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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.