Tuesday 16 January 2024

Druidic Spells: Plant Spells IV

Druidic Spells: Plant Spells IV

The final four plant spells! Tree Shape lets you assume the form of a normal tree. I had to create a new "tree" template by combining the Body of Wood meta-trait, tree stats from GURPS Magic: Plant Spells, and awakened tree statblock from Garden of Evil. Tree Stride is the first time I've used Meld 2, +200% on Permeation. Wall of Thorns creates a spiked barrier. Wood Shape lets you shape wood in whatever shape you want (technically speaking, it includes the effects of Warp Wood, so I didn't convert the latter).

    Tree Shape
    Keywords: None.
    Full Cost: 27 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 30 minutes to maintain.
    Casting Time: 10 seconds.
    Range: Self.
    Duration: Indefinite.

    By means of this spell, you are able to assume the form of a 20’-tall living tree (see the footnote for the template). All your gear is absorbed into your new form. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree. While in tree form, you can see and hear all that transpires around you just as if you were in your normal form, but you cannot move, speak, cast spells, or use any other abilities.
    While assuming the tree shape requires 10 seconds, reverting back can be done in a single Ready maneuver.
    Statistics: Alternate Form (Tree*; Absorptive Change, Extra-Heavy Encumbrance, +25%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Nature, -20%; Reduced Time 4, Only to dismiss, +40%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%) [27].
* A new racial template: SM+3; ST 0 [-100]; DX 0 [-200]; HP+80 (Size Modifier, -30%) [112]; 360° Vision (Panoptic I, +20%) [30]; Affected by Plant spells [0]; Combustible [-5]; Doesn’t Breathe [20]; Doesn’t Eat or Drink (Accessibility, Only with daily sunlight, -10%; Food Only, -50%) [4]; Doesn’t Sleep [20]; DR 3 [15]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous; No Blood; No Eyes) [50]; No Legs (Sessile) [-50]; No Manipulators [-50]; Mute [-25]; No Sense of Smell/Taste [-5]; Numb [-20]; Reduced Consumption 3 (Water Only, -50%) [3]; Taboo Trait (Fixed DX) [0]; Taboo Trait (Fixed ST) [0]; and Vulnerability (Fire, x2) [-30].
    Bark Armor: DR 15 (Outer Layer; Ablative, -80%) [15].
    -186 points.

    Tree Stride
    Keywords: None.
    Full Cost: 70 points.
    Casting Roll: None.
    Components: V, S.
    Cost: 3 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.

    You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.

Type of Tree

Transport Range

Oak, ash, yew

3,000 feet

Elm, linden

2,000 feet

Other deciduous

1,500 feet

Any coniferous

1,000 feet

All other trees

500 feet

    Aside from sensing the location of trees, you are unable to see anything that goes on outside, but you can still hear what happens around you. If the tree you are in takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP tree results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts Afflictions: add the difference between its SM and yours to your resistance roll.
    You carry objects, including clothing and armor, up to your Light Encumbrance, when you meld with a tree. If dropped, they “pop” into open space at the point where you entered the object. You cannot leave things inside solid matter! While in a tree, you cannot breathe.
    Statistics: Permeation (Wood; Can Carry Objects, Light, +20%; Costs Fatigue, 3 FP, -15%; Meld 2, +200%; Nature, -20%; Nuisance Effect, Range depends on tree type, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Blindness, -50%) [70].

    Wall of Thorns
    Keywords: Area (Leveled), Obvious.
    Full Cost: 26 points for level 1 + 5 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    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. 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 colliding into the wall take piercing damage instead of crushing damage.
    Statistics: Piercing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [26]. Additional levels increase Area Effect (+50%) [+5].

    Wood Shape
    Keywords: None.
    Full Cost: 6 points for level 1 + 4 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Touch.
    Duration: Indefinite.

    You can form an existing piece of wood (dead plant matter) into any shape that suits your purpose. The higher your level of Wood Shape, the larger the quantity you can affect. You can affect up to 10 x (level squared) lbs. of wood in the form of a single object or amorphous mass. For example, Wood Shape 3 would let you affect a 90-lb. wooden table or even 90 lbs. of wood filings in a heap, but not two 5-lb. separate wooden objects.
    Wood Shape doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of wood. You could affect a wooden staff, but not a complex mechanism with only a few wooden parts.
After casting this spell, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
    You can also cause the target to elongate or flow at a Move 1. This requires constant concentration. You can make a solid wood object ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
    When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
    Statistics: Control Wood 1 (Costs Fatigue, 2 FP, -10%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [6]. Each additional level adds Control Wood +1 (Costs Fatigue, 2 FP, -10%; Lift Only, -20%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [+4/level].


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