01-03-2012, 11:40 PM | #1 |
Join Date: Nov 2008
Location: Yukon, OK
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Powers as spells; Bless Plant
Ok how about these two spells to cover the effects from the Plant college.
Bless Plants This spell which is cast on an area will increase the plants resistance to disease and reduce their nutritional needs so that they can thrive even in poor soil and with limited water. It lasts for one growing season. Affliction: Reduced Consumption 2, Resistant to Disease +8 (90%); Permanent +150%; Area Effect 128y, 350%; Costs 10 FP, -50%; Preparation Required 1 hour. -50%; Inanimate plants only -30% [56] Fast Crop This spell which is cast on an area causes the crops to grow extremely fast, such that an entire season is completed in about a month. Doesn't Eat or Drink, Unaging +20% (280%); Permanent +150%; Area Effect 128y, 350%; Costs 10 FP, -50%; Preparation Required 1 hour. -50%; Inanimate plants only -30%; magic -10% (640%) |
01-04-2012, 12:16 AM | #2 | |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Powers as spells; Bless Plant
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Also, maybe something to zap the bugs and animals that would eat your plants? Toxic Attack 1 point (Accessibility, Animals, -25%; Aura, +80%; Blood Agent, Reversed, -40%; Melee Attack, C, -30%) [1]? or Burning Attack (same build, but barely [2]) for an electrical zap? It might be cheaper to afflict the plants with the Early Maturation feature (p. BIO212). This is a racial feature, so you'd have to afflict it using Altered Form, I think, but that would still be a little cheaper. |
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01-04-2012, 12:31 AM | #3 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Powers as spells; Bless Plant
Farm life is already busy, bumper crops'll make it more so...on the other hand, you're blessing builds specifically reduces need for sustenance, so that may reduce the workload. I'd love to hear from a person with farming experience. -GEF
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01-04-2012, 01:53 AM | #4 | ||||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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Even using the Powers system I still have some with a limited form for just one college. So its another setting thing. Quote:
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I envision this as a setting issue that Fast Crop will be rarely used becasue the druids and nature guys may get cranky and also it will drain the soil faster. Also even though your getting more food quicker you still have to sell it or consume it to make it worthwhile. Where that spell really is handy is in area where you have a really short growing season becasue of a long winter. Bless Plants is more about making them healthier so I will say the druids actually like that spell. Thank you for the feedback so far! :) I wish I could think of a better way to refresh the soil then to use create earth though. I dont think Healing or regeneration on soil make much sense. |
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01-04-2012, 03:04 AM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
OK preliminary stab at Create Essential Earth.
Transform Earth to Essential Earth Snatcher 80 Standard -20%; Permanent +300%; Only Essential Earth -30%; Large +50%; More weight 1 ton +80%; Preparation Required 1 hour. -50%; Costs 10 FP -50% (270%) [296] Create Essential Earth Create Essential Earth base 10, Level 14 (just shy of 1 ton) ; Cosmic (Essential) +50%; Transmute only -50%; Standard -20%; Preparation Required 1 hour. -50%; (-70%) [42] As you can see Snatcher is pretty darn expensive and the extra weight is not really the big part of the cost. Create power is affordable but you have to worry about spending points to make it permanent. Only really works if the GM waives that or comes up with a suitable tradeoff. Time for points or money for points. The latter might work, if you have enough wealth that the value is trivial then maybe. But I am looking for a better build. |
01-04-2012, 03:46 AM | #6 | |
Join Date: Nov 2009
Location: Oregon
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Re: Powers as spells; Bless Plant
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01-04-2012, 08:00 AM | #7 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Powers as spells; Bless Plant
I allow a substitution of one month equivalent per character point. One month of labor/prayer/meditation, one month's income in sacrifices/ritual materials, or 25 energy from meditative magic (only, not regular FP/energy).
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01-04-2012, 08:29 AM | #8 |
Join Date: Sep 2004
Location: Canada
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Re: Powers as spells; Bless Plant
I'd also accept a point of vis/purified magic/the stuff of magic/whatever per CP, and in my Greek-ish game appropriate sacrifices to an appropriate god would work too (for Essential Earth - Demeter or Persephone are good candidates, Ares would be a ridiculously bad one).
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01-04-2012, 08:49 AM | #9 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Powers as spells; Bless Plant
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01-04-2012, 11:43 AM | #10 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Powers as spells; Bless Plant
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I like that no one objected or apparently thought the Unaging mechanic was too weird for that build. As for the ways around spending your own points for the Create Essential Earth spell they are all good. However it means it is very unlikely for someone to want to use that spell so it doesn't work well for improving agriculture. So I am either handwaiving it and calling it a special effect for your regular income or still stuck having to find another way to build it. |
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