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    Plant Spells

    A general note on plant spells: Plant spells won't work on undead or artificial plants.

    Changes to Spells from GURPS Magic

    Animate Plant - If the plant has any special attacks (spines, thorns, thrown fruit), poison) it costs double to animate.

    A Man-sized tree has ST 6+1d, IQ: 0, DX 6+1d, HT 3+ 2d, and does Swing/Crushing damage equal to a club with

    its branches. Thin branches and vines do damage equal to a baton but can be used to grapple and choke.

    Bless Plants - For double cost the yield can be tripled. For triple costs, the yield can be quadrupled. Plants also get

    +4 to HT to resist the effects of natural diseases and pests.

    Create Plant - The energy cost for this spell is keyed to the size of the plant created, not to its actual botanical

    classification, so a mage could use this spell to create a bush-sized tree, or a tiny rosebush. Source: Sean Punch.

    The mage can specify any type of plant with which he is personally familiar. Rare or valuable plants cost double to

    create.

    Heal Plant - Dead plants can be revived for double cost.

    Hide Path - Each multiple of cost allows the tracks of another 5 people on foot or an extra horseman to be hidden.Costs to mask the trail of larger creatures are based on the number of hexes the creature takes up. For example, a

    giant who took up 5 hexes would require two castings (or a double strength single casting) of this spell to hide. A 6

    foot x 15 foot off-road vehicle or wagon would take up 10 hexes and would require 4 castings (or a single quadruple

    strength casting) to become untraceable.The GM can rule that large but relatively stealthy creatures (like tigers or bears) require less effort to hide and that

    especially clumsy or destructive creatures (bulldozers, fire elementals) require more effort to hide. Most "natural"

    forest creatures are good at hiding their tracks, so they cost half the normal cost to hide. Likewise, a group of trained

    woodsmen (Tracking 12+) who are trying to cover their tracks by natural means only costs half.

    Identify Plant - If this spell is used, the mage will know the useful parts of a plant. Herbalist, Survival, or Poisons is

    required to properly utilize the plant depending on its type.

    Plant Form - For an extra point all the mage's possessions can be incorporated into his tree form. For another point,

    the mage is also immune to losing IQ from the spell.

    Impaling and crushing attacks do 1/10 normal damage. Cutting attacks do 1/2 damage. Cold, electricity and most

    other attacks do normal damage. A person in plant form is immune to injected poisons or poison gasses that affect

    the respiratory system. They take 1/4 damage from caustic gasses. Fire does double damage.The mage can "sleep" and regain Fatigue while in tree form, regaining 1 point of Fatigue per hour. He can also feed

    on soil and sunlight getting the equivalent of 1 meal for every 3 hours he spends "eating".

    Plant Growth - For three times, normal cost a plant can be aged by a year.

    Plant Sense - This spell can also be used to determine the chemical make-up and health of plants. A high-tech mage

    with the Botany, Agronomy, or Gardening skill can use this spell as a substitute for any number of scientific tests to

    determine the condition of a given plant.

    Seek Plant - The mage can also seek a class of plants (i.e. food plants, trees, herbs, etc.)

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    Shape Plant - This spell makes plant material become soft in the subject's hands (sort of like the effects of the

    Reshape spell). This allows the subject to "dig" through wood, removing 1 HP or 1 DR of material per turn.

    Tangle Growth - The plants can be made to grow sharp thorns, spines and burrs for double cost. These do 1d-2

    points of damage per minute to anyone who attempts to move through the area. Damage is doubled if the victims

    struggle or attempt to run. Damage is halved if the subject is wearing heavy clothing and/or moves at a rate of 1 hex

    per turn through the tangled area.

    Wither Plant - For double cost, the plants can not only be withered, but also turned into dust. This spell can also be

    used to dry plants and wood. In this case, the mage determines the amount of moisture to be left in the material.

    Changes to Spells from GURPS Grimoire

    Blight - Plants afflicted by Blight have -5 to HT rolls to resist natural disease and parasites.

    Conceal - Each casting of this spell gives the mage +6 to Camouflage skill (even if he is working from his default

    skill).

    False Tracks - This spell also fools scent tracking since the plants will alter their smell to cover the trail. It will notaffect magical tracking.

    Fine wooden objects (like finished doors, fine furniture or bows) are severely damaged by this spell. Door and

    drawers might grow into the doorframe or the rest of the furniture or they might warp open. Bows, arrows, and other

    missile weapons are reduced by one level of quality for each casting of this spell. Other wooden weapons are not

    affected, though they look peculiar

    Plant Speech - The older and more impressive the plant the more "Intelligence" it has for purposes of this spell.

    Most plants have IQ 1. Older plants get +1 to effective IQ for every 25 years of age (or portion thereof). This means

    that most small plants will have an IQ of 1 or 2, but large trees can be very wise indeed!

    Plant Vision - For double cost magical plants or wood can also be made transparent.

    Pollen Cloud - The pollen is created from whatever plants are handy. If there are no plants then the local fungi and

    molds produce a spore cloud instead. Characters with Asthma or Allergies must roll vs. HT to avoid being afflicted

    by their condition.

    Rain of Nuts - If there are no nuts small branches, thorns, etc. are thrown instead. Bucklers and small shields reduce

    base damage by 1 point.

    Rejuvenate Plant - Objects which are held by someone or which have been painted or finished get a resistance roll.

    In the former case, the roll is vs. the owner's IQ. In the second case, the resistance roll is vs. the Craft skill of theperson who made the item. The Deadwood spell (q.v.) automatically blocks this spell.

    A combination of this spell and the Plant Growth spell can be used to regrow trees from stumps.

    Walk Through Plant - This spell also fools scent tracking since the plants will alter their smell to cover the trail. Itwill not affect magical tracking.

    Plant Spells from GURPS Magic

    Animate Plant

    Bless Plants

    Create Plant

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    Forest Warning

    Heal Plant

    Hide Path

    Identify PlantPlant Form

    Plant GrowthPlant SenseSeek Plant

    Shape Plant

    Tangle Growth

    Wither Plant

    Plant Spells from GURPS Grimoire

    Blight

    Body of Algae

    Body of Wood

    Conceal

    False TracksImmurementPlantPlant Control

    Plant Form Other

    Plant Speech

    Plant Vision

    Pollen Cloud

    Purify Earth

    Rain of Nuts

    Rejuvenate Plant

    Walk Through Plants

    Walk Through Wood

    Plant Spells from the Codex Arcanum

    Body of Rubber - Protection & Warning

    False Trail - AnimalGoose Chase - Animal

    Many Tracks - Animal

    Plow - Earth

    Prepare Site - Earth

    Netstone - Earth

    Heal the Land - E

    King of the Land (VH) - Earth

    Famine's Feast - Food

    Create Bouquet - Illusion & CreationGossamer - Illusion & Creation

    Infinite Ladder - Illusion & Creation

    Wilderness Guide - Knowledge

    Vampire Slayer - Necromantic

    Back to Nature Area, resisted by Special

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    This spell turns man-made objects into their nearest natural equivalent - buildings turn into rock formations or

    groves of trees, roads turn into meadows, and man-made items turn to small rocks or shrubbery. Other man-made

    features are converted as the GM (and the mage) sees fit. The newly created vegetation will be identical to the

    natural vegetation found in the area with some discretion on the part of the mage.Objects and people inside the area of effect are pushed out of the area of effect (if the vegetation is solid or nearly

    so), or covered over (if the vegetation is loose). If they can make a HT roll, the vegetation grows around them so thatthey can easily step out of the area of effect.Objects to be transformed get a Resistance Roll. Flimsy, transient, or overgrown items have "HT" of 8-9 "Normal"

    items have HT 10-12, and extremely solid, well-built, or ancient structures have HT of 13 or more! If the GM wants

    detailed rules for the HT of a building. He should assume that a building or fortification starts with a default HT8

    gets +1 to HT for every 50 HP it has. Structures made completely of self-supporting earth (like trenches or

    revetments) cannot be harmed by this spell, though vegetation will grow over the affected area making the structure

    look as if it hasn't been used for years.

    Note that if a building is to be affected by this spell, the whole building must be affected, not part of it.

    Duration: Permanent

    Base Cost: 8 points.

    Time to Cast: 1 minutePrerequisite: Magery 2, Shape Earth, Create Plant, 5 Plant spells and 5 Earth spells

    Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

    Ball of Thorns Missile

    This spell allows the caster to create an throw a smooth, dark sphere of wood that will burst into hundreds of sharp

    thorns when it hits something solid. The missile has SS 12, Acc +1, and is limited in range by the caster's ST. The

    missile is thrown using the Spell Throwing (Ball of Thorns) spell.

    The missile weighs about 1 pound, so it can be thrown ST x 6 hexes. When the ball hits a solid surface, it will burst

    doing 1d points of Cutting damage to anyone in the hex. Anyone who is in contact with the sphere when it burststakes double damage. Anyone within 1 hex of the burst takes 1d-3 points of shrapnel damage.

    Even if the ball doesn't hit anything solid, it will burst 1 to 5 seconds after being thrown, as specified by the caster

    when the spell is cast. This feature can be used to make the ball burst in air or detonate after a certain amount of

    time.

    If the caster fumbles his throwing roll, he might well drop the ball, causing it to explode in his hex.

    Duration: 1 to 5 seconds, as specified by the caster.

    Cost: 3 points, can't be maintained.

    Time to Cast: 2 seconds.

    Prerequisite: Shape Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

    Barkskin Regular

    This spell makes the caster's skin tough and woody. This gives PD 1, DR 2 against all types of damage except fire.

    While the spell is in effect, the caster's appearance is lowered by one level, to a minimum of Hideous appearance.

    Duration: 1 minute.Cost: 4, 3 to maintain.

    Time to Cast: 5 seconds.

    Prerequisite: Create Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for weareronly. Energy Cost to Create: 250 points.

    Basketwork Regular

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    This spell weaves grass, thin branches and similar materials into basketwork.

    This skill gives the mage either the Basketry, Weaving or the Fibercrafts skill at level 12, as appropriate. If the mage

    already has the appropriate skill, this spell gives him +2 to skill (minimum skill 12).

    This spell can be used to create containers or shields, but their quality is limited by the quality of the materials used.Wicker shields have PD 2, DR 4, and 4 HP and 2 lbs. per size (so a buckler would have 4 HP and weight 2 lbs., a

    small shield would have 8 HP and weigh 4 lbs., and so on.). Well-made woven baskets can be made waterproof.

    Duration: Permanent.

    Cost: 1 per 5 lbs. of materials to be shaped.

    Time to Cast: 10 seconds.

    Prerequisite: Shape Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

    Blighted Land Area, resisted by HT

    This spell combines the Wither Plant and Poison Earth spells. The Blighted Land spell kills all plant life in an area

    and makes it impossible for plants to sprout in the blasted area.Small plants die immediately, large or intelligent plants must roll vs. HT every day or take 1d points of damage.

    Intelligent or mobile plants must roll vs. Will every minute to stay in the area of effect.

    The earth in the area is Poisoned as per the Poison Earth spell. Nothing will grow in the soil. This spell is counteredby the Purify Earth spell.

    This is also an Earth spell.

    Duration: Permanent.

    Base Cost: 4 points.

    Time to Cast: 1 minute.

    Prerequisite: Magery, Wither Plant, Poison Earth.

    Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

    Blossom Area

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

    Author: Lee Gold (GURPS Japan)

    Blow Gun Missile

    This spell creates a small tube about 3 feet long that the caster can use to fire poisoned thorns. The blowgun has SS

    12, Acc +1, 1/2D 7, Max 15. The thorns are targeted using the Spell Throwing (BlowGun) skill.

    The caster can fire one thorn per turn. The thorns do 1d-3 Cutting damage. If a thorn penetrates the target's armor orDR, the victim must roll vs. HT or take an additional 1d points of poison damage.

    At the caster's option, the poison can be made into paralysis poison instead. Paralysis poison only does 1d-3 points

    of damage, but the subject must roll vs. HT or be paralyzed. Paralysis lasts for 2d minutes. At the end of this time,

    the subject can roll vs. HT each minute in order to regain control of his body.

    Duration: 1 second (effects of poison last longer, as above).

    Cost: 3, 2 to maintain.

    Time to Cast: 3 seconds.

    Prerequisite: Poisonous Plant, Shape Wood.

    Item: Staff or Wand. Energy Cost to Create: 500 points.

    Briar Patch Area

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    This spell makes plants in the area overgrown, tangled and thorny, with sharp spikes and saw-like leaves.

    Creatures moving through the area of effect at less than half normal speed must roll vs. DX or take 1 point of

    general damage per minute from the spikes and thorns. If the character is wearing armor or has natural DR, all hit

    locations on the character's lower body must have a DR of at least 1 or they take damage to the unprotected parts.Characters who move at more than half speed must roll vs. DX every 10 seconds or fall. They take normal falling

    damage, plus 1d-3 points of cutting damage due to the thorns and spikes. Whether or not the character makes his DXroll, he also takes 1d-4 points of cutting damage (minimum 0) for every turn he moves at full speed. No resistanceroll is allowed to avoid this damage.

    Characters who stand still take no damage.

    Clothing and fragile equipment will be torn and damaged by the thorns unless the character can make a DX roll

    every 10 seconds to avoid being tangled. Characters who try to move faster automatically tear their clothing.

    Duration: 1 minute.

    Base Cost: 3, 2 to maintain.

    Time to Cast: 10 seconds.

    Prerequisite: Tangle Growth.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted with

    this spell for 25 time the base cost.

    Bridge Area

    The mage creates a bridge from plants growing in the area of effect. Trees bow and grow to make a wooden bridge,

    vines and grasses grow, strengthen and coil themselves into ropes to make a hanging bridge.The bridge can be as long and wide as the mage wishes, with the exception that it must have a roughly rectangular

    shape and it must be at least 1/4 as wide as it is long. The bridge can support up to 500 lbs.

    This is also an Illusion and Creation Spell.

    Duration: 1 minute.

    Base Cost: 2, same to maintain. Each doubling of cost doubles the weight that the bridge can carry.

    Time to Cast: 10 seconds.

    Prerequisites: Magery, Create Plant, Shape Wood.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

    Brown Thumb Regular; resisted by IQ

    This spell allows the subject to kill plants by touching them.

    Unless he can roll vs. IQ to resist, the subject's touch automatically Withers (as the spell) small plants. His touch

    will do 1 point of damage per turn to large plants such as shrubs or trees. Mobile or sentient plants find the subject'stouch extremely painful. They must roll vs. HT or take a point of damage from the subject's touch. They must rollvs. Will to avoid crying out or shying away from the subject.If the subject uses this spell to kill large numbers of plants, he can kill 1 hex of plants per turn. If he moves through

    an area of vegetation, he will kill or damage the plants that he touches. Anyone tracking the subject through an area

    of vegetation gets +5 to their Tracking skill rolls.

    Unlike the Wither Plant spell, this spell can be cast on an unwilling subject and the area of effect moves with the

    subject. When cast on a willing subject, it allows non-mages to quickly clear brush.

    Duration: 10 seconds.

    Cost: 3, 2 to maintain.

    Time to Cast: 5 seconds.

    Prerequisite: Wither Plant.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for Wearer

    Only. Some versions are Always On and Can't Be Removed. Energy Cost to Create: 150 points.

    Burrs Area, resisted by DX

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    This spell makes every plant in the area to grow hundreds of large, sharp burrs.

    Unless a character in the area of effect can roll vs. DX each turn, the burrs will attach themselves to his hair or

    clothing. They are impossible to remove by mundane means, short of cutting or burning them off.

    Characters are immune to this spell as long as they remain motionless. Characters who run through the area, or whoare otherwise incautious are at -4 to their DX roll. Characters who fall in the area of effect automatically fail their

    DX roll.Armor gives +1 to the DX roll for every point of PD it has. Use the PD of the most poorly armored potion of thecharacter's body. Characters in completely sealed armor (such as ultratech battlesuits) are immune to this spell.

    Each hour that the burrs remain attached to the subject, they will become increasingly scratchy. This gives the

    victim a cumulative -1 to IQ and Will per hour for any task which requires patience or concentration. "Instant" IQ or

    Will rolls and Magic Resistance are not affected by this spell.

    Animals will become increasingly bad tempered because of the burrs. They get -1 to all Reaction rolls per hour of

    suffering. Skills to control the animal are at a cumulative -1 penalty.

    The burrs will drop off after 6 hours, if the victim's can wait that long. Magic spells such as Dispel Magic, Remove

    Curse, or Shape Plant will make the Burrs drop off immediately.

    Duration: 1 minute. (Burrs that attach themselves last for 6 hours.)

    Cost: 3, 1 to maintain. Attached burrs can't be maintained.Time to Cast: 10 seconds

    Prerequisite: Shape Plant

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can be permanently enchanted withthis spell for 25 times the base cost.

    Carnivorous Plant Regular

    This spell turns a bush or tree at least 6' tall into a ravenous, carnivorous monster under the mage's control.

    A carnivorous plant will still be sessile, but can move freely in other ways. DX will be equal to the energy put into

    the spell. HT and Hit Points will be equal to double the energy put into the spell and IQ will be equal to 1/2 theenergy put into the spell.

    For every 10 hit points the plant has, it gets 1 attack, which does 1d damage. This attack can either be a vine, a

    branch, a spear or a mouth. A Vine has a reach of 3 hexes. It can grapple and entangle its target and will constrict for

    1d-1 Crushing damage. A branch has a reach of 2 hexes. It can club its target for 1d+2 points of Crushing damage.

    A spear has a reach of 1 hex and does 1d-1 points of Impaling damage. A "mouth" looks like a giant Venus flytrap

    on a strong, flexible stalk. It has a range of 1 hex and bites for 1d Cutting damage.Two or more attacks can be combined to make a more powerful or longer ranged striker. For each vine or branch

    that is combined with another branch or vine, damage is boosted by 1 die (1d-1 for vines, 1d+2 for branches).

    Alternately, the range of the attack can be increased (2 hexes per attack for branches, 3 hexes per attack for vines).

    As long as the mage is willing to combine attacks at a 2:1 trade-off, he can combine the attacks in any way he

    wishes, up to a maximum of 3d-3 damage for vines and 3d+6 for branches. For example, three attacks can be

    combined into one vine that does one of the following:

    1d-1 damage with a range of 9 hexes.

    2d-2 damage with a range of 6 hexes.

    3d-3 damage with a range of 3 hexes.

    Mouths or Spears can be given range at the cost of 2 attacks per hex of range. For example, a mouth that would

    normally do 3d damage could do 1d damage and have a range of 2 hexes. Mouths and spears can also be made sothat they do more damage, at the cost of 1 attack per die of damage. For example, a plant could have three spears

    that do 1d-1 damage or 1 spear that does 3d-3 damage, or some combination that worked out to 3d-3.

    Any weapon can be envenomed with Venom Type F by giving up 3 attacks.

    Plants can be made mobile by giving up 3 attacks per point of Move (Maximum Move 6).PD and DR are normal for that sort of plant. Certain plants might have special abilities either granted by the caster

    or inherent to the plant.

    Duration: 1 minute.

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    Cost: Variable, 1 per 10 HP the plant has (minimum 3 points) - 1 for a small shrub, 3 for a man-sized plant, up to 50

    for a large tree. Half cost to maintain (minimum 1 point).

    Time to Cast: 5 seconds.

    Prerequisite: Animate Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) A plant can be permanently animated for

    25 times the base cost.

    Change Herb Regular

    This spell turns a plant material of a similar type into the herb of mage's choice. If the mage wishes, the herb can be

    left fresh (if the original plant was fresh) or it can be dried and otherwise prepared for use. As long as no otheringredients need to be added to the mixture, this preparation can be as elaborate as the mage desires, as long as he is

    personally familiar with the process. For example, if he knew how to cure and process it mundanely, a mage could

    turn dry leaves into cured tobacco rolled into a cigar!

    Note that the mage must be familiar with both the herb desired and its method of preparation. If there is any doubt,

    the GM can have the mage roll vs. the appropriate skill (e.g., Agronomy, Herbalist, Cooking, Poisons or Pharmacy

    skill).In addition, the original material must generally mimic the material to be created. For example, leaves are needed to

    create basil or tobacco, roots are needed to create ginger or sassafras.

    This is also a Food spell.

    Duration: Permanent.

    Cost: 2 per oz. of dried herbs or per pound of fresh herbs. Double cost if the material is uncommon or somewhatvaluable. Triple cost if the material is rare, extremely valuable, or has psychoactive, poisonous or medicinal

    properties.

    Time to Cast: 10 seconds.

    Prerequisites: Change Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Bowl or other container that will convert

    any material placed in it. Energy Cost to Create: 150 points per once of dried herbs (or pound of fresh herbs).

    Change Plant Regular, Area

    This spell allows the mage to change a plant of one type into a plant of a different species that has the same generalmass.

    This spell can be used on dead plant material, but the new material will also be dead. Note that this spell can't be

    used to create prepared plant material. In addition, the quality of the new plant is similar to that of the old plant. For

    example, half-dead crabgrass could be turned into a rose bush, but it would be a small, sickly bush with poor

    flowers.Intelligent or animate plants are immune to this spell.

    Duration: Permanent

    Cost: 1 per 10 pounds of material (minimum 2 points). If cast as an Area spell, Base Cost is 3. Double cost if the

    material is uncommon or somewhat valuable. Triple cost if the material is rare or extremely valuable, or has

    psychoactive, poisonous or medicinal properties.

    Time to Cast: 10 seconds

    Prerequisite: Shape Plant.Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

    Change Wood Regular

    This spell allows the mage to change unliving wood of one type into another type with which he is familiar.

    Unlike the Change Plant spell, the quality of the wood can be improved or degraded as well. For example, knotty

    pine boards can be turned into flawless cherry wood suitable for fine furniture (or vice-versa). Note that this spell

    can't shape wood, it can only alter its type and quality. However, once the wood is changed, it can be altered using

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    other spells, just like normal wood.

    Duration: Permanent.

    Cost: 2 per 5 lb. of material. Double cost if the wood to be created is uncommon or somewhat valuable. Triple costif the material is extremely valuable, or has psychoactive, poisonous or medicinal properties.

    Time to Cast: 1 minute.Prerequisite: Magery, Change Plant, Shape Wood.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

    Charm Plant Regular; Resisted by Special

    This spell allows the caster to command plants. However, charmed plants don't have any special powers, so it works

    best on mobile or magically animated plants.

    Normal plants are automatically affected by this spell, but they can't do that much, beyond dropping a few leaves or

    fruits or growing in the direction of the mage's choice.

    Magically animated or intelligent plants resist this spell either with HT (for free-willed plants), or with the caster's

    Animate Plant spell skill.

    Duration: 1 minute.

    Cost: 2 to cast, half that to maintain.Prerequisites: Animate Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

    Author: Adapted from Keith Bisset (Revenant)

    Compost Area, resisted by HT

    This spell kills all plant life in an area and makes the remaining material rot at a greatly accelerated rate, producing alayer of topsoil.

    Large or sentient plants are allowed a roll vs. HT to resist. If they fail their roll, they take 1 point of damage per turnuntil they die. Dead plant material instantly turns into high-grade organic mulch.

    If the mage specifies before he starts casting this spell, he can spare certain plants within the area of effect. This

    makes it very easy for plant mages to weed their gardens!

    Duration: Permanent (the composting process takes about a minute).

    Base Cost: 4 points.

    Time to Cast: 5 seconds.

    Prerequisite: Wither Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

    Control Dryad Regular; Resisted by Special

    Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati

    University, Pyramid 32)

    Create Dryad Special

    Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati

    University, Pyramid 32)

    Create Herb Regular

    This spell will create up to 1 lb. of dried or prepared plant substance of the mage's choice. This spell can be used to

    create medicinal or culinary herbs and spices, tobacco or plant based drugs and poisons. A common variant of this

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    spell creates pipe tobacco, cigars or cigarettes.

    This is also a Food spell.

    Duration: Permanent.

    Cost: 3 per 1 oz. of material created. Double cost if the material is uncommon or somewhat valuable. Triple cost if

    the material is rare, extremely valuable, or has psychoactive, poisonous or medicinal properties.Time to Cast: 3 seconds.

    Prerequisite: Change Herb or Create Ingredient.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container of Any sort. Energy Cost to

    Create: 450 points if it can create any type of herb, or 100 points if it can just create one sort of herb., (c) Everfull

    Pipe. GURPS Magic Items 2, p. 60. Energy Cost to Create: 100 points.

    Author: Self, GURPS Magic Items 2.

    Create Vines Area

    This spell creates an area of tough, flexible vines that can be used as rope. Each hex of vines provides the equivalent

    of 50 feet of rope. This "rope" will support up to 250 lbs. The mage can magically splice the vines together to makelonger or stronger ropes.

    Duration: Permanent.Base Cost: 2 points.

    Prerequisites: Create Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

    Crop Failure Area

    This spell prevents plants from bearing seeds or fruits, or from growing to an edible size. Other than their sterility orstunted fruit, the plant grows normally and appears to be normal. A roll vs. Botany, Agronomy, or Gardening skill is

    required to reveal the problem before it becomes obvious.This spell counters (and is countered by) spells such as Blossom or Plant Growth.

    Duration: Permanent (1 year for long-lived plants).

    Base Cost: 4 points.Time to Cast: 1 minute per hex of radius.

    Prerequisite: Frost.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

    Cuttings Regular

    This spell makes cuttings taken from a larger plant to magically develop a full root system.

    If the plant is not rooted in appropriate soil when this spell is cast, it will eventually die, but it will last ten times

    longer than a normal cutting would in similar circumstances.

    Duration: Permanent.Cost: 1 per pound of material affected (minimum 1 point).

    Time to Cast: 10 seconds.

    Prerequisite: Plant Growth.

    Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 100 points. (b) Vase or Pot. Casts this spell on any cutting

    placed in it. Energy Cost to Create: 50 points.

    Dart Missile

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    This spell creates a long, sharp thorn that the mage can throw at a target. If it hits its target, the thorn will do

    Impaling damage. The missile has SS 12, Acc +3, 1/2D 30, Max 60. It is targeted using the Spell Throwing (Dart)

    skill.

    The dart does 1d-1 Impaling damage per energy point put into the spell.

    Duration: Instantaneous.Cost: 1 to 3 points. The spell does 1d-1 damage per point of damage.

    Time to Cast: 1 second per energy point used to cast the spell.

    Prerequisite: Create Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

    Deadfall Regular; resisted by Special

    This spell sets up an ambush, by making a nearby tree or other large wooden object (which can't be a load-bearing

    member of a building or other structure) fall on the subject.

    At the mage's option, he can either have the chosen object fall immediately or when a person (or type of person

    type) specified by the mage walks under the deadfall.Unless the victim can Dodge the falling object, he will take damage. The damage done depends on the weight of the

    falling object and the distance it falls. At the very least, the subject will take 1d points of damage from a shower of

    small branches. A beam. Small tree or moderate sized tree branch will do at least 3d points of damage, probablymore. A large tree can do dozens of points of damage when it falls. Other creatures that would logically be affected

    by the falling object will be damaged as well.

    Duration: 4 hours or until the spell is triggered (effects are Instantaneous once the spell is triggered).

    Cost: 1 point per die done, half to maintain.

    Time to Cast: 1 second per point of energy used to power the spell.

    Prerequisite: Shape Plant, Fell Tree, and Delay.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) This spell can be made permanent (until

    triggered) for 5 times the base cost.

    Deadly Grass Area

    This spell creates an area of deadly purplish alien vegetation with sharp thorns, caustic sap and tangling vines.Anyone in the area of effect must roll vs. DX or trip, falling into the vegetation and taking 1d+1 damage from thorns

    and razor-sharp leaves and twigs. If they make their DX roll, they take 1d-3 points of damage to their legs. They

    take no further damage if they remain perfectly still, but the caustic sap will gradually eat through any low-tech

    armor or clothing at the rate of 1 point of DR per 10 seconds.

    If the character attempts to move he takes 1d-3 points of damage per hex of movement (if he moves slowly andcarefully), or 1d-1 points of damage if he attempts to run or fight. A successful DX roll halves damage.Anyone who ingests the sap from the vegetation must roll vs. HT or take 1d damage as if they had swallowed acaustic poison.

    Some weird and alien creatures might actually find this vegetation edible.

    Duration: 1 minute.

    Cost: 3 points, 2 to maintain.

    Time to Cast: 10 seconds.Prerequisite: Magery 2, Poisonous Plant, and Briar Patch.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent on an

    area for 50 times the base cost.

    Delayed Lethal Crops (VH) Area

    This spell makes any crops in the area of effect produce poisonous food. Anyone who eats this poisoned produce is

    affected as if the had eaten food affected by the Delayed Lethal Food spell.

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    This spell counters and is countered by the Detoxify Plant spell or the Purify Food spell.

    Duration: Permanent.

    Base Cost: 5 points.

    Time to Cast: 2 minutes.

    Prerequisites: Magery 3, Lethal Crops.Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

    Author: Adapted from Greg Littmann.

    Detoxify Plant Area, resisted by Special

    This spell removes toxins from an area of plants.

    Naturally toxic or irritating plants such as nightshade or poison ivy become non-poisonous (or non-irritating).

    This spell will counter spells such as Itchy Plant, Lethal Food, and Poisonous Plant if the mage can win a Contest of

    Skills between his Detoxify Plant spell and the other spell.

    The spell will also remove toxins from plants that have been poisoned, keeping them from taking further damage. In

    this respect, it is like the Heal Plant spell.

    Duration: Permanent.

    Base Cost: 1 point.Time to Cast: 3 seconds.

    Prerequisite: Heal Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

    Entstaff Regular

    This spell temporarily turns the mage's staff (or a similar long thin piece of wood, such as a spear or club) into apowerful living tree that will follow the mage's bidding.

    The ent created by this spell has ST 40, DX 9, HT 14/25, IQ 10, Move 3, PD 1, DR 3, and the Body of Woodadvantage. It also has Damage Immunity (No Vitals, No Neck, no Cut/Impale Bonus, and Doesn't Bleed) and

    Immunity to Impaling damage.

    It takes double damage from Fire, but takes only half damage from Cold damage.

    Ents also have Intolerance (-3 reaction) for people who use fire or damage the forest, and they have a Sense of Dutytowards forests and trees.

    Ents attack with their leafy arms doing crushing damage.

    Duration: 1 minute.

    Cost: 10 points, 5 to maintain.

    Prerequisite: Magery 2, Plant Growth, and Shape Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. Mage Only.

    Evergreen (VH) Enchantment

    This spell makes an ordinary plant (or an area of small plants) immortal and capable of growing and flourishing inany environment.

    Wither Plant or Compost spells will make the plant go dormant for 2d days before springing back to life. If

    destroyed by mundane means the plant will regrow after 1d hours. If the damage which killed the plant is effectively

    continual (e.g., vacuum, eternal flame, Poison Earth or Blighted Land spells) then the plant will "die" for 2d days. It

    then "adapts" to that attack form and becomes immune to it.

    Cost: 25 per pound of material affected.

    Prerequisite: Magery, Create Plant, Heal Plant, and 5 other Plant spells.

    Famine's Harvest Regular, Area

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    This spell turns edible plants (and any offspring of those plants) into "anti-food" as described in the Food of Famine

    (Food) spell.

    Once turned into "anti-food" plants can only be "cured" by means of a Counterspell, Remove Curse, or the Fertility

    spell.

    Duration: Permanent.Cost: 3 points to affect a single small plant, 6 points to affect a large plant, such as a tree. If cast as an Area spell,Base Cost is 6 per hex.

    Time to Cast: 1 minute per point of energy used to cast the spell.

    Prerequisite: Delayed Lethal Food.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points.

    Fell Tree Regular; resisted by HT

    This spell will instantly fell a tree or other large plant The tree will fall in the direction specified by the caster. If cast

    against a sentient or mobile plant, the plant gets a roll vs. HT to resist. If it fails, it takes 3d Cutting damage. It only

    topples when it dies.Subsequent applications of this spell will sever large limbs from the tree's trunk, preparing it for transport.

    Duration: Instantaneous (effects are permanent).Cost: 1 point per 6" of diameter of the tree to be felled (minimum 3 points).

    Time to Cast: 1 second per point of energy used to cast the spell.

    Prerequisite: Wither Plant.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Axe or Saw. Energy Cost to Create: 250

    points.

    Flower Power (VH) Regular or Blocking, resisted by Special

    This spell is identical to the Missiles to Flowers spell, except that it works against any sort of kinetic or energyattack aimed at the subject, including beam weapons, flames and explosions. Melee weapon and unarmed attacks

    will still affect the subject.

    Unless the shooter can roll vs. IQ to resist, damaging kinetic or beam energy is turned into harmless, attractive

    flowers. The flowers have the same range and behavior as the attack normally would, but does no damage if it hits.Magic or psionic attacks can be blocked with this spell, but the mage casting the Flower Power spell must win a

    Contest of Skills against the other mage's spell skill.

    The type of flowers created are random and will be ordinary types found in the area.

    The mage can cast this spell on himself as a Blocking spell. He can cast it on others (or on a weapon) as a Regular

    spell. If the mage casts the spell on an area attack (e.g., a bomb blast) the attack is neutralized, not just the effects ofthe attack on the mage. This might also protect other characters in the area. If the mage casts the spell on a weapon,the next shot (or detonation) of the weapon will produce flowers instead of damage. In this last case, the effect of thespell is Permanent until the weapon is next fired.

    This is also a Protection and Warning spell.

    Duration: Instantaneous.

    Cost: 1 point per pound of missile affected or per 10d of basic damage to be converted, whichever is more. One

    flower will be created for every 4 ounces (or fraction thereof) that the missile weighed, or for every die of damage itwould have done. For 1 extra point, the mage can specify the type of flowers.

    Prerequisite: Magery 2, Flowers to Missiles.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) Clothing or Jewelry. Any missile fired at

    the subject will have this spell cast on it. Energy Cost to Create: 3,000 points.

    Forest Knowledge Information

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    This spell tells the mage anything he wants to know about a forest or other large area of vegetation. Specifically, the

    mage can learn how much area is covered by the forest, the location of certain types of vegetation, what sort of plant

    and animal species are present, the overall health of the vegetation, and so forth.

    The mage can also use this spell to learn the names by which the forest is known, or has been known. The listincludes the common name of the forest in the languages of the various people who inhabit it, or use it. It will also

    reveal all the names that have ever been given to the forest, and possibly the name that the forest has given itself.Modern mages will find that this spell can substitute for a full-scale ecological survey. This gives +4 to Ecologyrolls or any other skill where knowledge of the health and composition of a forest would be useful.

    One piece of information can be gathered per minute that this spell is in effect.

    Duration: 1 minute.

    Cost: 4, same to maintain.

    Time to Cast: 1 minute.

    Prerequisite: Magery, Seek Plant, and Plant Sense.

    Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 250 points.

    Frost Area

    Author: Lee Gold (GURPS Japan

    Graft Regular, Resisted by HT

    When this spell is cast on a living cutting from a plant, it can be instantly grafted onto another plant. The graft

    becomes part of the plant to which it is attached, and will grow normally.

    If the cutting is somehow incompatible with the plant to which it is grafted (for example, a sprig of a long-lived

    plant grafted onto the root system of a short-lived plant). The cutting will grow as best it can, however it will die

    when its "host" dies, and it might be stunted (or collapse) if it grows too big for the rest of the plant to support it.For example, a tree branch grafted onto a flower will die when the flower's roots die. If it somehow grows to a larger

    size, it will eventually overwhelm the root system and collapse or die due to lack of nutrients.

    Duration: Permanent.

    Cost: 1 point per lb. of material to be grafted.

    Time to Cast: 10 seconds.Prerequisite: Shape Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points.

    Grapevine Regular

    This spell creates a plant that will record any gossip spoken in the area around it.At the mage's whim, the plant can repeat some of what is has heard. The plant will babble for 1d minutes before

    stopping. The mage must listen for the entire time or he might miss something.

    Usually the plant gives meaningless or unreliable gossip, but occasionally provides something useful. The GM

    should make a Streetwise-2 for the listener. On a failed roll, the plant tells nothing useful. On a successful roll, he

    learns a bit of moderately useful information.In return, the mage must tell the plant tidbits of gossip that he knows or it will die within 1d days. This means,

    however, that anyone else with a magical grapevine in the same area might hear what the owner says!

    This is also a Communication and Empathy spell.

    Duration: 2 weeks.

    Cost: 5 points, 3 to maintain.

    Time to Cast: 1 minute.

    Prerequisite: Magery 2, Create Plant, Plant Speech, Gossip, and Mind Reading.

    Item: Magic Grapevine GURPS Magic Items 2, p. 60.Energy Cost to Create: 350 points

    Author: Adapted from GURPS Magic Items 2.

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    Gray Death Regular, resisted by HT

    This spell infects the victim's body and possessions with an extremely fast-growing, virulent fungus.

    Unless the victim can roll vs. HT to resist, they take 1d points of damage each turn as a fuzzy bluish-white fungus

    spreads over their body.

    Extra energy causes the fungus to grow faster and do more damage. Cure Disease, Destroy Plant, and similar spells

    will prevent the spread of the fungus. Fire, Cold and Light spells that do damage will also stop the spread of thefungus, although they will also damage the subject. Shape Plant allows a Contest of Spell Skills to keep the fungus

    from spreading.

    If sustained, this spell will quickly consume any organic object. Metal and stone objects are unaffected.Contaminated objects must be discarded or they will spread the infection. Anyone who touches the victim or the

    fungus must also roll vs. HT or be affected by the fungus. After 3 successful HT rolls to avoid being infected, the

    subject is immune to that application of the Gray Death spell and doesn't need to make further HT rolls.

    Once the victim has been completely consumed (-10 x HT), the fungus dies. Until then, it remains active and

    dangerous.

    Duration: 1 minute.

    Cost: 5 points, 3 to maintain. For double cost the spell does double damage each turn and gives -2 to HT rolls toavoid "catching" the fungus.

    Time to Cast: 10 seconds.Prerequisite: Spore Cloud.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Casts this spell on the

    wearer, can't be removed. Energy Cost to Create: 500 points.

    Green Death Regular, resisted by HT

    This powerful spell will turn the subject into an unliving tree. If the subject fails his resistance roll, he will turn into

    a tree in 3d turns. None of the victim's possessions are included in the transformation. They drop off, tear, or hang

    from the branches of the "tree".

    Unlike the Immurement spell, this spell can't be reversed by the Wood to Flesh or Remove Curse spell. The process

    of transformation irrevocably turns the subject into an unthinking plant. Not even the Plant Speech spell will reveal

    that the tree was once a person.

    At the GM's option, spells like Wood to Flesh, Remove Curse, or a Counterspell might be effective if they are castbefore the spell has run its course. Once the spell has run its course, the only way to reverse this spell is the GreatWish spell, although certain magic items might work as well.

    Duration: Permanent.

    Cost: 10 points.

    Time to Cast: 10 seconds.

    Prerequisite: Magery 2, Immurement, and 5 other Plant spells.

    Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Druid's Revenge. GURPS

    Magic Items I, p. 40. Energy Cost to Create: 500 points.

    Author: Adapted from GURPS Magic Items 1.

    Greencloak Regular

    This spell cloaks the subject in a flowing garment made from the earth and foliage that surrounds him.

    The cloak provides perfect camouflage for the wearer if he remains still and provides partial camouflage if the

    character moves.

    If the character remains motionless, he is effectively invisible in outdoor settings. He gets +10 to his effectiveCamouflage skill. If the character moves, he gets +6 to Camouflage skill and +2 to Stealth and Shadowing skills.

    The cloak masks the wearer's scent, giving -4 to detect the wearer or follow his trail by smell.

    Whether the character moves or not, he is at -4 to be detected by Smell and he gets +6 to his skill to avoid being

    detected by Infrared or Ultraviolet vision or ultratech sensors that use Infrared or Ultraviolet light.

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    The garment provides the same protection as a normal wool cloak in cold weather. In warm weather, the cloak

    lowers the effective temperature under the cloak by 10 degrees. The cloak will also repel water just as a normal

    raincoat would. The materials used to make up the garment do not dirty or irritate the caster.

    Duration: 10 minutes.

    Cost: 3 points, 2 to maintainTime to Cast: 10 seconds.

    Prerequisite: Magery, Shape Plants and 3 Plant spells.

    Item: Clothing or Jewelry. Energy Cost to Create: 250 points.

    Greenskin Regular; resisted by HT

    This sell allows the subject to breathe carbon dioxide, produce oxygen, and photosynthesize, just as if he were a

    plant.

    If the subject is active, this spell allows him to survive on half as much food and oxygen as he would normally

    consume, as long as he has access to sunlight, soil nutrients, and water.

    If the subject chooses, in sunny and relatively warm conditions, he can lapse into a torpid state. In this state, hemoves at half move, and he is at -2 to DX and DX-based skills, including Active Defenses, however, he can survive

    on sunlight, soil and water alone. It takes 1 minute for the character to come out of his torpid state.

    While under the effects of this spell, the subject is vulnerable to spells that affect plants. His skin and hair turn to adeep green color. This gives the character the Unnatural Feature disadvantage.

    Duration: 1 day.Cost: 5 per hex of creature, 3 to maintain. The entire creature must be affected for the spell to work.

    Time to Cast: 1 minute.

    Prerequisite: Body of Wood.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for Wearer

    Only. Energy Cost to Create: 300 points.

    Harvest Area, Regular

    This spell will instantly gathers crops in the area of effect.

    At the option of the caster, the gathered crops can be put into a handy container (or bundled for transport) andundergo basic processing (like winnowing, bundling and stacking, or washing) so that they are ready for use in

    cooking.

    Alternately, the mage can use this spell to gather other parts of a plant, as long as the parts are of a consistent type.

    For example, the mage could use this spell to gather flowers.

    This is also a Food spell.

    Duration: Instantaneous.

    Cost: 2 points per 25 lb. of crops to be gathered from a single plant. If cast as an Area spell, the Base Cost is 1

    points.

    Casting time: 1 second per hex of radius.

    Prerequisite: Shape Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Scythe or other harvesting tool. Energy

    Cost to Create: 250 points.Author: Self, Chad Underkoffler.

    Haunted Forest Area

    This spell turns an area of forest (or a similar ecosystem) into a gloomy, threatening place. All the trees in the area

    are affected as if the Waken Tree spell had been cast on them, but they will be uniformly hostile. They react at -4 to

    outsiders. They will maliciously trip and mislead those people who venture into their domain.

    Likewise, all the animals in the area of effect become hostile (-4 to reaction rolls), however, all but the most

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    powerful creatures will attack indirectly or glower at intruders.

    The forest will also become gloomy and spooky, as if the Gloom and Spooky spells had been cast on it. Characters

    get rolls vs. IQ to resist the effects of the Spooky spell.

    Duration: 1 hour

    Base Cost: 2 points (minimum of 5 hexes), half to maintain.Time to Cast: 1 minute.

    Prerequisites: Magery, Spooky, Gloom, Awaken Tree, and 3 other Plant spells.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent for 25

    times the base cost.

    Healing Plant Regular

    This spell will make a plant that already has ripe fruits, seeds or berries grow special "fruits" which will heal

    damage. At the mage's option, the fruit created will either heal 1 point of damage or restore 2 points of Fatigue.

    Fatigue loss from spell casting cannot by eating the fruit, and no matter what his skill, the mage can't reduce the cost

    to produce the fruit. Fruits must also be eaten within 1 hour of being picked (within the spell's duration) or they losetheir effectiveness.

    This is also a Healing spell.

    Duration: 1 hour (effects are permanent)

    Cost: 2 points per fruit created. Can't be maintained. Cost to cast the spell can't be reduced for high skill..

    Time to Cast: 1 minute.Prerequisite: Magery, Bless Plants, Minor Healing.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) For 10 points, the healing properties of the

    fruit can be made permanent until they are consumed. (c) A tree or other plant that produces fruit can have this spell

    cast on it. All fruits naturally produced by the plan (i.e., not produced via the Blossom spell or similar effects) have

    this spell cast on them. Energy Cost to Create: 1,500 points.

    Hedgerow Area

    This spell creates a wall of interwoven, thorny bushes. The hedge stands 6' tall and will interfere with visibility,

    missile fire and Movement.Vision rolls through the hedge are at -6. Missile fire through the hedges is at -4. Thrusting strikes through the hedge

    with spears and the like are at -4.

    Characters can attempt to move through the hedge hex by making an ST roll. If they fail the ST roll, they are stuck

    until they can make a ST roll to move on or back out of the hedge the same way that they came in.

    The hedge can be hacked or blasted out of the way using Fire, edged weapons or explosives. Each hex has PD 1, DR4, and 10 HP. Fire does double damage to a hedge, but the hedge will burn for 1d minutes after it is destroyed.While alight, the hedge counts as a Fire hex.Plant spells that affect plants will affect the hedge normally.

    For increased energy cost, the hedge can have sharp thorns that do 1d-3 points of whole body Crushing damage to

    anyone who attempts to move through it. In addition to doing damage, thorny hedges give -5 to ST rolls to break

    through the hedge.

    Duration: 1 minute.Cost: 6 points, or 8 for of thorny hedge, half to maintain.

    Time to Cast: 10 seconds

    Prerequisite: Tangle Growth or Wall of Grass.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area of hedge can be made permanentfor 25 times the base cost.

    Hollow Tree Regular

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    This spell hollows out tree or other plant with no ill effects. If the tree is big enough, the spell will create enough

    space for a person to hide.

    As part of this spell, the mage can open one side of the tree to make an entrance. This entrance can't be sealed, but

    can be made as narrow or wide as the mage desires.At the end of the spell, the hollow in the tree gradually fills in, pushing anything placed in the hollow out of the tree.

    Duration: 1 hour.

    Cost: 3 points, 2 to maintain.

    Time to Cast: 3 seconds. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This spell can be

    made permanent for 15 points.

    Hot Pepper Regular, resisted by HT

    This spell turns ordinary hot peppers (or similar spicy plants) into incendiary devices. There are two versions of the

    spell.

    The first version of the spell makes the peppers burst into flame when they are eaten. Unless the victim rolls vs. HT,

    he takes 1d points of burn damage to his mouth and face. Armor does not protect against this damage.The second version of the spell allows the subject to Breathe Flame, as per the spell. To trigger the spell, the subject

    must eat the pepper.

    Hot Peppers look like normal peppers of the same type, however, Mage Sight and spells that detect magic willreveal their true nature. The Danger Sense advantage and spells that detect danger or poison will detect the harmful

    variant.

    Peppers must be eaten within 1 hour after the spell is cast (within the spell's duration) or they lose theireffectiveness.

    This is also a Fire spell and a Food spell.

    Duration: 1 hour (effects are permanent).

    Cost: 2 points per pepper created. Can't be maintained.

    Time to Cast: 1 minute.

    Prerequisite: Flame Breath and Create Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) For 10 points, the fiery properties of the

    pepper can be made permanent until it is consumed. (c) A pepper plant or other plant that produces spicy fruit can

    have this spell cast on it. All fruits naturally produced by the plan (i.e., not produced via the Blossom spell or similar

    effects) have this spell cast on them. Energy Cost to Create: 1,500 points.

    Intoxicating Fruit Regular, resisted by HT

    This spell gives a serving of fruit or grains the flavor and intoxicating properties of an alcoholic beverage that couldbe made from that material. For example, barley can be given the same taste and effect as a mug of beer or grapesmight have the same effects as a glass of wine or a shot of brandy. If the fruit (or moistened grain) is squeezed, theliquid produced is alcohol of the appropriate sort. The quality of the alcohol depends on the quality of the food used

    to create it.

    The intoxicating properties of the food remain for the duration of the spell. When the spell ends, unconsumed food

    and drink spoils.

    This is also a Food spell.

    Duration: 1 hour.

    Cost: 3 points per serving, 1 to maintain.

    Prerequisite: Magery, Create Drink, and Create Herb.

    Item: (a) Bacchus's Grapevine Staff. GURPS Magic Items 2, p. 16.Energy Cost to Create: 250 points. (b) Cup orother container. Casts this spell on any fruit or grain placed in it. Energy Cost to Create: 200 points.

    Author: Adapted from GURPS Magic Items 2.

    Ironwood Regular

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    This spell changes the tensile strength of wood to that of steel. This doubles the HT, HP, and DR of wooden objects.

    The weight of the material is not changed.

    This spell can't be cast on sentient or mobile plants.

    This is also an Earth (Metal) spell.

    Duration: 1 hour.Cost: 1 point for an item up to 10 lbs., 2 points for up to 100 lbs., 3 points per 500 lbs., half (minimum 1) tomaintain.

    Prerequisite: Change Wood, Bless Plants.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An item can have this spell cast on it

    permanently for 10 times the base cost.

    Author: Adapted from the Net

    Itchy Plant Regular or Area, resisted by HT-4

    This spell makes plants in the affected area secrete an irritating oil, like that secreted by the poison ivy or the lacquer

    plant.Characters in the area of effect (or who touch an affected plant) must roll vs. HT-4 or break out in itchy blisters.

    Characters get +1 to their HT roll for every point of natural Damage Resistance. Characters also get +1 to their HT

    roll for every quart of alcohol or similar solvent used to wipe off the oil.Armor protects against the toxic oils for minutes equal to its DR. After that, the oils seep through. Waterproof

    materials (like boots or a heavy raincoat) or sealed armor with at least 1 DR will protect against damage indefinitely.

    However, the subject must be careful when removing these garments lest he get the toxic oil on his body!If the subject gets the oil on at least 25% of their body, they take 1d-3 points of whole body damage (Toughness

    helps). They also suffer extreme itchiness for 2d days as is they were affected by the Itch spell. Characters who are

    exposed to the oil on just a part of their body take 1 point of damage to that location and suffer from itchiness on

    that location for 1d days.

    If the subject's face or eyes are affected by the oil, they must roll vs. HT or be blinded until the damage heals.Itchiness on the subject's face will lower appearance by 1 level until the damage is healed.

    If an area of plants affected by this spell is burnt while the spell is in effect, the smoke produced has the same effects

    as the Stench spell.

    Duration: 1 minute (effects last longer).

    Cost: If cast on a single plant, the base cost is 3 points, 2 to maintain. If cast as an Area spell, the Base Cost is 5points, 3 to maintain. The effects of the poison oil can't be maintained.

    Time to Cast: 10 seconds.

    Prerequisite: Shape Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) An area can have this spell permanently

    cast on it for 25 times the base cost.

    Lethal Harvest (VH) Area

    Any crops in the area of effect will produce poisonous food. Anyone who eats this poisoned produce is treated as if

    they were affected by the Lethal Food spell.

    This spell counters and is countered by the Detoxify Plant spell or the Purify Food spell.

    This is also a Food spell.

    Duration: Permanent.

    Base Cost: 4 points.

    Time to Cast: 1 MinutePrerequisites: Magery 2, Poisoned Harvest.

    Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

    Author: Adapted from Greg Littmann.

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    Lilly Pad Regular

    This spell allows a character to walk across lily pads (or other floating vegetable matter) as if they were solid,

    unmovable stones. The spell affects only the subject's feet, hands, elbows and knees, so if the character attempts to

    sit or lie down on the lily pads he will sink.

    Although the spell will work in rapids and high waves, the character must make a DX roll every turn to keep his

    feet. The GM can give bonuses or penalties based on the turbulence of the water and the size of the lily pads.If he wishes, the subject can end this spell by stepping off the lily pads (either onto dry land or into the water).

    Duration: 1 minute.

    Cost: 2 to cast, 1 to maintain.

    Prerequisites: Shape Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry, Clothing or Footwear. Usable only

    by the wearer. Energy Cost to Create: 100 points.

    Author: Adapted from the Net.

    Limb Walking Regular

    This spell allows even the most delicate of vines or tree limbs to support the subject's weight. This allows him to

    climb spindly trees or to walk from tree to tree through (or on) the canopy of a forest.While this spell is in effect, the subject can move at 1/2 normal speed through the trees in a forest. He still must

    make a DX check every minute to avoid falling, however.

    Characters who attempt to climb trees while this spell is in effect get +4 to skill.If cast on a character with Perfect Balance, no DX rolls to avoid falling are required. The subject can run through the

    trees at his normal movement rate. If cast on a character with the Brachiation ability, their Brachiating move is equal

    to their normal ground movement, or 25% more than their normal Brachiation speed, whichever is better.

    Duration: 1 minute.

    Cost: 3, 2 to maintain.

    Time to Cast: 3 seconds.

    Prerequisite: Shape Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Clothing or Jewelry. Works for Wearer

    Only. Energy Cost to Create: 200 points.

    Limpwood Regular

    This spell completely removes all rigidity from a plant. When the spell is cast, the plant flops over and lies on the

    ground, just as if were made of string. It is unaffected in all other respects. When the spell ends, it returns to its

    normal shape.This spell is often used as a joke, but it has practical uses. It's handy for getting fugitives out of trees, pruning large

    trees, gathering fruit or temporarily moving trees out of the way without cutting them down.

    This spell has no effect on sentient or animated vegetation.

    Duration: 10 minutes.

    Cost: 1 for a small plant, 2 for a plant up to the size of a bush, 3 for a small tree, 4 for a large tree, half (minimum 1)

    to maintain.Time to Cast: 3 seconds.

    Prerequisite: Shape Wood. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) This spell can

    be made permanent for 25 times the base cost.

    Live Wood Regular

    This spell keeps plants alive and growing even after they are cut. Plants severed from their roots will never wilt and

    will continue to grow, although they can still die from other causes.

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    This spell has no effect on wood or plant material that is already dead. The spell can be cast on plants that have not

    yet been cut, but the spell's effects only take effect when the plant is severed from its roots.

    Duration: Permanent.

    Cost: 2 per 10 lbs. of material.

    Time to Cast: 10 seconds.Prerequisite: Cuttings.

    Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 150 points.(b) Vase or Pot. Casts this spell on any plant

    placed in it. Energy Cost to Create: 100 points.

    Living Tool Regular

    This spell turns an existing plant into any sort of tool that the mage can imagine, as long as it appropriate for the sort

    of plant affected.

    Only wooden (or plant fiber) tools can be created, unless the plant naturally incorporates metal or stone into its

    structure.

    For example, for the duration of the spell, grass could be turned into a net or a cord or shrubs could be turned intomallets, clubs, or bows.

    When the spell ends the plant reverts to its original form. Sentient or magical plants are unaffected by this spell.

    Duration: 10 minutes.

    Cost: 2 per 25 lbs. of plants (or fraction thereof) to be affected, same to maintain.

    Prerequisite: Shape Plant.

    Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

    Lotus Regular or Area, resisted by Will

    This spell makes the scent of a flowering or strong-scented plant (or area of plants) intoxicating and mildly

    hallucinogenic.Assume that any character in the area of effect, or in the same hex as an affected plant will be exposed to the scent.

    Characters in adjacent hexes roll at +2 to resist, characters up to two hexes away (five hexes downwind) roll at +4 to

    resist. Characters with the Anosmia disadvantage get +4 to resist.

    Unless they roll vs. Will to resist, characters that smell plants affected by this spell will fall into a drowsy, happystate for 1d-2 (minimum 1) hours. While drugged, characters are at -3 to IQ and IQ based skills, and at -2 to DX and

    ST and physical skills. In addition, they also suffer from the Absent-Minded, Lazy and Impulsive disadvantages.

    If characters fall asleep due to the effects of the Lotus, they will experience extremely vivid, pleasant dreams.

    While Will is not reduced when attempting to resist other spells, it is reduced when trying to resist other pleasant

    temptations, including disadvantages such as Gluttony, Addictions or Lecherousness. The Lotus gives a +2 bonus toWill rolls to resist negative emotions or disadvantages that involve discipline or effort, such as Bad Temper, BloodLust or Sense of Duty.Characters under the effect of the Lotus are mellow, blissful, and very relaxed. This should be role-played. At the

    GM's option, the Lotus can give characters +1 to skills that require undisciplined creativity or imagination.

    Characters who critically fail their Will roll to resist the Lotus spell become addicted to its effects. They must

    experience the effects of the spell at least once a week or suffer from the effects of Psychological Withdrawal. The

    point cost of the addiction depends on the rarity of the spell and its legality in the campaign.

    Duration: 1 hour (effects last 1d-2 hours).

    Cost: 3 points if cast on a single plant, same to maintain. If cast as an Area spell, the Base Cost is 4, same to

    maintain.

    Time to Cast: 10 seconds.Prerequisite: Intoxicating Plant, Pollen Cloud.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be cast on an area for 25

    times the base cost.

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    Magic Crop Area

    This spell makes a plant of any sort produce any sort of plant-based food with which the mage is familiar.

    The amount of food produced depends on the richness of the vegetation. As a rough guideline, a area of lush

    vegetation can yield 1/2 pound of food per hex. Sparse vegetation (like mowed grass or arid scrub) can produce 1/4

    pound of food per hex. Extremely sparse vegetation (desert) can produce 1/8 pound of food per hex.

    The caster can make plants produce processed plant-based food, but the yield is halved and the cost is doubled.Food produced by this spell must still be harvested.

    This is also a Food spell.

    Duration: Instantaneous (food created is Permanent).

    Base Cost: 5 points. Double cost to produced processed food. Double cost for foods that are valuable, or which have

    medical powers. Triple cost for extremely rare or valuable foods.

    Time to Cast: 1 minute.

    Prerequisite: Blossom, Create Food.

    Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) This spell can be permanently

    cast on an area for 25 times the base cost. The food produced by the plants in the affected area is set by the mage

    when the spell is cast.

    Magic Seed Enchantment

    A magic seed will instantly grow into and adult plant of the type specified by the mage.

    When it is planted (or dropped) on the ground and is watered, the seed immediately grows into an adult plant. If theplant is huge (like a tree), it grows at a rate of 3 yard per turn until it reaches its full height. When a plant has

    reached full growth, any magic spells enchanted into it take effect. Unless specified by the mage, these effects are

    permanent.

    The enchanter can specify any sort of plant with which he is familiar, but he must have a normal seed from that plant

    type to enchant. The mage can also enchant other Plant spells into the seed (such as Plant Growth, Evergreen,

    Carnivorous Plant) and so forth. However, he must enchant those spells into the seed (at a cost of 25 times the base

    cost) before he casts the Magic Seed enchantment. Non-plant spells can't be enchanted into a Magic Seed.

    Cost: 3 per yard of height and/or hex of area the plant will cover, plus the cost of any special abilities (25 times base

    cost).Prerequisite: Magery, Create Plant, and Link.

    Marching Powder Regular or Area, resisted by Will

    This spell turns the pollen of a flowering or strong-scented plant (or area of plants) intoxicating and powerful

    stimulant.Assume that any character in the area of effect, or in the same hex as an affected plant will be exposed to the scent.

    Characters in adjacent hexes roll at +2 to resist, characters up to two hexes away (five hexes downwind) roll at +4 to

    resist. Characters with the Anosmia disadvantage get +4 to resist.

    Unless they roll vs. Will to resist, characters who smell plants affected by this spell will become agitated and

    energetic for 1d-2 (minimum 1) hours. While drugged, characters are at -1 to IQ and IQ-based skills. They are alsoat -2 to DX for fine manual tasks, although gross physical movements aren't affected. More importantly, characters

    get +1 to Move and Speed and any Fatigue due to sleeplessness or physical exercise is temporarily erased.While under the effects of the Marching Powder, characters cannot sleep (as the Doesn't Sleep advantage).

    However, they suffer from the Impulsive, Single-Minded, and Overconfidence disadvantages. They must also must

    roll vs. Will to concentrate or keep still for long periods of time. Characters under the effect of the Marching Powder

    are bouncy, excitable, and aggressive. This should be role-played. At the GM's option, the Marching Powder cangive characters +1 to skills that require single-minded concentration or raw endurance.

    While Will is not reduced when attempting to resist other spells, it is reduced when trying to resist disadvantages

    that involve work, action, or raw emotion, such as Lecherousness, Bad Temper, or Workaholic. The Lotus gives a

    +2 bonus to Will rolls to resist negative emotions or disadvantages that involve inaction or inhibition, such as Lazy

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    or Shyness.

    When the spell ends, all Fatigue postponed by the spell returns, plus an additional 1d-2 (minimum 1) points of

    Fatigue. If the character missed sleep due to the spell, Fatigue loss due to sleep deprivation is added as well. If the

    character's Fatigue score goes to 0, he collapses into a dreamless, restless sleep for 2d+4 hours.Characters who critically fail their Will roll to resist the Marching Powder spell become addicted to its effects. They

    must experience the effects of the spell at least once a week or suffer from the effects of Psychological Withdrawal.The point cost of the addiction depends on the rarity of the spell and its legality in the campaign.

    Duration: 1 hour (effects last 1d-2 hours).

    Cost: 3 points if cast on a single plant, same to maintain. If cast as an Area spell, the Base Cost is 4, same to

    maintain.

    Time to Cast: 10 seconds.

    Prerequisite: Intoxicating Plant, Pollen Cloud.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be cast on an area for 25

    times the base cost.

    Mass Rejuvenate Plant Area

    This spell is identical to the Rejuvenate Plant spell, except that it works on an area. Large plants must be entirely

    within the area of effect to be revived.This spell will cancel the effects of the Blight Spell

    Duration: Permanent.

    Base Cost: 4 points.

    Time to Cast: 1 minute.

    Prerequisite: Magery 2, Rejuvenate Plant.

    Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

    Missiles to Flowers Regular or Blocking, resisted by IQ

    Unless the shooter can roll vs. IQ to resist, this spell turn missiles into harmless, attractive flowers just after they are

    fired. The flower has the same range as the missile, but does no damage if it hits.The type of flowers created are random and will be ordinary types found in the area.

    This spell has no effect on missiles that are not aimed directly at the subject and which do their damage via magic,

    psionics, energy, explosion, flames and shrapnel.The mage can cast this spell on himself as a Blocking spell. He can cast it on others (or on a weapon) as a Regular

    spell. If the mage casts the spell on a weapon, the next shot (or detonation) of the weapon will produce flowers

    instead of damage.

    Duration: 1 second.

    Cost: 1 point per pound of missile affected or per 10d of basic damage to be converted, whichever is more. One

    flower will be created for every 4 ounces (or fraction thereof) that the missile weighed, or for every die of damage it

    would have done. For 1 extra point, the mage can specify the type of flowers created.

    Prerequisite: Magery, Shape Plant.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Any missile fired at

    the subject will have this spell cast on it. Energy Cost to Create: 300 points.

    Mossback Regular, resisted by HT

    This spell covers the subject's body with living, growing moss and fungus that grows from his skin and replaces his

    hair.

    This gives the subject +4 to Camouflage rolls in natural settings. The spell also gives -4 to Tracking rolls, since the

    subject smells different and the moss "pads" his footsteps. The character also gets +1 to Stealth due to his mossy

    feet.

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    Unfortunately, the subject looks very peculiar. His Appearance is reduced by one level down to a minimum of

    Hideous. It also gives him -1 to all resistance rolls to avoid the effects of fire or flames. Since the growth emerges

    directly from the victim's skin, it can be torn loose, doing damage to the subject.

    On a successful Grapple roll, an attacker can pull off a handful of moss, doing 1 point of damage to the subject.The Camouflage benefits of this spell are not cumulative with the Greencloak spell. The other effects are

    complementary.

    Duration: 1 minute.

    Cost: 3, 2 to maintain.

    Prerequisite: Magery, Shape Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry. Works for wearer only. Always

    on. Some versions can't be removed. Energy Cost to Create: 150 points.

    Nameflower Enchantment

    This spell allows the mage to enchant a Nameflower, as described on GURPS Magic Items 1, p. 64.

    Other variants of this spell might allow flowers to be made more quickly, and for less energy. However, since the actof caring for the plant and imbuing it with energy is considered a symbol of devotion and love, there is little interest

    in such research. Generally, the more energy put into the flower, the more beautiful the bloom.

    Time to Cast: 1 month.Cost: 30 energy points (as above).

    Prerequisites: None.

    Author: Adapted from GURPS Magic Items 1.

    Natural Furniture Area

    This spell shapes plants into living furniture and other household items. Bushes and trees turn into beds, tables, andchairs. Leafy branches and grasses become curtains and doors.

    If this spell is cast on a tree that has the Tree House spell on it, the living wood and foliage of the tree will be alteredto make curtains, rugs, furniture, doors, etc. The mage can move these furnishings about at his whim. Note that the

    wood never detaches itself from the tree or the ground, instead it grows, shrinks and alters its shape depending on

    the mage's whim.

    Duration: 1 hour.

    Base Cost: 2 points, 1 to maintain.

    Time to Cast: 10 seconds.

    Prerequisite: Magery, Shape Wood. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) This

    spell can be made permanent for 25 times the base cost.

    Nature Form Regular

    When the mage casts this spell, he can turn himself into a dryad or similar type of nature spirit.

    The subject gains all the disadvantages and inherent physical advantages of a given type of natural spirit. If nature

    spirits have optional special powers, the subject doesn't get these powers unless they are possessed by all naturespirits in the campaign world.

    In most cases, the subject's personality is unaffected. However, the GM might rule that the personality of an nature

    spirit is a byproduct of its form, and require the character to make a Will check every 10 minutes he is in the spirit

    form.

    If he fails the Will check, Will is reduced by 1 to resist future checks until effective Will reaches 1. At that point the

    subject ceases to be even remotely human and takes on the personality of that type of spirit.Each spirit form is a different spell.

    Duration: 10 minutes.

    Cost: 5 to 15 points depending on the power of the spirit form, half to maintain (rounded up).

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    Time to Cast: 10 seconds.

    Prerequisite: Magery, Summon Nature Spirit, and 5 other Plant spells.

    Item: (a) Staff, Wand or Jewelry. Mage only. Energy Cost to Create: 50 times the base cost to cast the spell. (b)

    Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 25 times the base cost to cast the spell.

    Nature Form Other Regular, resisted by Will

    This spell is identical to the Nature Form spell, except that it allows the mage to turn the subject into a dryad or

    other type of nature spirit.

    Each variant is a separate spell.

    Unwilling subjects resist with Will.

    Duration: 10 minutes

    Cost: 5 to 15 points depending on the power of the spirit form.

    Time to Cast: 10 seconds

    Prerequisite: Nature Form.

    Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 25 times the base cost to cast the spell. (b)Clothing or Jewelry. Works for wearer only. Always on. Some versions can't be removed. Energy Cost to Create: 25

    times the base cost to cast the spell. (c) This spell can be permanently cast on a character for 50 times the base cost

    to cast the spell.

    Obscure Trail Area

    This spell is an version of the Hide Path spell, but it can be cast on an area. Any tracks or trails within the area of

    effect will be obscured. If he specifies when the spell is cast, the mage can choose which tracks he wishes to erase.

    Unlike the Hide Path spell, this spell can be cast after the subject has left the trail. It can also be used to further

    obscure camouflaged objects. All attempts to Track or see Camouflaged objects are at -8 to skill.

    Duration: Permanent.

    Base Cost: 3 points.

    Time to Cast: 10 seconds.

    Prerequisite: Hide Path.

    Item: (a) Staff, Wand or Jewelry. Energy Cost: 350 points. (b) Clothing or Jewelry. Works for wearer Only. EnergyCost to Create: 250 points. (c) An area can be permanently enchanted with this spell for 25 times the base cost.

    Palisade Area

    This spell creates a 8' high palisade of 1' thick hardwood logs. The logs are sharpened at the top and set into the

    earth to a distance of 4 feet at the bottom.At the caster's option, the palisade can be pierced with arrow loops or gunslits. Additionally, the palisade can have 3'

    wide catwalk set 3' to 5' off the ground so that people can see over (or fight over) the top of the wall. In this case, the

    palisade will have ladders leading up to the catwalk (1 ladder per 3 hexes of length).

    Those on the catwalk will receive a 10-second warning before the spell ends, so they can jump down from the

    catwalk. If they do not, they fall 1 yard when the spell ends.

    Duration: 1 minute.

    Base Cost: 5 points, 3 to maintain (minimum of 2 hexes).

    Time to Cast: 1 second per point of energy used to cast the spell.

    Prerequisites: Hedgerow.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) This spell can be made permanent for 25

    times the base cost.

    Photosynthesis Regular, resisted by IQ

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    This spell is an improved version of the Greenskin spell that allows the subject to derive sustenance directly from

    sunlight.

    One hour in bright sunlight, or two hours in overcast or shady areas, gives the subject energy equivalent to a full

    meal. If the sky is very heavily overcast or the mage is in deep shade, four or more hours are required. Clothing,armor, or other objects that cover the subject's body count as shade, so a fully dressed subject might need more time

    to "feed."For the duration of the spell, the subject's skin is bright green. This counts as the Unnatural Feature disadvantage.

    Duration: 1 hour.

    Cost: 3 points, 2 to maintain.

    Time to Cast: 30 seconds.

    Prerequisites: Plant Form, Greenskin.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer

    only. Energy Cost to Create: 350 points. (c) This spell can be permanently cast on a character for 50 times the base

    cost.

    Author: Adapted from Greg Littmann.

    Plant Barrier Area, resisted by ST

    This spell keeps plants and plant materials from moving into the area of effect.Unintelligent plants and plant-based materials (such as seeds or leaves) can't cross the barrier. Intelligent or mobile

    plants must roll vs. ST each turn to move into (or through) the area.

    If a non-plant character carries a wooden object into the area of effect, he must roll vs. ST when he first enters thearea or the object is pulled from his grasp. It drops in the hex just outside of the barrier. Wooden objects or creatures

    already in the area of effect are unaffected by this spell until they leave the area. If they return to the area, they must

    roll vs. ST, as above.

    Wooden (or mostly wooden) melee weapons are at -2 to hit if they must penetrate the barrier to hit their target.

    Wooden (or mostly wooden) missile weapons are at -4 to hit.If the mage specifies when the spell is cast, he can specify which types of material he wishes to block.

    This is also a Protection and Warning spell.

    Duration: 1 minute.

    Base Cost: 2, same to maintain.

    Time to Cast: 3 seconds.Prerequisite: Shape Wood, Protection From Plants

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) This spell can be made permanent on an

    area for 25 times the base cost.

    Plant Proof Area

    This spell makes an area immune to "normal" damage by plants and similar organisms. For example, walls or stones

    with this spell cast on them are immune to the damage that ivy or moss would cause. This spell will also keep tree

    roots can be kept from buckling pavement, and keep molds and fungus from rotting food.

    This spell will not protect against damage from falling trees, wooden weapons, or animated plants. Magic spells that

    make normal plants do damage must win a Contest of Skills before against the Plant Proof spell before they can take

    effect.This spell won't reverse damage already done by plants, but it will prevent future damage.

    Duration: 1 month.

    Base Cost: 1/4 point, half to maintain. (minimum 1 point, 1 to maintain).Time to Cast: 1 minute.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) This spell can be made permanent for 25

    times the base cost.

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    Poison Fruit Regular, resisted by HT

    This spell makes a plant that already has ripe fruits, seeds or berries grow special "fruits" which will cause damage.

    At the mage's option, the fruit created will either do 1d-2 points of damage or make the subject lose 1d points of

    Fatigue. In either case, the subject must roll vs. HT or be affected as if the Sickness spell had been cast on him. On a

    successful HT roll, he doesn't get sick but still takes half damage (or half Fatigue loss) from the fruit.

    Poison Fruits are indistinguishable from normal fruits produced by that plant. However, magic spells that detectpoison or danger will reveal the true nature of the fruit.

    Fruits must also be eaten within 1 hour of being picked (within the spell's duration) or they lose their effectiveness.

    Duration: 1 hour (effects are permanent)

    Cost: 2 points per fruit created. Can't be maintained. Cost to cast the spell can't be reduced for high skill.

    Time to Cast: 1 minute.

    Prerequisite: Healing Plant, Poisonous Plant.

    Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) For 10 points, the harmful properties of the

    fruit can be made permanent until they are consumed. (c) A tree or other plant that produces fruit can have this spell

    cast on it. All fruits naturally produced by the plan (i.e., not produced via the Blossom spell or similar effects) have

    this spell cast on them. Energy Cost to Create: 1,500 points.

    Poison Harvest Area, resisted by HT

    This spell makes any plants in the area of effect will produce poisonous food.

    Anyone who eats this poisoned produce must roll vs. HT or suffer as if they had eaten food with the Food Poisoningspell cast on it.

    This is also a Food spell.

    Duration: Permanent

    Base Cost: 3 points.

    Time to Cast: 30 seconds

    Prerequisites: Magery, Wither Pla