Friday 25 October 2024

Druidic Spells: Complete Arcane Spells

Druidic Spells: Complete Arcane Spells

And here we have a bunch of spells from Complete Arcane adapted for druids.
Wood Rot is the only druid-exclusive new spell that is a simple corrosion touch attack that only works against wooden objects and plant creatures.
 
Cloud Chariot
Keywords: Obvious.
Full Cost: 48 points.
Casting Roll: None.
Components: V, S.
Cost: 4 FP + 1 character point to cast, 2 FP + 1 character point per 10 minutes to maintain.
Casting Time: 10 minutes.
Range: Self.
Duration: Indefinite.
 
When the spell is cast, you and up to two other creatures within 2 yards of you lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire. The cloud chariot uses Piloting (Contragrav) skill and cannot fly in trace atmosphere, vacuum, or underwater. Commanded by your thoughts, the cloud chariot has Air Move 10/320. However, it cannot hover – to stay airborne, it must move at a speed of at least 80 yards per second, and it has to reach this speed along the ground to take off. Controlling the cloud chariot requires uninterrupted Concentrate maneuver – as soon as you stop concentrating, the chariot disappears.
Statistics: Enhanced Move 5 (Air; Affects Others 2, +100%; Area Effect, 2 yards, +50%; Character point-powered, x0.2; Costs Fatigue, 4 FP, -20%; Extended Duration, 10x, +40%; Immediate Preparation Required, 10 minutes, -45%; Nature, -20%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Magic Words, -10%) [170 / 5 = 34] + Flight (Static; Affects Others 2, +100%; Area Effect, 2 yards, +50%; Cannot Hover, -15%; Character point-powered, x0.2; Environmental, Air, -5%; Extended Duration, 10x, +40%; Immediate Preparation Required, 10 minutes, -45%; Nature, -20%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Magic Words, -10%) [68 / 5 = 14].
  
Defenestrating Sphere
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 30 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You launch a cloudy gray sphere of whirling air and howling wind, targeting a hex at +4. The sphere is about two feet in diameter, and each second it attacks everyone in its hex with an effective skill 14 modified only for the target’s Size Modifier. This attack can be dodged but not blocked or parried (technically speaking, it can be blocked, but a blocked attack still triggers the sphere’s effect, so blocking is useless). A successful hit deals 4d crushing damage per level only for the purpose of knockback – this deals no injury or blunt trauma. Knockback is directed towards the closest window that is large enough for the target to be flung into. Windows leading outdoors take priority before windows leading to other rooms. If no window is available, then the target is flung into a random direction. By taking a Concentrate maneuver, you may move the sphere at Move 5 in any direction, including vertically, and the sphere will attempt to strike anyone in its path.
Statistics: Crushing Attack 2d (Area Effect, 1 yard, +25%; Bombardment, Skill 14, -5%; Cosmic, Knockback directed towards the closest window, +50%; Double Knockback, +20%; Costs Fatigue, 2 FP, -10%; Mobile 5, +200%; Nature, -20%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [30/level].
 
Earthbolt
Keywords: Cone, Obvious.
Full Cost: 4 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air. This spell deals 1d crushing damage per level as large-area injury to anyone standing along its path. Earthbolt strikes from below, bypassing cover. This attack has 1/2D range of 5 yards.
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
This spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.
Statistics: Crushing Attack 1d (Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Environmental, Rocky Floor, -40%; Increased 1/2D, 5x, +10%; Nature, -20%; Overhead, +30%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [4/level].
 
Earthen Grasp
Keywords: None.
Full Cost: 8 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. Since the arm rises from the ground, it bypasses cover. You can cause the arm to rise out of only earth, mud, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone). If the victim fails to dodge the arm, he becomes grappled with ST 12 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Earthen Grasp. 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 Earthen Grasp. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Earthen Grasp take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Earthen Grasp has DR 4. Each point of damage reduces ST by one. At ST 0, the Earthen Grasp is destroyed and the victims are freed.
Victims also can roll thrust damage once per turn against the Earthen Grasp 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.”
Statistics: Binding 12 (Costs Fatigue, 2 FP, -10%; Environmental, Earthen surfaces, -20%; Nature, -20%; One-Shot, -10%; Overhead, +30%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [8].
 
Elemental Ward
Keywords: Area (Fixed), Resisted (Will).
Full Cost: 36 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, 8-yard-radius, spherical energy field that prevents the entrance of elementals of a specific type chosen during the casting. Whenever an elemental of the chosen type enters the area, it must resist with a Quick Contest of Will. If you win, then the elemental must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the elemental may stay within the area for its margin of victory seconds, after which it must roll to resist again.
This spell may be used only defensively, not aggressively. If you move in a way that forces an elemental to be in the area of this spell, then the elemental does not have to resist until it leaves the area and reenters it again.
This spell belongs to all elemental colleges, but the skill used depends on the chosen elemental type. An elemental College can be used to drive off elementals of its own element and those of the opposing element. Thus, when this spell is cast with College of Air, it can be used against air or earth elementals.
Statistics: Affliction 1 (Will; Accessibility, Adjustable type of elementals, -40%; Area Effect, 8 yards, Spherical, +190%; Aura, +80%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread with Cannot Be Trapped, +15%; 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%) [36].
 
Fist of Stone
Keywords: Buff.
Full Cost: 4 points.
Casting Roll: Will.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
 
You transform one of your hands into a mighty fist of living stone. Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect. The hand gets DR 4 and +1 to damage with punches, as if you were using brass knuckles, and may ignore rules for Hurting Yourself (p. B379). This doesn’t stack with actual brass knuckles. Your hand also is considered homogenous for the purpose of injury.
Each hand requires a separate casting on this spell.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fist of Stone, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Nature, -20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%) [4]. Note: “Fist of Stone” is DR 4 (Nature, -20%; Partial, One Hand, -80%) [4] + Striking Surface (Nature, -20%) [1].
 
Hail of Stone
Keywords: Area (Fixed), Obvious.
Full Cost: 10 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
The caster calls down a rain of stones from the sky that fall in a 4-yard-radius 4-yard-high cylindrical area. This spell can only be cast outdoors. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone in the area is attacked with an effective skill of 10, modified only for their SM. Anyone who fails to dodge takes 1d+1 crushing damage. This is an overhead attack – victims may raise their shields as cover, at the risk of damaging them (p. B484).
Statistics: Crushing Attack 1d+1 (Area Effect, 4 yards, +100%; Bombardment, Skill-10, -15%; Costs Fatigue, 1 FP, -5%; Environmental, Outdoors, -20%; Nature, -20%; Overhead, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [10].
 
Heart of Stone
Keywords: Buff.
Full Cost: 37 points.
Casting Roll: Will.
Components: V, S, F.
Cost: 4 FP.
Casting Time: 1 hour.
Range: Self.
Duration: 1 year.
 
You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body. Your living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.
While under the effect of this spell, you are affected by injury normally, but you divide all injury by 3, rounding up. You need never make a HT roll to stay alive. You can survive (and even function, if you remain conscious) down to -10xHP, at which point your body is physically destroyed and you die. As long as you are alive, you heal at a slowed rate – roll against HT to recover HP only once per two days (effectively, you have Slow Healing 1). Crippled limbs do heal, but severed limbs are gone for good unless you have Regrowth. Attacks that target your stone heart are treated as torso hits, and you become immune to heart attacks. Finally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.
Heart of Stone can be dispelled, in which case your own living heart instantly returns to its proper place while the stone heart is transported to the place where you left your own heart. Your heart and the stone heart likewise switch places if you enter an Antimagic Field (temporarily negating the spell’s effects), but the spell resumes when you leave it. Stone to Flesh can also end the spell.
Focus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth $5,000.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Heart of Stone, +260%; Costs Fatigue, 4 FP, -20%; Extended Duration, 200,000x, +210%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Requires Focus, -15%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%) [37]. Note: “Heart of Stone” is Injury Tolerance (Damage Reduction 3; Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Nature, -20%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [15] + Injury Tolerance (No Vitals; Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Nature, -20%; Partial, Heart Only, -20%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [1] + Unkillable 1 (Breakable, DR 0, SM-5, Cannot Repair, -45%; Can Be Stolen, -5%; Nature, -20%; Temporary Disadvantage, Slow Healing 1, -10%; Unique, -25%) [10].
  
Steam Breath
Keywords: Cone, Obvious.
Full Cost: 6 points/level.
Casting Roll: SNonekill. Use Innate Attack (Breath) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. The cloud does 1d non-incendiary burning damage per level.
This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This spell has the 1/2D range of 5 yards.
Statistics: Burning Attack 1d (Cone 5, +100%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Nature, -20%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [6/level].
 
Stony Grasp
Keywords: None.
Full Cost: 9 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You bring forth from the ground an arm made of stone that can grapple your foes. Since the arm rises from the ground, it bypasses cover. You can cause the arm to rise out of only rock or stone, and the spell fails if you attempt to cast it in an area with the wrong materials. If the victim fails to dodge the arm, he becomes grappled with ST 15 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Stony Grasp. 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 Stony Grasp. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Stony Grasp take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Stony Grasp has DR 5. Each point of damage reduces ST by one. At ST 0, the Stony Grasp is destroyed and the victim is freed.
Victims also can roll thrust damage once per turn against the Stony Grasp 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.”
Statistics: Binding 15 (Costs Fatigue, 2 FP, -10%; Environmental, Rocky surfaces, -20%; Nature, -20%; One-Shot, -10%; Overhead, +30%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [9].
 
Transmute Rock to Lava
Keywords: Area (Fixed).
Full Cost: 45 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 3 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 5 minutes.
 
You transform an area of a natural, uncut, or unworked rock of any sort into red-hot molten lava. The resulting pool of lava has a diameter of one yard, taking up a single hex on the battle map, and depth of about one foot. When the duration runs out, lava cools down and reverts to being rock. The lava emanates intense heat, dealing 6d burning damage in the center of the area of effect. For creatures and objects within 12 yards, divide damage by (3 x distance in yards from the center of the effect), rounding down.
If this spell is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor, dealing 2d crushing damage to those in its hex if they fail to move out of the way by using a retreating dodge or diving for cover.
Statistics: Burning Attack 6d (Costs Fatigue, 3 FP, -15%; Environmental, Unworked Rock, -40%; Explosion 1, +50%; Extended Duration, 30x, +60%; Link, +10%; Nature, -20%; Nuisance Effect, No incidental fragmentation or other non-damaging effects of explosion, -5%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [42] + Crushing Attack 2d (Area Effect, 1 yard, +25%; Costs Fatigue, 3 FP, -15%; Environmental, Unworked Rock Ceiling, -60%; Link, +10%; Nature, -20%; Overhead, +30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [3].
 
Wood Rot
Keywords: Obvious.
Full Cost: 2 points/level.
Casting Roll: None. Use unarmed combat skill or DX to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
This spell charges the caster’s hand with rotting energies. The caster must touch the subject to trigger this spell. The touch deals 1d corrosion damage per level of this spell to plant creatures and wooden objects.
Statistics: Corrosion Attack 1d (Accessibility, Only against plant creatures and wooden objects, -30%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [2/level].

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