points |
176 points |
199 points |
8d/-4 |
85 points |
115 points |
145 points |
175 points |
205 points |
235 points |
265 points |
Statistics:
Crushing Attack 1d (Accessibility, Wood Only, -20%; Area Effect, 2 yards, +50%;
Divine, -10%; Double Knockback, +20%; Emanation, -20%; Link, +10%; No Blunt
Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires
Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%;
Variable, Area, +5%) [4] + Hit Penalty 1 (Area Effect, 2 yards, +50%; Affects
Others 1, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Force Field, +20%;
Limited, Wood, -40%; Link, +10%; Persistent, +40%; Requires Gestures, -10%; Requires
Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%;
Variable, Area, +5%) [18]. Additional levels add more Area Effect (+50%) to
both advantages [+7.5*].
* Calculate the total cost, then
round up.
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