Wizardry: Wu Jen Plant Spells
Animate Plants
Keywords: None.
Casting Roll: Skill.
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 plants with mobility and a semblance of life. The plants become appropriate plant creatures (some templates can be found under Wood Elementals in GURPS Dungeon Fantasy 9: Summoners and awakened tree and shrubbery in Garden of Evil). The plant creatures can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place, or perform other tasks that their intelligence allows. They remain animated until they are destroyed. (A destroyed plant can’t be animated again.)
Regardless of the type of plant you animate with this spell, the sum of point totals of all animated plants must not be higher than 50% of your point value. Plant creatures with point totals of 0 or lower are considered to have a point total of 1 point for this purpose.
If an animated plant is destroyed, the caster must wait a full day to animate replacements. However, the caster can also dismiss the animating spirit by touching the plant 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 plants. However, there is no FP cost to maintain this spell, only to cast it.
Statistics: Ally (Animated Plant; Built on 50%; Constantly, no roll required; Adjustable, Plants, +25%; Conjured, +100%; Cosmic, Can be split among many creatures, +50%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +0%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Plants, -10%) [15]. 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.
Antiplant Shell
Keywords: Area (Fixed), Resisted (Will).
Full Cost: 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 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 animated or sentient plant creatures. Whenever a plant creature enters the area, it must resist with a Quick Contest of Will versus your skill. If you win, then the creature must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the creature 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 a plant creature to be in the area of this spell, then the creature does not have to resist until it leaves the area and reenters it again.
Statistics: Affliction 1 (Will; Accessibility, Plant creatures only, ‑50%; Area Effect, 4 yards, +100%; Aura, +80%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Disadvantage, Dread with Cannot Be Trapped, +15%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Pact, -10%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [27].
Barkskin
Keywords: Buff.
Full Cost (Self): 14 points.
Full Cost (Touch): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
Barkskin toughens the subject’s skin and covers it in a layer of bark. He has DR 10 against attacks, both physical and energy. Eyes and worn gear are not protected. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Barkskin, +100%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Barkskin” is Damage Resistance 10 (Ablative, -80%; Magical, -10%) [10]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
Keywords: None.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite, see text.
If this spell is taken as a learned spell (i.e. as part of an alternative abilities array), then it can be maintained indefinitely for free, even if the caster is unconscious. However, once you switch to a different spell, the animated bogun becomes inert, but it will reanimate when you switch back to Beget Bogun. Most casters try to purchase this spell for its full cost to have it constantly active and be able to cast other spells. If this spell was cast via hardcore improvisation, then it lasts for one minute.
Material Component: Rare herbs worth $60 per HP of the bogun to be created.
Keywords: Area (Leveled), Resisted (HT, special).
Full Cost (Short-Range): 35 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 40 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
This spell is resisted by the plant with the single best HT+SM value in the area. (If a plant’s HT is unknown, assume HT 12.) If it resists, the spell fails and no plants are affected; otherwise, all of the plants are.
Blight is permanent, but it targets the plants, not the area. Once the plants die or are harvested, the soil is fine for growing new plants. (Plants designed to stick around for years, such as trees, continue to suffer.)
Statistics: Affliction 1 (HT; Accessibility, Sessile plants only, -30%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantages, Slow Healing 1 and Very Unfit, Variants, +20%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [35]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5].
Keywords: Area (Fixed).
Full Cost: 49 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 30 seconds.
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 and takes 1d-2 impaling damage as large-area injury but may try again. Impaling damage is not applied if the victim already took this damage from this spell this second. 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 the Briar Web as a free action. If this destroys the binding, they may ignore its impediment at once, but they take impaling damage as normal. 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 (Area Effect, 8 yards, +150%; Bombardment, Skill 12, -10%; Costs Fatigue, 2 FP, -10%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; One-Shot, -10%; Pact, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [41] + Impaling Attack 1d-2 (Accessibility, Only affects those trying to break free or act while grappled by Briar Web, -20%; Area Effect, 8 yards, +150%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Pact, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [8].
Keywords: None.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Hours equal to margin of success on the casting roll.
If the twigling is destroyed, the caster must wait a full day to animate replacements. However, the caster can also dismiss the animating spirit by touching the twigling 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 twigling. However, there is no FP cost to maintain this spell, only to cast it.
Statistics: Ally (Twigling; Built on 50%; Constantly, no roll required; Conjured, +100%; Environmental, Ground, -20%; Maximum Duration, hours equal to margin of success, -5%; Magical, -10%; Minion, +50%; Pact, -10%; Requires a wooden staff, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. 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.
Keywords: Resisted (Will).
Full Cost (Touch): 20 points.
Full Cost (Short-Range): 30 points.
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 30 minutes.
If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect it again within 24 hours.
Statistics: Mind Control (Accessibility, Only on plant creatures, -50%; Cosmic, Can affect undead immune to mind control, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; One Emotion Only, Friendship, -80%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [20]. The Short-Range version replaces Melee Attack, Reach C, -30% with Short-Range 1, -10% [+10]. The Ranged version removes Short-Range 1, -10% [+5].
Keywords: Resisted (Will).
Full Cost (Touch): 18 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
If you are incapacitated (stunned, knocked out, etc.), or attempt to force the creature to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, it breaks free. Roll at the moment of truth, not when the command is given.
If you fail the casting, you cannot attempt to control that creature again for 24 hours, and it feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Plant creatures only, -50%; Cosmic, Can affect undead that is immune to mind control, +50%; Costs Fatigue, 1 FP, -5%; Hearing-Based, -20%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Pact, -10%; Puppet, -40%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. The Short-Range version replaces Melee Attack, Reach C, -30% with Short-Range 1, -10% [+10]. The Ranged version removes Short-Range 1, -10% [+5].
Keywords: Information.
Full Cost: 15 or 35 points.
Casting Roll: Skill. Use skill for analysis.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
The improved (35-point) version of this spell works as above, except that you know the precise location of each plant. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Statistics: Detect (Plants; Based on IQ, Own Roll, +20%; Blockable, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%) [15]. The improved version adds Precise (+100%) [+20].
Keywords: Area (Leveled).
Full Cost (Ranged): 48 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
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%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Pact, -10%; Requires Gestures, -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; Magical, -10%; 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.
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 58 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 63 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 months.
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, +190%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 minute, -30%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [58]. 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; Magical, -10%) [5] + Very Fit (Variant; Magical, -10%) [14].
Keywords: Area (Fixed).
Full Cost: 50 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 30 seconds.
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%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Increased Range, 10x (Accessibility, Underwater only, -50%), +15%; Magical, -10%; One-Shot, -10%; Pact, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Underwater, +20%) [50].
Evergreen
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 42 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 47 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 days.
You imbue plants in the area with supernatural heat. This spell affects both inanimate plants and mobile or sentient ones. The affected plants gain DR 5 against cold and have the lower limit of their temperature comfort zone extended for extra 3 x HT degrees.
Enrichment lasts for 6 months. Once the plants die or are harvested, the plants lose this effect.
Statistics: Affliction 1 (HT; Accessibility, Plants only, -20%; Advantage, Evergreen, +80%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [42]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add Area Effect (+50%) [+5]. Note: “Evergreen” is DR 5 (Limited, Cold/Ice, -40%; Magical, -10%; Tough Skin, -40%) [5] + Temperature Tolerance 3 (Cold; Magical, -10%) [3].
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 6 days.
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, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 5 FP, -25%; 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%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [44]. Note: “Ironwood” is DR 4 (Magical, -10%) [18].
Liveoak
Keywords: None.
Casting Roll: Skill.
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.)
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%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +0%; Pact, -10%; Requires Gestures, -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.
Keywords: Area (Leveled).
Full Cost (Ranged): 52 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
Statistics: Affliction 1 (Will; Accessibility, Sessile plants only, -30%; Advantage, Overgrowth, +90%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [47]. 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; Magical, -10%; Minimum Size Only, +0%) [9]. 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).
Casting Roll: Skill.
Components: V, S.
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.
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 |
Keywords: Area (Fixed).
Full Cost: 12 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent until triggered or broken.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d points of crushing damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. In any case, the victim is allowed a Dodge attempt, if he has located the snare, or has Danger Sense.
Anyone entangled by the snare is grappled with ST 14. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of snare. 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 snare. Innate Attacks hit automatically; other attacks are at -4. External attacks on the snare take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). Snare has DR 4. Each point of damage reduces ST by one. At ST 0, the snare is destroyed and the victim is freed.
Statistics: Binding 14 (Area Effect, 1 yard, +25%; Can be dodged, -5%; Cosmic, Can lift and damage if a tree is nearby, +50%; Costs Fatigue, 2 FP, -10%; Delay, Triggered, +50%; Environmental, Vine, -60%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Melee Attack, Reach C, -30%; No Signature, +20%; One-Shot, -10%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [12].
Keywords: None.
Casting Roll: None.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
Statistics: Speak with Plants (Costs Fatigue, 1 FP, -5%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [7].
Keywords: Area (Fixed).
Full Cost: 31 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 8 hours.
Statistics: Natural Weapon (Impaling; Area Effect, 4 yards, +100%; Cannot Parry, -40%; Environmental, Vegetation, -20%; Extended Duration, 3,000x, +140%; Increased 1/2D, 5x, +10%; Intangible, +50%; Magical, -10%; Non-Muscle-Powered Range, +10%; Pact, -10%; Persistent, +40%; Ranged, +100%; Reduced Damage, -3, -45%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resilient, Unbreakable, +40%; Reversed ST, +0%; Single, -20%) [31].
Keywords: None.
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP or more; see text.
Casting Time: Special; see text.
Range: Self.
Duration: Instantaneous.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
Your casting roll is modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance |
Penalty |
10
yards |
0 |
20
yards |
-1 |
100
yards |
-2 |
500
yards |
-3 |
2
miles |
-4 |
10
miles |
-5 |
100
miles |
-6 |
1000
miles |
-7 |
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time |
IQ Modifier |
None |
-10 |
1
second |
-5 |
2
seconds |
-4 |
4
seconds |
-3 |
8
seconds |
-2 |
15
seconds |
-1 |
30
seconds |
0 |
1
minute |
+1 |
2
minutes |
+2 |
4
minutes |
+3 |
8
minutes |
+4 |
15
minutes |
+5 |
30
minutes |
+6 |
1
hour |
+7 |
2
hours |
+8 |
4
hours |
+9 |
8
hours |
+10 |
Removal: If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
You can cast this spell to evade attacks in combat. Once per turn, if you are touching a plant, you may teleport to any appropriate plant you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
Statistics: Warp (Accessibility, Only to plants of the same kind, -25%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Special Portal, Plant, -20%; Uncertain Encumbrance, +25%) [35].
Keywords: None.
Full Cost: 26 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP per 30 minutes to maintain.
Casting Time: 10 seconds.
Range: Self.
Duration: Indefinite.
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%; Magical, -10%; Pact, -10%; Reduced Time 4, Only to dismiss, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [26].
Bark Armor: DR 15 (Outer Layer; Ablative, -80%) [15].
Keywords: None.
Full Cost: 66 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Self.
Duration: Indefinite.
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 |
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%; Magical, -10%; Meld 2, +200%; Nuisance Effect, Range depends on tree type, -20%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Blindness, -50%) [66].
Wall of Thorns
Keywords: Area (Leveled), Obvious.
Full Cost: 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill. 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).
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. 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.
Keywords: Obvious.
Full Cost: 2 points/level.
Casting Roll: Skill. Use unarmed combat skill or DX to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
Statistics: Corrosion Attack 1d (Accessibility, Only against plant creatures and wooden objects, -30%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2/level].
Keywords: None.
Full Cost: 6 points for level 1 + 4 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Touch.
Duration: Indefinite.
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%; Magical, -10%; Pact, -10%; 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%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [+4/level].
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