A general note on plant spells: Plant spells won't work on undead or artificial plants.
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.
Forest Warning Heal Plant Hide Path Identify Plant Plant Form Plant Growth Plant Sense Seek Plant Shape Plant Tangle Growth Wither Plant
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 that they 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 minute Prerequisite: 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.
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 wearer only. Energy Cost to Create: 250 points.
Basketwork Regular
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.
Blossom Area
Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. Author: Lee Gold (GURPS Japan)
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 DX roll, he also takes 1d-4 points of cutting damage (minimum 0) for every turn he moves at full speed. No resistance roll 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.
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 who are 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 the character'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 with this spell for 25 times the base cost.
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.
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 cost if 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.
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.
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
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.
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.
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 a powerful 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 Wood advantage. 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 Duty towards 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.
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.
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 list includes 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 Ecology rolls 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
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.
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 effective Camouflage 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.
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 maintain Time to Cast: 10 seconds. Prerequisite: Magery, Shape Plants and 3 Plant spells. Item: Clothing or Jewelry. Energy Cost to Create: 250 points.
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.
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, DR 4, 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 permanent for 25 times the base cost.
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.
Ironwood Regular
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) to maintain. 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
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.
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.
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.
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 act of 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.
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.
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.
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.
control of his body. Plants with paralysis poison in them that are burned have the same effects as the Sleep spell, except that the effects of the spell wear off in 1d-2 (minimum 1) hours. Duration: 1 minute (poison produced and effects of poison are permanent). Cost: 3 points for a plant up to 50 lbs., 4 points for larger objects, same to maintain. If cast as an Area spell, Base Cost is 5 points, same to maintain. Time to Cast: 10 seconds. Prerequisite: Itchy Plant. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an object or area for 50 times the base cost.
This spell prevent plants in the area of effect from being damaged by insects or plant diseases. Spells such as Wither must win a Contest of Skills to affect plants protected by this spell. Duration: 1 week. Base Cost: 1/2 point, half to maintain (minimum 1 point, 1 to maintain). Time to Cast: 1 minute. Prerequisite: Heal Plant. 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.
Prune Regular
This spell allows the mage to prune a plant. The spell makes the plant "reabsorb" any foliage produced within the last 3 months. This reduces the size of the plant by 10% and shapes the plant so that has an attractive, uniform form. Alternately, the mage can use this spell to shape plants into topiary, shape and prune bonsai, or cut off rotten, dead, or damaged limbs. This spell has minimal effect on sentient or mobile plants. On these sorts of plants, the spell has the same effect as the Groom (q.v.) Body Control spell. Duration: Permanent (until the plant regrows). Cost: 1 for a small plant, 2 for a man-sized tree or a single large limb, 6 for a large tree. Item: Staff, Wand or Jewelry. Energy Cost to Create: 75 points.
Prerequisites: Magery, Shape Wood. Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Any object. This spell can be made permanent for 25 times the base cost.
This spell reverses plant growth. For example, trees get younger and smaller, fruit unripens and flowers go back to being buds. If maintained long enough, this spell can turn a mature tree into a seed. Plants reverse their growth at an incredible rate, one month of growth can be reversed with each application of this spell. Large plants can only be affected if the mage casts this spell as an area spell and the entire plant is in the area of effect. If the mage wishes, he can reverse the growth of just some sorts of plants in an area if he specifies before the spell is cast. This spell has no effect on intelligent plants. Duration: 1 minute (effects are Permanent). Cost: 2 points, 1 to maintain for a small plant, 3 points, 2 to maintain for a large plant up to 1 hex in size. If cast as an Area spell, Base Cost is 2 points, 1 to maintain. (minimum 2 hexes). Time to Cast: 10 seconds. Prerequisite: Plant Growth. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
Scythe Area
This spell trims grass and other small plants to a uniform height specified by the mage. The cut vegetation falls in the hex where it was cut, so the mage must use physical labor (or another spell) to gather the cut material. This spell has no effect on plants with central stems or trunks over 1" in diameter or on sentient plants. Duration: Permanent. Base Cost: 1/10 (minimum 1). Time to Cast: 1 minute. Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
Seed Area
This spell will plant an area with existing seeds, bulbs, cuttings or seedlings and prepares them for growth. Duration: Permanent. Base Cost: 1/10 (minimum 1). Time to Cast: 1 minute. Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
Shillelagh Regular
This spell creates a wooden melee weapon with magical properties. The weapon is of Fine Quality and gives +1 to hit. It also does +2 damage to plants and plant-based creatures. The mage can create any wooden melee weapon with which he is familiar, although the most typical form of the weapon is a club, baton, or staff. Duration: 1 minute. Cost: 3, 2 to maintain. Prerequisite: Create Plant, Wither Plant. Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.
Duration: 1 minute. Cost: 1 per 100 lbs. of plants (or fraction thereof) to be affected per 10% reduction in size and weight, same to maintain. Prerequisite: Plant Growth. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 200 points. (b) A plant can be permanently shrunk for 10 times the base cost.
can only be cured with the Cure Disease or Sterilize spell. Characters who die from the spores will quickly be consumed as new fungi grow from their bodies. The corpse will be completely obliterated within 1d days after the victim dies. Duration: 10 seconds. Base Cost: 6 points, same to maintain. Prerequisite: Magery 2, Pollen Cloud. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) This spell can be permanently cast on an area for 25 times the base cost.
Sprout Area
This spell makes seeds sprout and grow into seedlings, just as if they had been growing in ideal conditions for a several weeks. Duration: Permanent. Base Cost: 1/10. Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.
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.
Cost: 1 per week to sustain a single small plant (up to 1 hex in size). If cast as an Area spell, base cost is 1 per week. Same to maintain. Time to Cast: 1 minute. Prerequisites: Revive Plant. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Pot or other container. It will automatically cast this spell on any plant planted in it. Energy Cost to Create: 50 points. (c) This spell can be permanently cast on a plant for 25 times the base cost.
The vines can sense motion and life. If the mage does not specify which targets he wishes the vines to attack, they will blindly grope for any valid target within range. Duration: 1 minute. Base Cost: 3 points, same to maintain. Each doubling of cost doubles the ST of the vines. Prerequisites: Magery, Tangle Growth. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be made permanent for 25 times the base cost.
such as young forests, swamps, farmland, or parks. Unless the GM has previously decided that there is a "chain" of suitable trees between two locations, roll 2d and multiply the result by 10%. This is the percent of the distance that the mage can travel between his starting location and the point to which he wishes to journey. Any percentage equal to or above 100% means that the mage has discovered a link between his origin point and his destination and the spell works normally. Otherwise, the mage can only use this spell to travel part of the way before the spell ends. If the GM rules that suitable trees are especially sparse or thick, he can modify this die roll as he sees fit. Foes can magically block a tree from being used for transport by making it a No Mana hex. Note that the restrictions on the diameter of the tree are to insure that the mage and his possessions are entirely inside the tree when he makes a "jump". Body parts or objects that stick out of a tree will be left behind when the mage transports himself to a new tree. A "teleport failure" destroys the exposed object or does 2d points of damage and amputates a limb. Skinny mages can risk using smaller trees (+1 to percentage rolls), Fat mages must use thicker trees (-2 to percentage rolls). Creatures larger than one hex in size generally can't use this spell, unless the GM decides that sequoia-sized trees are a common feature of his campaign world! Duration: 1 second per jump. Cost: 3 per 100 miles of travel or fractions thereof, same to maintain. Time to Cast: 10 seconds. Prerequisite: Magery, Walk Through Plants, Forest Knowledge, and 10 Plant spells Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Treespeech Information
This spell awakens tree and allows it to talk about anything that has happened in its life. Trees awakened by this spell have IQ 9 and 30-point Eidetic Memory. A tree can tell the mage everything it's heard or seen since it sprouted. The drawback of this spell is that the tree will only one question, and it will answer literally. Furthermore, it rambles, giving all the details of any scene it's ever seen. Simple questions take 1d x 10 minutes to answer, complex questions take 1d x 10 hours. The tree will answer only one question per day and won't stop talking once question is asked, ignoring attempts to change or clarify question. This is a also a Knowledge spell. Duration: The duration of 1 question (1d x 10 minutes or hours). Cost: 3 points, can't be maintained. Time to Cast: 1 minute. Prerequisite: Plant Speech. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.
will spend 1d minutes in his search before he gives up. The mage can subtract -1 from the penalty for every doubling of the time he spends searching. This, of course, increases the energy cost of the spell. GM's are encouraged to think of the tree's "life story" as being a very long "video tape" which can only be fast forwarded or rewound. GM's should also remember that 99.99% of the average tree's life is very dull. Characters who insist on viewing lots of a tree's life in "real time" will have to make at least one Will roll to keep concentrating on their search. Duration: 10 minutes. Cost: 4, same to maintain. Time to Cast: 1 minute. Prerequisite: Magery, Plant Speech. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) This spell can be permanently cast on a tree. Anyone who touches the tree and concentrates can cast the spell. Energy Cost to Create: 150 points.
Treehouse Area
This spell temporarily turns a tree at least 3' in diameter (or a large area of very thick foliage, like a briar patch) into a shelter. The Treehouse area is accessible by a hidden door (Vision, Tracking, or Holdout -8 to spot) in the tree. The door reveals a ladder, which runs up the inside of the tree. Once the ladder reaches the canopy of the tree, the ladder ends and the "floor" of the Treehouse begins. The floor and walls of the Treehouse are made from the trunk and limbs of the tree and tightly woven limbs. The roof is made of limbs and leaves. The Treehouse will offer shelter from wind and wet for all those inside it. It has PD 1, DR 2 against attacks directed through the walls. Since the Treehouse is a part of the living tree, attacks that damage the tree also damage the Treehouse. If the tree is knocked or cut down, the Treehouse will fall. Anyone inside the Treehouse will take normal falling damage equal to the distance from the Treehouse to the ground. The smallest Treehouse occupies an area about 6' in diameter. It will support up to 500 lbs. of weight per hex. Additional space and carrying capacity can be added by increasing the energy used to cast the spell. The mage can also create windows, doors and balconies for the Treehouse as he sees fit. Balconies count against the total space the Treehouse occupies and can't be made weatherproof. They do not give cover against attacks and are only guarded by an open waist-high railing. Windows and doors consist of "shutters"
made of flexible limbs and leaves. They can be closed to keep out the weather, but only give PD 1, DR 1 to anyone sheltering behind them. One door or window can be added to the Treehouse per 5' of wall. During summer, a Treehouse is at -8 to be seen from above or below, or -4 to be seen from the same level. In late fall, winter or early spring these penalties are halved unless the Treehouse is in an evergreen tree. At the mage's option, he can make the door to the Treehouse visible to all, or to certain people or types of people. If the mage makes the "Treehouse" in an area of thick foliage on the ground, he can create a waterproof, wind-proof "hut" for far less energy than he could make a Treehouse. In this case, the door to the shelter opens directly into the hut, not onto a hidden ladder. Duration: 1 day Base Cost: 3 points per hex, plus 1 point per extra 250 lbs. of weight per hex. (Minimum of 2 hexes). A hut built on the ground costs 2 per hex. (minimum 2 hexes), half to maintain. Time to Cast: 10 minutes. Prerequisite: Shape Wood, Plant Growth. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on an area for 25 times the base cost.
Wooden weapons affected by this spell are treated as stone or metal weapons of the same quality. Wooden armor affected by this spell has the PD of metal or stone, but gets +1 (or +10%, whichever is greater) DR. Stone or metal items might be heavier than wooden items. They will also be non-buoyant. This might affect the structural integrity of some objects, such as wooden airplanes or rafts. The details of this are up to the GM. Note that in order to affect large objects, the entire object or a single discrete part of it (such as the wheel of a wagon or a column of a building) must be targeted. Metal created is based on the most common metal in the area. Hard metal will usually be iron or mild steel. Soft metal will be tin, copper (or in High Tech campaigns) aluminum. This is also an Elemental Earth spell. Duration: 1 minute. Cost: 2 points for up to 1 lb. of material, 3 for up to 10 lbs., 4 per 25 lbs. of material, same to maintain. Time to Cast: 10 seconds Prerequisite: Magery 2, Stone to Wood. Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) This spell can be made permanent for 50 times the base cost.
Woodlight Regular
This spell makes a wooden object glow with a soft golden light as if the Werelight spell had been cast on the object. This is also a Light and Darkness spell. Duration: 1 hour. Cost: 1 for illumination as a candle, 2 for illumination equal to that of a torch, same to maintain. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) This spell can be made permanent for 10 times the base cost. Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").
to skill. The spell also gives the mage an intuitive understanding of the area. This knowledge gives him +2 to skills that relate directly to the natural workings of the area (e.g., Botany skill), to his ability to function in the area to interact with the forest (e.g., Tracking or Survival) or to exploit its products (e.g., Herbalist or Professional Skill: Lumberjack). This spell won't work in "unnatural" or built-up areas, such as roads or cities. It also won't work in supernatural places, unless they are strongly associated with nature (e.g., magical" forests or "natural" terrain on different planes or different planets). Duration: 1 hour. Cost: 3 points, same to maintain. Time to Cast: 10 seconds. Prerequisite: Plant Sense, Forest Lore. Item: (a) Staff, Wand, Clothing or Jewelry. Energy Cost to Create: 150 points.