[PnP] Elder/Neutral Spells

Sylverrs_ dragon abnaric at hotmail.com
Thu Sep 23 03:22:54 CEST 2004


My thoughts on these, rough form. Let me know if you hate me now (wink).

Richard


     The basic Priesthood rules from Heroes provide a sufficient basis for 
the creation of any type of priest a campaign requires.
     Some of these priests, Druids for example, require the player to gain 
mastery in more than one of the priestly arts. I see nothing wrong with 
that. It can easily be simulated as the character rank increases in play.
     The base Druid begins as an Urigallu and either a Mashmashu or Ashipu. 
At rank six he may add another specialty. At rank nine the last is added. A 
fully blossomed Arch Druid, rank 9 and 10, is an Urigallu, Mashmashu, Ashipu 
and Baru. The other priestly professions are handled by the Druidic Bard 
class (all of whom may opt to add either Mashmashu or Ashipu at rank 8).
     This being the case, I do not favor adding the spells that follow as 
priest spells. Instead, I would add most of them to the basic spell list for 
Elder or Neutral magic users.
NOTE – EL as power is being used such that EL 0 means the caster can do 
squat. I have corrected that. The EL factor that applies in such cases is 
EL+1 not EL.
ELDER SPELLS
Crop Protection    Elder/Law
The spell protects crops in the affected area against natural threats such 
as diseases, hail, frost and vermin for the Duration specified. If cast at 
twice the normal cost, the spell grants crops within the affected area 
immunity against the spells Cold, Disease, Foyson Theft and Withering Hand. 
The EL of the immunity equals EL of the Crop Protection spell. Harvested 
crops will not retain the granted immunity. They are a normal plant.
     BMC      - 2
     Area     - (EL+1)*3" (a radius)
	Duration - (EL+1) squared days
120) Tanglevine         Elder
The spell creates an area of intense plant growth that catches any creature 
within its area of effect. Targets in the area are allowed a D roll. Success 
allows them to move half their PMR (RU) and not be entangled. Partial 
Success lets them move 1” before being entangled. Failure snags them where 
they stand. Unless the move carries them out of the affect area they are 
automatically snagged on the second phase.
Once snagged, a person must break free with main strength. Roll S – the 
listed strength for the EL cast. Regardless of the EL, all targets may roll 
a chance for Partial Success. Success allows him to free himself and move 
one hex. Partial Success grants a –20 modifier on the next phase roll. 
Failure does nothing. After a target breaks free the spell must roll a new 
success roll to snag him again. If not, he may move his full PMR.
     BMC          - 1
     Casting Range - (EL + 1)* 2"
Effect Area  - EL + 1"
Duration     - (EL+1)*10 phases
Strength     - (EL+1)* 5
IMPORTANT – The D roll above is not allowed if the target is ambushed or 
unaware of the Wizard casting the spell. He must have the wit to realize the 
threat to get this chance. The vines do not inflict damage of any kind. At 
the end of the duration, they turn to mist and disappear.
NEUTRAL SPELLS
Forest Powers
A) Wood Sage
	The caster can ask nature for information. It is used -in two ways. Cast at 
basic cost the caster touches a tree and asks for information it may know. 
The caster is actually asking Tree spirits for information. Typical 
information requests may be if an animal or plant is in the area. If a 
person (the person's image is flashed via subconscious mental images) has 
passed through the area recently.
The questions asked must relate to what is KNOWN to the spirits. If it is 
beyond their reason or logic, of should they have no reason to recall it, 
then it will not be worth asking them.
Cast at double the mana cost caster can ask the entire forest as a single 
entity. Only one answer is returned. The answer will take longer. Success 
reveals the information desired. Failure yields nothing. Abysmal earns the 
forest’s enmity. Subtract 10 in taking encounter rolls in that forest until 
the caster appeases the forest.
Cast in the second way the range is an effect area for all trees and plants 
in area. The type of question and any qualifiers a given forest can, or 
will, answer is up to the Referee.
  Range       - 2 miles (EL as power, a radius)
  Duration    - EL+1 minutes [Time spell remains in effect]
  Answer time - 10-EL minutes
  BMC         - 5
Example: A magician sees a red flicker in the sky. He wonders if there is a 
forest fire. He casts EL4 Wood Sage and asks the forest if there is and 
where it may be. The forest is 12x10 miles in size. The spell will do 32 
miles so will cover the entire forest easily. It will take him 6 minutes to 
get an answer and learn that the forest fire is to the west about 3 miles 
and spreading fast. This allows the magician to help fight it or leave 
before the fire approaches.
A) Vine Carrion
The nearby plants will project vines and leaves that will attack and eat a 
target. The level of attack is minimal and a simple Strength x 2 roll 
escapes the attack. The target must be awake and/or mobile to use his 
strength. If it’s already dead, confined in some way or knocked out he will 
be consumed. The vines will turn carnivorous.
The method of attack is up to the Referee but can include mouths, acid, slow 
digestion or other forms of attack. The type of plant will also determine 
level of attack. A large elephant plant is huge and could swallow a large 
animal but a small bonsai bush might only eat a rat.
The main effect is a carrion scavenger type attack. Once the duration ends 
and the plant has not completed digestion or eaten the target the plant will 
revert to its original state. If the plant is already carnivorous it will 
eat the target but in its original form (like instead of mouths with spell 
it might attack by slow digestion).
The range is the distance the spell can be case. The radius is an assigned 
area where the plants will change form. Once the area is assigned it remains 
in place. If the caster is in the center he can be attacked. The center of 
the area can be assigned away from the caster. Caster can move and cast 
other magic after area is defined.
The strength is a modifier subtracted from the strength roll. It is the 
strength for the plants trying to grab and hold the target. See Tanglevine 
for the result of Success, Partial and Failure.
     Range     - (EL+1) x 3"
Radius    - EL+1 (diameter)
     Duration  - EL+1 hours
     Strength  - (EL+1) x 5
     BMC       - 6
Example: A druid spots a hunter poaching. He decides to help the animals. He 
casts an EL5 spell toward the hunter who is nearby. The trees around him 
begin to attack. The hunter has a S of 24. The S of the spell is 30. He is 
not strong enough to free himself. The referee determines the plants will 
use a form of acid to slowly digest the hunter. It will take 2 hours just to 
kill the target as he is slowly eaten. He also determines a plant will drain 
2 energy points per hour away from target. It is a painful and slow death.
C) Wood Strength
	The caster gains strength from the forest. The larger and more ancient the 
forest, the greater the affect of the spell. He must allocate one mana point 
per phase to the contact. If he does not, the contact is broken. The caster 
will immediately lose the effects of the spell and be exhausted for EL 
phases. During this exhaustion he is stunned.
The contact is with trees. It does not work with small plants or bushes or 
even the grass. The table below applies:
FOREST TYPE      BONUS
Scattered Trees    -4
Sparse Forest      -2
Orchard            -1
Common Forest       0
Elder or Wild      +1
Ancient Elder      +2
True Wood          +4
Ancient True Wood  +6
The caster can end the spell with a Will roll and subtract EL of the spell 
from the D100 roll. If he does this then there is no exhaustion. In tapping 
strength the caster will lose EL Energy points per turn. This allows the 
symbiotic relationship for both tree and caster. The tree uses this energy 
for its own purpose to gain water or convert it to photosynthesis.
     Strength Boost - (EL+1)*2 + Bonus
     Range          - Touch [Must touch tree to initiate spell]
     Duration       - EL+1 turns
     BMC            - 5
Example: A druid is fighting a Chaotic Wizard and 3 bandits. He casts EL4 
Wood Strength. The forest he is in counts as Orchard. He gains (10+ (-1)) 9 
strength. This could increase his Strength bonus if it goes to the next 
level and grants a temporary increase in HPV. The tree will gain 4 energy 
from the caster and he is drained 4 energy points at the end of the spell.
NOTE – True Wood was restricted to the Lower World after Armageddon due to 
the fall of Cernunnos. Since his return, it is beginning to return to the 
Middle World and has awakened. The only place where Ancient True Wood can be 
found is the Lower World and, rarely, other planes of existence.
E) Thorns
This spell causes a plant to grow thorns. If the plant has pre-existing 
thorns they will also be used. The thorns eject at the target. The number of 
thorns from a plant is determined in the Thorn Amount formula. The range is 
how far the plant can be from the caster. The distance is how far the thorns 
can be ejected.
Thorns regrow and eject again once a turn. They are fired at the wish of the 
caster. Once fired it takes a turn for them to regenerate. The chance for 
each thorn to hit uses the MEL+EL as the OCV on the combat table. The target 
can dodge and uses his normal DCV to avoid the thorns. Armor protects as 
normal.
     Range     - (EL+1)x2" [60 degree cone)
     Distance  - EL+1" [How far thorns are ejected at target]
Duration  - EL+1 turns
NWI       - (EL+1)/3 (RD)
     Damage    - 1D3+EL per thorn
     Number    - 1D10+EL
     BMC       - 3
Example: A druid is attacked by 2 bandits who think he has no weapons. They 
approach. The Druid casts an EL4 Thorns spell. The range to the target plant 
is 30 feet, well within his range. The distance the thorns are ejected is up 
to 50 feet. Since the bandits are only 10 feet away from the plant they are 
attacked. The plant creates 8 thorns. 5 hit one bandit and do a total of 16 
points of damage. The rest miss the enemy.
IMPORTANT – The NWI is used as normal in determining the affect of the 
missile fire.
Optional: Spell can be used for Poisoned thorns. Used in this way the spell 
is cast normal but the amount of thorns is reduced 50% (RU). The damage is 
reduced by 50% (RU) but the thorns are laced with a Base Line EL slow death 
poison.
F) Water Detection
The Druid can ask the trees and plants around him like using a Wood sage 
spell but where the nearest fresh water source is. The answer is given on 
success. Failure gives nothing. Abysmal gives enmity. The range is how far 
the water source can be found. If the roots of a tree can't reach water it 
gives nothing in reply.
     Range     - 2 miles (EL as power)
     BMC       - 1
G) Spores
This spell creates spores or uses pre-existing spores. The spell works 
exactly like that of Thorns. But there is no damage from the spores.  The 
spores cause the targets in the area to cough, breath hard and be blinded 
for a short period of time. It can be used as a distraction tool.
If someone is allergic to spores this could be deadly to them. The spores 
ejected do not roll to hit the targets but explode within 1 foot of the 
target in the air. The dust cloud covers the area listed below. The spores 
will remain in the area magically for EL phases. Wind can move the spores if 
it is magical. Normal winds will just stir the spores up in the cloud. The 
druid entering the cloud can be affected.
     Range     - EL+1" feet (Diameter of cloud from spore explosions)
     BMC       - 1
H) Glow
	The caster will cause the plants to glow a faint greenish hue. The use of 
this spell causes plants to glow as a signal, warning or to help the caster 
find his way in a forest. Cast at 2 x the cost it is only seen by the 
caster. Used in this way the caster can tag the plant and use it as a 
beacon.  He can spend 1 mana point per day the glow will remain. The 
distance this glow is seen in an unobstructed area is ELx100 feet. But the 
caster can vary that distance to make it brighter or lower as he wishes.
     Range     - Touch [to plant]
     Duration  - EL+1 days
     BMC       - 2
Example:  A mage has a bag of a plant that is of great healing value. He 
places it in a sealed bag and digs it under a tree. He then leaves the 
forest after casting a x2 EL4 spell on a plant. The plant will glow only for 
him for 5 days. He can then return as he sees fit to regain the treasure. He 
could also cast it at normal to warn others to avoid that plant or area.
I) Sleep
This spell works like Watchful Sleep. It has the trees and plants around the 
caster warn of danger. The caster will sleep during this spell. Anyone that 
enters the ranged area will alert the plant life. They will then move, howl 
(as if wind is blowing through them) and send a sensation to the caster. 
This would include animals that enter the area that intend to harm the 
caster. The effect could scare those that enter the area and wake up the 
caster. The basic wake chance is that of Watchful Sleep.
     Range     - (EL+1)x2" (Diameter)
     Duration  - EL+1 hours
     BMC       - 3
J) Cocoon
The spell regenerates energy and hit points back to the caster. He must 
sleep during this spell and be surrounded by plants (branches, leaves, moss, 
etc.). If there is no plant life the spell will not work.
Once the spell is cast the caster will roll Will to fall asleep. As soon as 
he does the spell goes into effect. If the caster wakes the spell ends. If 
he wakes up before an hour is completed for that part of the spell he gains 
nothing. The spell must work for the entire hour to gain the benefit for 
that hour.
When the spell ends the plant life around him will be decayed and drained of 
life force. If the plant life around him is touched with a Withering Hand 
spell the effect of this spell is reversed. It will DRAIN not heal the 
listed amounts. The frequency is the amount of times it can be cast. The 
amount of decay from the plants depends on how long caster sleeps from the 
spell duration. Thus a spell that lasts 10 hours and caster only sleeps 3 
the decay is 30%.
     Duration    - EL+1 hours
     Hits back   - EL+1 per hour [HPV back]
     Energy Back - EL per hour [Energy points back]
     Frequency   - 20 - EL days
     BMC         - 7
Example: A druid is helped to prepare a area by allies. He
will then sleep for the night and cast a EL4 Cocoon spell.
The spell will last for 5 hours once he falls asleep. It will heal 5 hits 
and 4 energy back per hour. He an only use this spell every 4 days (Max el 
is 6). He sleeps for 3 hours and gains 15 hits and 12 energy back. On the 
fourth hour he wakes 20 minutes into the hour so he gains nothing for that 
hour. When he wakes the plants are decayed.
Option – This spell may be used on another person in extremis. The cost to 
do so is TWICE that normal for the EL cast. While it works, the person being 
healed sleeps. The caster sits in a trance with his hands on that person. 
Used in this way, the caster serves as a conduit for the forest’s power. The 
person he is trying to heal receives all benefits. If that person wakes 
before the Duration ends, the caster suffers backlash. Roll on the Abysmal 
Failure table.
NOTE – When the person affected, caster or otherwise, is healed completely 
he wakes up automatically.

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