Wednesday, September 7, 2016

Sorcery: Landscaping Spells

Magic Plants
I can't think of any one good spell, so instead, here's a bunch of really easy spells. Here we go.

Spells

Earth to Water

Keywords: None

Full Cost: 12 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent
The caster touches earth, and transforms it into water or mud. Each level of this spell increases the quantity. Quantity of dirt affected is level squared x 10, eg level 1 is 10 lbs, level 2 is 40 lbs, level 3 is 90 lbs.
Statistics: Create Earth 1(medium category) (Mana Sensitive, -10%; Transmutation, Earth to water, +50%; Transmutation Only, -100%; No Signature, +20%) [12]


Stone to Earth

Keywords: None

Full Cost: 12 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent
The caster touches stone, and transforms it into potable soil. Each level of this spell increases the quantity. Quantity of stone affected is level squared x 10, eg level 1 is 10 lbs, level 2 is 40 lbs, level 3 is 90 lbs.
Statistics: Create Stone 1(medium category) (Mana Sensitive, -10%; Transmutation, Stone to earth, +50%; Transmutation Only, -100%; No Signature, +20%) [12]

Essential Earth

Keywords: None

Full Cost: 36 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent
The caster creates essential earth, which is much more fertile than regular earth (see GURPS Magic, p. 53 for details). Quantity created is level squared x 10, eg level 1 is 10 lbs, level 2 is 40 lbs, level 3 is 90 lbs.
Statistics: Create Earth 1(medium category) (Mana Sensitive, -10%; Cosmic, Essential Material, +50%; Reduced Fatigue, 1 FP, +20%; No Signature, +20%) [36]

Purify Earth

Keywords: None

Full Cost: 20 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent
The caster removes contaminants from the soil by laying his hands on the ground. Quantity of contaminants removed is level squared x 10, eg level 1 is 10 lbs, level 2 is 40 lbs, level 3 is 90 lbs.
Statistics: Create Biohazards(medium category) (Mana Sensitive, -10%; Destruction Only, +0%; Reduced Fatigue, 1 FP, +20%; No Signature, +20%; Environmental, Inside Earth only, -30%) [20]

Pollen Cloud

Keywords: Area of Effect (fixed)

Full Cost: 35.5 points/level.
Casting Roll: IQ.
Range: Emanation.
Duration: 100 seconds
The caster creates a cloud of pollen that puts everyone inside it in a coughing/sneezing fit. The caster can specify people that are safe from the effects before casting. Those that don't breathe or have filter lungs are immune. DR does not protect. Additional levels give a penalty to HT to resist. Wind can be used to push it away.
Statistics: Affliction (coughing) 1 (Sorcery, -15%; Drifting, +20%; Respiratory Agent, +50%; Selective Area, +20%; Irritant, Coughing, +20%; Emanation, -20%, Persistent, +40%; Extended duration, 10x, 100 seconds, +40%; Area of Effect, 4 yards, +100%) [36]

Other Thoughts and Conclusion

Four of these spells are based on the Create ability, and people get hung up on the "creation pool" aspect. The book does say it is optional. That's how I'd use it. As long as the player isn't just quitting the campaign to make grade a essential earth fertilizer, I don't care if they even use it to perform a job that'll make them money. That is, I personally don't care if they use it to get-rich-slowly, though get-rich-quick schemes might irk me.

2 comments:

  1. Given that I got a player for a campaign I'm working who want's to be a geomancer with a green thumb, these spells are especially useful to me.

    MOAR please :D

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    Replies
    1. I probably will if my player lets me know what abilities she wants or needs.

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