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Home arrow ORE Fantasy arrow Rules arrow The Woodkeepers: The Dindavaran Way of the Wood Magicians
The Woodkeepers: The Dindavaran Way of the Wood Magicians PDF Print E-mail
Written by Chris Cooper   
Monday, 15 October 2007

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The Way of the Wood found itself in Dindavara a handful of generations or so ago. Travelling Dindavarans went up and down the Empire eventually came to visit the massive sprawling forests and swampy lands of Deerwood. 

The Dindavaran’s discovered the Empire-hating Woodkeepers and learned of their magic and brought it back to Dindavara. The transition was effortless. As peasant sorcery, it meshed with the warm and motherly Congma worship and the ages old Bee Cults.

The Way of the Wood in Dindavara is practically identical to the standard version except for the unique fertility spells created for Dindavaran sensibilities.

New Woodkeeper magic
These spells exemplify the necessary changes and development made by the Dindavaran’s sense of practicality.

Seamless Herbal Mend
Intensity: 1
Casting Time: Slow 5
Duration: Forever
Attunement: No

Effect: By taking any broken wood _object_ and holding the pieces of the _object_ together at the break and chanting, the wood regenerates so the pieces join up seamlessly as if it had never been broken. The magic will fill in missing splinters but never whole sections.

Bloom
Intensity: 2
Casting Time: Slow 3
Duration: Height in Hours
Attunement: No

Effect: Sometimes a seedling, graft, tree, or bush is just not bursting forth early enough, or it’s too late. Sometimes it’s just stunted or damaged from a harsh winter or early frost. Bloom allows a tree one days’ growth for every hour allowed for duration. This spell cannot save a doomed plant but it gives it a little shove in the right direction but it is quite staggering to watch groves crinkle and grind and unfurl like a stretching cat.

This spell affects all plants touched by the caster while casting: approximately 10’ square per round spent casting. This spell is famous with the Bee Cults as they engineer seeds to germinate earlier and get some crops to bloom twice in spring to increase yield.

Hardy Season
Intensity: 5
Casting Time: One hour
Duration: Permanent
Attunement: Yes

Effect: This spell enchants a field’s crops to be more resistant to adverse effects and conditions. It cannot stop active destruction to a single plant but it makes all the plants more resistant.

A hardened field gains AR equal to the Width of the roll. The AR resists pests and diseases, anything which works off Company actions.

It also becomes a little resistant to fires: The Width of the Woodkeeper + Sorcery roll becomes the difficulty regarding attempts to set the field on fire.

Unless the Company action is sending peons to directly chop down, dig up, and burn everything in a determined bonfire, the spell is active.

Galloping Shoots
Intensity: 7
Casting Time: Width in Hours
Duration: Permanent
Attunement: Yes

Effect: A much more powerful version of Bloom, Galloping Shoots doubles a field’s crop growth over the entire season. It won’t make plants grow bigger or more of them, it just allows them to grow twice their usual rate.

While this spell isn’t effective will well maintained farms, but for poor farmers scratching at scrubby harvests it could mean money instead of him and his family starving to death. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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