Monday, 3 March 2025

Wizardry: Wu Jen Plant Spells

Wizardry: Wu Jen Plant Spells

I find wu jen to be a fascinating D&D class, but my first GURPS reimagining of it was very poor. Now that I know better, I've reworked it, and because of this, I have to un-clericify and wujen-ify Plant spells.
 
Animate Plants
Keywords: None.
Full Cost: 15 points.
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].
 
Beget Bogun
Keywords: None.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite, see text.
 
Beget Bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.
The bogun’s body must be prepared in advance. Consult Construct Crafting for rules for construct creation. Is point total must not be higher than 10% of your point value. Boguns with point totals of 0 or lower are considered to have a point total of 1 point for this purpose.
If the bogun is destroyed, the caster must wait a full day to animate a replacement. However, the caster can also dismiss the animating spirit by touching the bogun as a free action. In this case, he may begin animating a replacement five minutes later.
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.
Statistics: Ally (Bogun; Built on 10%; Constantly, no roll required; Adjustable, Boguns, Cannot provide information, +25%; Conjured, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Minion, +50%; Pact, -10%; Requires a Body, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3]. Note: As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and requiring an expensive material component.
 
Blight
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.
 
Plants in the area grow more slowly and weakly: Crops produce half the usual yield, vegetation grows half 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.
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].
 
Briar Web
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.
 
Grasses, weeds, bushes, and even trees grow thorns and 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. This effect does not function underwater. 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. Any Attack maneuver, Ready or Aim maneuver that involves physical action, or active defense cause the victim to take 1d-2 impaling damage as large-area injury.
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].
 
Changestaff
Keywords: None.
Full Cost: 14 points.
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.
 
The caster plants his wooden staff into the ground, and the staff transforms into a twigling (GURPS Dungeon Fantasy 9: Summoners, page 31). The twigling 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 twigling transforms into a broken wooden staff.
The point total of the twigling must not be higher than 50% of your point value.
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.
 
Command Plants
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.
 
This spell makes a plant creature regard you as its trusted friend and ally. If you or your allies threaten or attack the subject, the spell is broken. The spell does not enable you to control the affected creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You still need to convince it to perform the desired actions normally.
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].
 
Control Plants
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.
 
This spell enables you to command a plant creature for a short period of time. You command it by voice and it understands you, no matter what language you speak. In effect, it temporarily gains the Reprogrammable (p. B150) and Slave Mentality (p. B154) disadvantages, with you as its master. It has no initiative and requires orders.
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].
 
Detect Plants
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.
 
With the basic (15-point) version of this spell, you can immediately sense all nearby plants, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest plant, and inform you if you succeed. You may omit any known plants, or make this spell detect only a specific kind of plant. For each detected plant, you may roll a follow-up IQ roll to analyze the plant – to find out its species, condition, etc.
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].
 
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.
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%; 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.
 
Enrichment
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.
 
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, +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].
 
Entangle
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.
 
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%; 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].
 
Ironwood
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: Skill.
Components: V, S.
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, +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.
Full Cost: 38 points.
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.)
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%; 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.
 
Overgrowth
Keywords: Area (Leveled).
Full Cost (Short-Range): 47 points for level 1 + 5 points/additional level.
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.
 
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, +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).
Full Cost: 22 points for level 1 + 7.5 points/additional level* (or more).
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 02, 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.

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%; Double Knockback, +20%; Emanation, -20%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, -50%; Pact, -10%; Persistent, +40%; Requires Gestures, -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%; Force Field, +20%; Limited, Wood, -40%; Link, +10%; Magical, -10%; Pact, -10%; Persistent, +40%; Requires Gestures, -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.
 
Snare
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.
 
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Per-4 for a character to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (one hex). (The head of a worm or a snake could be thus ensnared, for example.)
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].
 
Speak with Plants
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
You can converse with plants. All earthly plants are IQ 0, but a large tree might be “wiser” than the average ivy, at the GM’s whim. A plant might know how recently it was watered or walked on, or something else that directly bears on its well-being, but would be unable to relate an overheard phone conversation. Any normal plant will always cooperate, within the limits of its ability.
Statistics: Speak with Plants (Costs Fatigue, 1 FP, -5%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [7].
 
Spike Growth
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.
 
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. This affects a 4-yard-radius area. Anyone who steps on the spikes takes thr-3 impaling damage to one of his feet, based on his ST. Anyone falling or colliding with the spiked surfaces takes impaling damage from the fall or collision.
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].
 
Transport via Plants
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.
 
You can touch a plant and teleport to any other plant of the same kind you are able to see with your own eyes, or view it remotely, or visualize it clearly (which is only possible if you have seen it previously in person).
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

Add an additional -1 for each 10x increase in distance.
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

This table is not open-ended; +10 is the maximum possible bonus.
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.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
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].
 
Tree Shape
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.
 
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%; Magical, -10%; Pact, -10%; Reduced Time 4, Only to dismiss, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [26].
* 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: 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.
 
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%; 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.
Statistics: Piercing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Pact, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [25]. Additional levels increase Area Effect (+50%) [+5]. 
 
Wood Rot
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.
 
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%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2/level].
 
Wood Shape
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.
 
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%; 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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