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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.)

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 not affect 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 the person 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. It will not affect magical tracking.

Plant Spells from GURPS Magic


Animate Plant Bless Plants Create Plant

Forest Warning Heal Plant Hide Path Identify Plant Plant Form Plant Growth Plant Sense Seek Plant Shape Plant Tangle Growth Wither Plant

Plant Spells from GURPS Grimoire


Blight Body of Algae Body of Wood Conceal False Tracks Immurement Plant Plant 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 - Animal Goose 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 & Creation Gossamer - Illusion & Creation Infinite Ladder - Illusion & Creation Wilderness Guide - Knowledge Vampire Slayer - Necromantic

Back to Nature Area, resisted by Special

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.

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 bursts takes 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 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.

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 countered by 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 or DR, 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

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.

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's touch extremely painful. They must roll vs. HT or take a point of damage from the subject's touch. They must roll vs. 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

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.

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 the energy 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 so that 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.

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 other ingredients 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 somewhat valuable. 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 general mass. 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

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.

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 a layer 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 turn until 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

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 make longer 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 or stunted 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

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, probably more. 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 and carefully), 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 a caustic 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.

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 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.

Evergreen (VH) Enchantment


This spell makes an ordinary plant (or an area of small plants) immortal and capable of growing and flourishing in any 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

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 energy attack 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 of the 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 the spell 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 it would 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

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

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.

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 the fungus, 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 to avoid "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 cast before the spell has run its course. Once the spell has run its course, the only way to reverse this spell is the Great Wish 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 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.

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, he moves 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 a deep 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) and undergo 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

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 lose their 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, 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.

Hollow Tree Regular

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 will reveal 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 their effectiveness. 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 could be made from that material. For example, barley can be given the same taste and effect as a mug of beer or grapes might have the same effects as a glass of wine or a shot of brandy. If the fruit (or moistened grain) is squeezed, the liquid 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 or other 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

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

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 5 points, 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 Minute Prerequisites: Magery 2, Poisoned Harvest. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. Author: Adapted from Greg Littmann.

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.

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 into mallets, 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, happy state 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 to Will rolls to resist negative emotions or disadvantages that involve discipline or effort, such as Bad Temper, Blood Lust 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.

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 the plant 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 also at -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 can give 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

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.

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.

Natural Furniture Area


This spell shapes plants into living furniture and other household items. Bushes and trees turn into beds, tables, and chairs. 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 altered to 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 nature spirits 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).

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. Energy Cost 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

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 the area 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.

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 detect poison 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 Poisoning spell cast on it. This is also a Food spell. Duration: Permanent Base Cost: 3 points. Time to Cast: 30 seconds Prerequisites: Magery, Wither Plant, and Food Poisoning. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. Author: Greg Littmann.

Poison Plant Regular or Area, resisted by HT


This spell makes a plant (or any plant-based object) exude a poisonous sap, which can be paralytic or deadly as mage wishes. Anyone in the area of effect (or who touches the poisoned object) must roll vs. HT each turn. If they fail, they take 1 point of damage. Creatures who fall in the poisonous area or who have a lot of exposed, must roll vs. HT-4 or take 1d-1 points of damage that turn. If cast on an area of thorny plants that can tear flesh, victims might suffer from injected poison rather than contact poison. If the plants do at least 1 point of damage, the victim must roll vs. HT-4 or take 1d points of poison damage. 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. (Note that this bonus doesn't apply to injected poison.) Armor protects against the poison 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 toxin on his body! If the affected plants are burnt while the spell is in effect, the smoke produced has the same effects as the Cloud of Death spell. At the caster's option, the poison can cause paralysis rather than death. Paralysis poison only does half-normal damage, but if the subject fails his HT roll by 4 or more, he is paralyzed. Each point of damage from the poison gives a cumulative -1 to HT rolls to resist paralysis. 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. 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.

Poppy Cloud Area, resisted by HT


This spell is identical to the Pollen Cloud spell, except that anyone in the area of effect must roll vs. HT or fall asleep, as if they had been affected by the Sleep spell. Duration: 10 seconds. Base Cost: 3 points, same to maintain. Prerequisite: Pollen Cloud. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on an area of plants for 25 times the base cost.

Prepare Plant Regular or Area


This spell processes a plant or plant based material into a finished product. For example, grain could be processed into flour, wood could be cut into boards, sugar cane could be turned to sugar, or flax could be turned into thread. This spell will not turn raw materials into finished products (e.g., flax into cloth), potions, poisons, or medicinal preparations. This is also a Food spell and a Making and Breaking spell. Duration: Instantaneous. (Effects are permanent). Cost: 2 points per 25 lb. of material. If cast as an Area spell, Base Cost is 6 points. Time to Cast: 1 minute. Prerequisite: Shape Plant, Harvest. Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Preserve Wood Regular or Area


This spell will prevent wood or other plant-based material from rotting, being warped or shaped, or brought back to life. Wood preserved by this spell is immune to natural rot, and will burn at half the normal rate. Attempt to use the Rejuvenate Plant, Shape Wood, Warp Wood or similar spells on the protected object must win a Contest of Skills at -4 vs. the mage's Preserve Wood spell. This is also a Making and Breaking spell. Duration: 1 week. Cost: 1 point per 25 lb. of material. If cast as an Area spell, Base Cost is 2 points. Time to Cast: 1 minute. Prerequisite: Shape Plant, Decay. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) This spell can be made permanent for 25 times the base cost.

Prevent Plant Disease Area

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.

Protection From Plants Regular


This spell gives the subject +4 HT to resist poisoning by plants (or natural plant toxins) and gives hostile plants -4 to hit the subject. The subject also gets +1 to HT to resist poisoning by plant-derived poisons and wooden (or mostly wooden) weapons are at -1 to hit him. This is also a Protection and Warning spell. Duration: 10 seconds. Cost: 4, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Plant Proof. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

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.

Quintessence of Wood Regular, resisted by Will


This spell gives any wooden object the favorable qualities of another wood with which the mage is familiar, while still maintaining the favorable properties of the original material. For example, an oak staff could be given the lightness and floatation properties of balsa wood. Likewise, if the mage wishes, unfavorable qualities can be given to wooden objects. For example, an oak staff could be given the softness of balsa wood making it fragile. The mage can specify any property he knows for any wood with which he is familiar. He can't require a wood to take on all the properties of another wood, however, since that would be a complete transmutation. The GM can veto obviously unbalancing choices. If cast on an item held, worn or used by another person, the owner is allowed a roll vs. Will to prevent the change from occurring. Duration: 1 minute. Cost: 2 per quality granted per 25 lbs. of material, half to maintain. Double cost for rare or dangerous qualities. Time to Cast: 3 seconds.

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.

Regulate Plant Growth Regular


This spell allows the caster to shape the plant as it grows, allowing it to take the shape the caster wishes as it matures. Note that larger plants grow more slowly, making this spell moot unless it is maintained for a long time. The mage can also use this spell to control when a plant will flower or produce fruit or when it will drop (or produce) its leaves. The mage can also use this spell to control the direction in which the plant will grow. Duration: 1 month. Cost: 1 point, same to maintain. Time to Cast: 10 seconds. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) This spell can be made permanent on a plant for 10 times the base cost.

Repel Plants Regular, resisted by IQ


For the duration of the spell, plants will bend out of the way to avoid the subject. This allows the character to travel at his normal Move even through overgrown areas. The subject is immune to the effects of the Burrs and Tangle Growth spell. He gets +4 to HT to avoid the effects of the Itchy Plant and Poison Plant spells and animated plants are at -4 to skill to attack him directly. At the mage's option, however, the subject will repel all plants as well as wood, plant-based objects, and plant-based foods. Unless the character can roll vs. DX to grab it, and vs. ST to hold onto the item, such items will skitter out of his hex. Characters get a roll vs. IQ to resist the hostile version of his spell. Duration: 1 minute. Cost: 3, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Shape Plant, Protection from Plants. 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.

Reveal Path Regular, resisted by IQ


This spell makes the path taken by the subject extremely obvious, making him simple to track. Unless the subject can roll vs. IQ, he cannot disguise his trail. Foliage bends and flattens in his wake, temporarily making the trail look like it has been flattened by a small bulldozer. For the duration of the spell, anyone trying to follow the subject's path gets +10 to his effective skill roll. The bonus applies to default Tracking skill rolls, so even an untrained character can follow the trail. Even if the trail is otherwise impossible to follow, this spell will give the subject an IQ (or Tracking skill roll) to follow the trail. If the subject is not present, the mage can still cast this spell on the subject's trail, as long as the mage can touch the beginning of the trail or a known part of the trail. The subject still gets a roll vs. IQ to resist, however. Duration: 1 minute. Cost: 3, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Hide Path. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Some versions can't be removed. Energy Cost to Create: 100 points.

Reverse Plant Growth Regular or Area

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.

Root Sense Information


This spell allows the caster to know what is buried in the soil under his feet, or what is buried under the roots of a plant he is touching, down to the bedrock. The area affected by the spell depends on the root system of the plant, plants with large root systems give the mage information about a wider area. As a rule of thumb, the root system of a tree is equal in size to the diameter of its crown, but some fungi can have root systems (or the equivalent) up to a mile in diameter. If the caster isn't touching a plant, or is just touching a small plant, he can sense the soil in the hex under his feet and in the adjacent hexes. If the mage detects an object, he will be able to determine its depth beneath the surface. This spell will not detect objects at or below the bedrock level unless the plant's roots have somehow burrowed into the rock. If he specifies, the mage can exclude certain types of objects, or known objects of a given type when he casts the spell. This is also a Knowledge spell. Cost: 3 points. Time to Cast: 10 seconds. Prerequisite: Plant Speech, Forest Warning. Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 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.

Seed Missile Enchantment


This spell is similar to the Magic Seed spell, but, this spell allow certain plant spells to be turned into a missile. Spells which can be "imbedded" in a Seed Missile are Bless Plants, Blight, Blossom, Briar Patch, Burrs, Carnivorous Plant, Create Plant, Entangling Vines. Frost, Heal Plant, Itchy Plant, Plant Growth, Poison Plant, Tangle Growth and Wither Plant. If the spell imbedded in the seed missile needs an area of plants to be effective, the mage must also pay the cost for the Create Plant spell of the same area as the spell that will modify the plants. The Seed Missile will keep indefinitely, but it will burst if it strikes a hard surface or receives a hard blow sufficient to do 1 point of damage, or 1 to 5 seconds after the user commands it to burst. In the latter case, the user sets the delay time. When the seed bursts, all the spells enchanted into the seed take effect for their normal duration. Plants created from the seed are under the control of the person who placed or threw the missile. A Seed Missile has SS 12, Acc +3, and a range equal to the ST of the person who throws it. It weighs about 1 pound. Duration: Permanent (until thrown, broken, or set off). Spells created from the seed have their normal duration. Cost: 10, plus cost of spells "imbedded" in it. Prerequisite: Magery, Magic Seed, Create Plant, and Link.

Seek Ginseng Information


Author: Lee Gold (GURPS Japan)

Sense Plant Magic Information


This spell allows the mage to sense a plant's inherent magical properties. If a mundane plant has magical or alchemical properties, or could be used as a component of a spell, this spell will reveal that fact. This is also a Knowledge spell. Duration: 10 seconds. Cost: 1 point. Time to Cast: 10 seconds. Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 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.

Shrink Plant Regular


This spell reduces the size of living plants. They keep their shape, but are greatly reduced in size and weight. It is generally used to make large plants easier to transport, but powerful mages use this spell to make bonsai from large trees!

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.

Softwood Regular; Resisted by HT


This spell surrounds the subject's body with soft, spongy living wood, similar to cork or rotting wood, and puts him into a state of Suspended Animation (per the spell). Unless the subject can roll vs. HT, he is wrapped in a softwood cocoon. The softwood then places the subject in a state of hibernation. While encased, the subject effectively does not need to eat, drink or breathe. The softwood is invulnerable to heat, cold and damage. While the character is encased, he cannot be harmed. A character in a softwood cocoon could fall to earth from orbit, and the heat and impact of the fall would be absorbed by the spell. However, Softwood dissolves in contact with breathable air. If the cocoon is exposed to fresh air for longer than 30 minutes, the softwood will dissolve and the spell will end, releasing the subject. Duration: Permanent, or 30 minutes when exposed to fresh air. Cost: 6 points. Time to Cast: 30 seconds Prerequisites: Plant Growth, Suspended Animation. Author: Adapted from Jeff Wilson, Winterchylde.

Spears Missile, Area


When this spell is cast, plants in the affected area create and hurl magically animated missiles. Grass grows needle-sharp darts, reeds and small branches grow into arrows, and trees turn into spears. The remaining vegetation will then hurl these missiles at a single target specified by the mage. If the mage doesn't specify a target, the plants will hurl their missiles at the nearest living creature. Grass darts have SS 12, Acc 0, 1/2D 5, Max 10, and do 1d-2 Cutting damage. Three darts are created per hex of grass. Reed arrows have SS 12, Acc 0, 1/2D 20, Max 50, and do 1d-1 Impaling damage. Two arrows are created per hex of reeds, brush or small trees. Branch spears have SS 12, Acc 0, 1/2D 20, Max 50 and do 1d+2 Impaling damage. One spear is created per hex of trees. All these missiles are hurled at an effective skill of 12 from the hex where they are created. No Spell Throwing skill is needed to target the missiles. Duration: Instantaneous. Base Cost: 4 per hex, can't be maintained. Time to Cast: 3 seconds. Prerequisite: Magery, Rain of Nuts. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Spore Cloud Area, resisted by HT


This spell is a deadly version of the Pollen Cloud spell. When it is cast, molds and fungi in the area produce huge clouds of spores that will choke and infect the subject. Any creature with an unprotected respiratory system must roll vs. HT each turn. Characters who fail their roll lose 2 points of Fatigue and take 1 point of damage. They are also affected with the effects of the Pollen Cloud spell. Victims who go unconscious due to Fatigue loss or who go below 0 HP due to damage from the spores are infected by the mold spores. Even if the victim is revived, he takes 1d points of damage each day until he dies. This infection

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.

Stone to Wood Regular, resisted by IQ


This spell turns stone or metal into any type of wood with which the mage is familiar. Sentient metal objects (e.g., robots, golems), or the owner or user of a metal object get an IQ roll to resist. Hardwood has PD 2, DR 6, and half the HP and HT of metal or stone. Soft wood has PD 1, DR 3, and 1/4 the HP and HT of metal or stone. Soft, pulpy wood (like rotten wood) has PD 0, DR 1, and 1/10 the HP and HT of metal or stone. Edged weapons affected by this spell are treated as wooden clubs or batons of the same quality as the original weapon. Cutting weapons do Crushing damage, Impaling weapons still do Impaling damage. Metal armor affected by this spell has PD of wood, but 1/2 its normal DR (minimum 1). Stone or metal items that are under a great deal of stress, such as structural elements, might fail if turned into wood. The details are left to the GM's imagination. Note that in order to affect large objects, the entire object or a single discrete part of it (like the driveshaft of a car, a column of a building, or the wing of an airplane) must be targeted. This is also an Elemental Earth (Metal) spell. Duration: Permanent. Cost: 1 points for up to 1 lb. of material, 2 for up to 10 lbs., 3 per 25 lbs. of material, same to maintain. Time to Cast: 5 seconds. Prerequisite: Wood to Stone. Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) This spell can be made permanent for 25 times the base cost.

Strangle Vines Area


This spell is identical to the Tangle Vines spell, except that the vines have ST 15, DX 12, HT 12/15, Move 6, PD 1, DR 1. The vines will target the victim's legs (-2 to hit) to immobilize him. Once the victim is helpless, the vines will wrap around his throat, choking him to death. Treat this as a normal Choke attack. If this is not possible (of if the mage specifies when the spell is cast), the vines will do normal constriction damage to other body parts they entangle. Duration: 1 minute. Base Cost: 5, same to maintain. Each doubling of cost doubles the ST of the vines. Prerequisites: Tangle Vines.

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.

Stunt Growth Regular, resisted by HT


This spell prevents a plant from growing taller or larger, although it will continue to grow and age normally. Eventually, this spell will create miniature versions of the mature plant - tiny trees, tiny stalks of grain and miniature vegetables. Sentient or magical plants get a roll vs. HT to resist. Duration: Permanent. Cost: 1 point for a small plant or seed., 2 points for a medium sized plant, 3 points for a tree. Prerequisite: Shape Plant. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Summon Dryad Special


Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati University, Pyramid 32)

Summon Nature Spirit Special


This spell allows the mage to calls a nature spirit or a creature strongly associated with nature, such as a nymph, nereid, ent or unicorn. The ritual to summon each creature is a different spell. If the caster knows the name of a specific nature spirit, he can gets +4 to his effective skill. Successfully cast, this spell attracts a nature spirit to the caster. It does not, however, give the caster any sort of power over the nature spirit - spirits must be bribed or negotiated with, rather than coerced. Normally, mages do this by offering to perform a service for the spirit in exchange for the spirit's aid. Nature priests can sometimes motivate spirits just by their status and reputation. Because a spirit must travel to the caster at its normal move or might appear in invisible form, the success of the Summoning may not be immediately apparent. The summoner must assume that his spell was successful, unless he is somehow certain it has not succeeded! Duration: Entirely up to the spirit. It might quickly become bored and leave or it might remain for hours or even days. Cost: Equal to the spirit's ST + IQ. If the caster is not certain what spirit will be summoned, he will not know precisely how much energy will be used in casting the spell. It is possible that he will knock himself out by inadvertently summoning too great a spirit. When all the caster's ST is gone, if more energy is required, the spell fails and the caster remains unconscious for as many hours as he lacked energy points to summon the creature. Time to Cast: 5 minutes. Prerequisites: Magery, 10 Plant Spells. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. Author: Adapted from Lee Gold (GURPS Japan).

Sustain Plant Regular, Area


This spell maintains a plant over a period of time. For the duration of the spell, the plant will receive the correct amount of food, water, and light each day. Unlike similar spells, the mage sets the basic duration of the spell when it is cast. This allows the mage to cast the spell and then abandon it, so it doesn't count a an "on" spell. Duration: Variable (see above).

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.

Take Root Regular. Resisted by ST-2


When the spell is cast, the subject's feet transform into roots. The roots rapidly burrow into the ground holding the victim in place. To free himself, the subject must roll vs. ST-2 to pull his feet free. Even if he frees himself, he still has a maximum Move of 1 for the duration of the spell. If the victim can't pull himself out, he can attempt to dig himself out. This takes 10 minutes in soft soil if the subject uses his hands. The victim can't use a shovel due to the odd angles involved. If he has a trowel or small shovel (or a shovel blade), time to dig out is halved. The more energy put into the spell, the more extensive the roots. For each doubling of cost, the penalty to ST is doubled, as is the time required to dig out. In combat, this spell make it impossible for the subject to change his facing in his hex unless he breaks free. The subject also can't kick until he frees his feet. Even then, he is at -2 to kicks because of the awkward shape of his feet. The victim can kneel in his hex, but he can't lie down. The advantage of this spell is that the character cannot fall, and he cannot be knocked over with Slam attacks. He gets +5 to effective ST in the Quick Contest. If the victim loses the Slam attack, he just takes 1 point of Crushing damage for every 10 points by which he lost the Contest. For 2 points extra, the mage can turn the subject's hands into branches, preventing him from digging out and giving him the No Fine Manipulators disadvantage. The caster cannot affect the victim's hands without affecting his feet. If the mage desires, the subject can derive nutrition from the soil. The victim can get energy equivalent to a meal in about 2 hours if he takes root in normal soil. Rich soil halves this time, poor soil doubles it. Each doubling of cost halves the time needed to get a meal. Duration: 1 hour. Cost: 4 to cast, half to maintain. Each doubling of cost doubles the ST penalty to the Resistance roll. For 2 points extra, the mage can turn the subject's hands to branches in addition to rooting his feet. Time to Cast: 3 Seconds. Prerequisites: Magery 2, Plant Form Other. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 250 points. Author: Adapted from Greg Littmann.

Tangle Vines Area


This spell creates an area of vines that will seek out and entangle subjects specified by the mage. Each hex of vines have ST 12, DX 12, HT 10/8, Move 5, PD 1 and, DR 1. They take double damage from fire or cold attacks, but are immune to Impaling and Crushing damage. The vines attack with DX. Their attacks can be Blocked or Dodged but not Parried. If a victim is attacked by multiple vines, he is at -2 to his defense roll for each additional vine. Each hex of vines produces 3 tendrils which can attack different targets While the vines hexes cannot move, the tendrils they produce can reach up to 3 hexes from their hex. By preference, vines will always attempt to grapple and entangle the legs (-2 to hit), but the caster can specify attacks to other parts of the body. On a successful attack, the vines immobilize the entangled body part unless the victim can win a Contest of ST to break free. The vines will only immobilize, they cannot squeeze hard enough to do damage unless they score a critical hit. In that case, they wrap around the victim's throat and begin to strangle him. If this is impossible, the vines just do a point of Crushing damage to a random, unprotected part of the victim's body. Once the vines entangle a subject, they cannot let go until the spell ends or they are destroyed.

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.

Thorny Rope Regular


In order to cast this spell, the mage must have a length of rope, a wooden weapon, a stout stick, or a sturdy vine. When he casts the spell, the stick or rope grows sharp thorns and becomes rubbery and flexible. The mage then throws the rope at the target. The rope has SS 14, Acc 0, 1/2D N/A, Max 20 and is targeted with the Throwing skill. If it hits, it will quickly wrap itself around the target's body, stretching and twisting to completely bind him. Treat this as a separate Grappling attack with the rope having ST 15, DX 12 and 10 Hit Points. The rope will attack the victim for the duration of the spell, or until the rope is destroyed, the victim wins 3 Contests of Skill in a row, or he wins one Contest with a Critical Success. The rope can be attacked with Fire, Energy, Magic or by Cutting attacks. Other types of attacks have no effect. If the rope wins the initial Grappling attack, on the next turn it will attempt to Pin the subject. Pinned subjects may roll a Contest of ST each turn in order to escape, but they take 1 point of Crushing damage from each escape attempt. If they critically fail their roll, they take 1d points of Cutting damage. If they roll a critical success, they escape without taking damage. If they lay motionless, they will not be harmed. Armor does not protect against this damage unless it is completely sealed. When the spell ends the rope will either vanish or revert to its original form, as the mage wishes. If the rope is destroyed, the rope will vanish and the item used to make the rope is lost. Duration: 1 minute Cost: 3, 2 to maintain Time to Cast: 3 seconds. Prerequisites: Magery, Tangle Vines, Thorny Staff, and Create Rope. Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Thorny Staff Regular


This spell makes a staff or other wooden weapon grow sharp thorns. These thorns allow a weapon that would otherwise do Crushing damage to do Cutting damage. The users ability to wield the weapon is not impaired in any way. Duration: 1 minute. Cost: 3, 2 to maintain. For double cost, the thorns will do Impaling damage. Prerequisites: Shape Wood. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) A weapon can have this spell permanently cast on it. Energy Cost to Create: 200 points.

Tree Door Regular


This spell allows the mage to enter a tree at least 3' in diameter and travel by "teleporting" to trees of a similar size within one mile of the original tree. When the mage reaches his destination, he exits the last tree and the spell ends. The mage will always know the location of the next suitable tree along his route and he can teleport without error from tree to tree. As long as there are large trees in the area, the mage can move instantly from one location to another. In other areas, the mage might be limited in how far he can travel. This spell is useless in places where there are no large trees (e.g., cities, deserts, plains, or tundra). It will be much less effective where there aren't closely spaced stands of large trees,

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.

Tree Tell Information


This spell allows a caster to "talk" with a tree, allowing him to "see" what events happened within 10 hexes of it (or under its branches for a large tree) during its lifetime. The mage can start his "vision" at any point in the tree's life and he can "fast forward" through dull periods of the tree's history at a rate of up to 1 year per second. However, events that the mage wishes to "see" must be viewed at the rate they happened. The mage can turn his "field of view" 360 degrees, but he can't change his "point of view," he will always see the scene as if he were looking out from the trunk of the tree. The mage will also see the events exactly as they occurred, with the same level of visibility as was present at the time. The mage can't make the scene clearer with magic spells, since he is seeing through the tree's "eyes." This means that events that took place in the dark will be invisible to the mage, even if he has the Dark Vision advantage. The mage will "know" when a scene occurred when he views it. However, unless he knows the exact date and time that an event occurred, he must spend some time searching for the event in the tree's "memory." The caster can only search the tree's "memory" in one direction (either forward or backward, not both) so if the mage starts his search too late or too soon, he will miss the event. The mage must roll vs. IQ to find a specific event, at a -2 if he doesn't know the day, -4 if he doesn't know the month, and -8 if he doesn't know the year. On a failed roll, the mage misses the event while he "fast forwards." He

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.

Tree Tomb Regular, resisted by HT


When this spell is cast, the victim and everything he carries is placed in stasis and is imbedded in the heart of the nearest tree of 3' or more diameter within 10 hexes of the subject. The subject is released when tree dies or when the spell is canceled by the mage. If the tree dies and rots to the point where the victim can force his way out, the spell ends. If the tree is cut so that the intended path goes through the victim's body, he will bleed enough to alert anyone chopping down the tree, but the spell does not end. He takes 1 point of damage per blow (or per second of chain sawing). He is immediately slain if he is chopped in half through the torso or head. Limbs are amputated normally. Since the spell does not end, the victim is immune to severe bleeding and infection if he is injured. He will heal normally (even through the rest of his body is in stasis) as long as the tree survives. Otherwise, he only starts healing when the tree rots sufficiently for him to break loose. Note that these effects only apply to wounds inflicted while the subject is inside the tree. Wounds inflicted before the subject goes into stasis don't heal until the victim is released. The caster can't cast this spell on himself, unless he wants to be permanently trapped inside a tree. To temporarily hide inside a tree, see the Walk Through Plants spell. Duration: Permanent (until canceled). Cost: 10 per hex of creature. The entire creature must be affected in order for the spell to work and the "host" tree must be large enough to completely "hold" the victim. 6 points per hex of creature to reverse. Time to Cast: 3 seconds. Prerequisite: Plant Form Other. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 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.

Waken Tree Regular


This spell allows the mage to temporarily give a tree a human-level IQ and limited mobility. A Wakened Tree can move its limbs slowly, and it can move its roots to trip those passing by (roll vs. DX or fall). It can also drop fruits, twigs, leaves, blossoms and dead branches. This creating the same effect as the Rain of Nuts spell in the hexes immediately beneath its boughs. The tree cannot use its limbs as weapons, except to drop dead limbs on those below it. In this case, the effect is the same as the Deadfall spell. The tree cannot move in combat, but it can move itself at a rate of 10' (3 hexes) per hour. The improved IQ allows the tree to become much more aware of its surroundings, although it still cannot speak. If the Plant Speech spell is cast on it, it will be able to speak normally. The tree's IQ gives it Resistance Rolls against some spells and makes it immune to other spells. Unfortunately, while this spell gives the tree intelligence and limited mobility, it does not command it to service. While the tree is likely to be grateful to the mage for "awakening" it (+4 to reaction rolls) it is a free-willed individual with its own priorities. Unless the tree has a reason to be favorably disposed towards the mage it will not serve him. Although the tree will defend itself and its home against those who threaten it, trees have little desire to become involved in human affairs. Duration: 12 hours. Cost: 3, 2 to maintain. Time to Cast: 1 minute. Prerequisites: Magery, Plant Speech, and Animate Plant. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) This spell can be permanently cast on a tree for 25 times the base cost.

Wall of Grass Area


This spell creates an area of very tall, thick grass like elephant grass or cat-tails. The grass blocks visibility through the area, reduces Move by 1, and interferes with missile fire. Missiles fired through the area are at -1 to hit for each hex of grass between the missile and its target. Duration: 1 minute. Base Cost: 1 point, half to maintain Time to Cast: 10 seconds. Prerequisite: Create Plant. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) This spell can be made permanent for 25 times the base cost.

Weed Killer Area


All weeds in the area are killed, decaying into compost within the day. No other plants are affected. The mage may specify what plants he considers to be weeds. Intelligent or magical plants are not affected by this spell. Duration: Permanent. Base Cost: 1/2 point. Can't be maintained. Item: (a) Staff, Wand, or Gardening Tool. Energy Cost to Create: 150 points. (b) This spell can be permanently cast on an area for 25 times the base cost. Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Wood Shriek Regular, resisted by IQ


This spell makes wooden weapons (or weapons with wooden hafts or hilts) emit an ear-piercing shriek if they get within 10 hexes of the mage. Wooden missile weapons or missiles, will emit a shriek 1 second before they are used against the mage, regardless of distance. Unless the weapon user can roll vs. IQ to resist, the mage will be warned against attackers bearing wooden weapons. If the mage wishes, he can exclude certain weapons (or types of weapons) when the spell is cast. This is also a Protection and Warning spell. Duration: 30 minutes. Cost: 3, 2 to maintain. Time to Cast: 3 seconds Prerequisites: Forest Warning, Shape Wood. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Cloak or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Wood to Flesh Regular; resisted by HT


This spell turns wood to into living flesh. Normal trees don't get a resistance roll against this spell, but intelligent or mobile plants get a roll vs. HT to resist. If they fail their roll, the spell will negate the PD and DR of plants and plant-based creatures. The spell will also cancel advantages inherent to plant form, such as Body of Wood, or Injury Tolerance (No Cut/Impale Bonus and Doesn't Bleed). This spell will cancels the Immurement and Barkskin spells if the mage can win a Contest of Skills against the opposing spell. If this spell is cast on a large object, the entire area (or organism) must be affected for the spell to have any effect. Duration: Permanent. Cost: 10 points per hex, 6 points to reverse. Time to Cast: 5 seconds. Prerequisite: Immurement. Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Wood to Stone Regular, resisted by IQ


This spell turns wood into the earth, stone or metal of the mage's choice. Sentient wooden objects (e.g., sentient plants, golems) get an IQ roll to resist. Owners of wooden objects affected by this spell are also allows and IQ roll to resist. Hard Metal has PD 3, DR 12 and four times the HP and HT of wood. Hard Stone or soft metal has PD 2, DR 8, and triple the HP and HT of wood. Soft stone has PD 2, DR 6, and twice the HP and HT of metal or stone. Earth has PD 0, DR 1, and the same HP and HT as wood.

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.

Wood Ward Regular or Blocking, resisted by Special


The Wood Ward spell protects the mage from wood. For the duration of the spell, the mage gets PD 3, DR 5 against all wooden weapons. In addition, wooden weapons that strike the mage must roll to avoid breakage as if they parried a heavier weapon. If they fail, they weaken and crumble away. The mage's touch will also destroy wood, causing it to crumble. This does 1 point of damage per second to trees, plants and wooden objects. Plants find the mage's touch to be painful. If they can, they will shy away. If they are touched and they are capable of speech, they must roll vs. Will or cry out. This spell, however, has its disadvantages. The spell can't be turned off or be made selective. Wooden furniture collapses when the mage touches it and he will damage wooden objects just by touching them. Woodland creatures and nature spirits find the presence of the Wood Ward to be obnoxious, and react to the mage at -2 as long as the spell is in effect. This is also a Protection and Warning spell. Duration: 1 second as a Blocking spell, 10 seconds as a Regular spell. Cost: 2 points if cast as a Blocking spell. If cast as a Regular spell, cost is 3 to cast, 2 to maintain. Prerequisite: Magery, Destroy 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. Author: Adapted from J.C. Connors (GURPS Mummy).

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").

Woods Wise Information, Regular


This spell This spell temporarily gives the mage the Area Knowledge skill at level 12 for an natural area up to 1 mile square. If the mage already has Area Knowledge for the area in question, this spell gives him a temporary +4 bonus

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.

Woodwraith Regular resisted by IQ


This spell is identical to the Steelwraith spell except that wood passes through subject. Duration: 1 minute. Cost: 3, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Shape Wood. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Always on. Works for wearer only. Energy Cost to Create: 250 points.