Sunday 14 January 2024

Druidic Spells: Plant Spells II

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: 45 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Permanent.

    Inanimate plants in the 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, +40%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [45]. Additional levels add Area Effect (+50%) [+5]. Notes: “Diminish Plants” is Shrinking 1 (Variant; Minimum Size Only, +0%; Nature, -20%) [4]. 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: 58 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: 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.
    Bless Plants 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, +160%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 minute, -30%; Fixed Duration, +0%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [58]. Additional levels add Area Effect (+50%) [+5]. Note: “Enrichment” is Rapid Healing (Variant; Nature, -20%) [4] + Very Fit (Variant; Nature, -20%) [12].

    Entangle
    Keywords: Area (Fixed).
    Full Cost: 60 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    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 the 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.
    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%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Increased Range, 10x (Accessibility, Underwater only, -50%), +15%; Nature, -20%; One-Shot, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Underwater, +20%) [60].

    Ironwood
    Keywords: Buff.
    Full Cost: 31 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 3 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, +50%; Costs Fatigue, 3 FP, -15%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Combustible, +50%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [31]. Note: “Ironwood” is DR 4 (Nature, -20%) [5].

    Liveoak
    Keywords: None.
    Full Cost: 40 points.
    Casting Roll: Will.
    Components: V, S.
    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%; Immediate Preparation Required, 1 minute, -30%; Maximum Duration, hours equal to margin of success, -5%; Minion, +0%; Nature, -20%; Requires oak tree, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Will Roll, -5%) [40]. 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: 49 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: 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, +80%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [49]. Additional levels add Area Effect (+50%) [+5]. Notes: “Overgrowth” is Growth 1 (Variant; Minimum Size Only, +0%; Nature, -20%) [8]. 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: 20 points for level 1 + 12.5 points/additional level* (or more).
    Casting Roll: None.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.

    An invisible, mobile field surrounds you and prevents wooden creatures and objects from approaching you. The force can move any wooden object it has strength enough to lift, at a Move equal to your Repel Wood ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
    Repel Wood can only move things directly from you. It simply causes objects to move until they’re in contact with the border of the spell’s area, whereupon they are free to move or they’re held there against a hard obstacle with the spell’s telekinetic ST until the duration runs out. Objects and creatures can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Repel Wood ST.
    The field produces a hum that makes it easy to detect the spell’s effect (base Hearing range of 4 yards), and gives the caster a -1 to Hearing.
    The basic version of this spell has ST 5. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.

Repulsion ST

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

5

20 points

33 points

45 points

58 points

70 points

83 points

95 points

10

40 points

53 points

65 points

78 points

90 points

103 points

115 points

15

60 points

73 points

85 points

98 points

110 points

123 points

135 points

20

80 points

93 points

105 points

118 points

130 points

143 points

155 points

    Statistics: Telekinesis 5 (Accessibility, Wood only, -20%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Independent, +40%; Nature, -20%; Nuisance Effect, Hum, -5%; Persistent, +40%; Repulsion, -60%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [20]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
    * Calculate the total cost, then round up.




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