HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ..NATURE..

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PostSubject: ..NATURE..   ..NATURE.. Icon_minitimeSat Aug 08, 2009 5:13 am

LEVEL 1

Woodcraft Touch 1 min
This spell operates in manner similar to Warp wood. The movement of the wood is in a manner of the casters direction, however, and can be used to repair the effects of warp-wood. It takes a minute to cast this spell.

Pass Unknown Caster 3 mins
This causes the spells caster to create no noise or give off no smell for the duration of the spell, effectively blinding it to these two senses. Attacking someone with this spell in effect causes it to end early. This makes the caster detectable under those two senses again.

Ranged Extinguish 10 Paces Ins
A jet of cold air is sprayed onto the target smothering the fire and soothing its pain or it can be used to put out a small fire on the ground.

Stop Bleeding Touch Perm
This spell will stop one point of bleeding.

Slow Poisons Target 1 Encounter
This spell will delay the affects of most poisons by giving you an extra one encounter before the poison takes effect.


LEVEL 2

Animal Attribute Caster Only 3 Min
The caster gains a single attribute that normally belongs to an animal. There is a physical transformation involved as well. This could involve eagle’s eyes in order to examine something from a distance. Result is at referee’s discretion.

Detect Animate Caster / 10 paces 1 Encounter
The caster knows the rough location of any living, moving creatures within ten paces.

Jump Caster Ins
The caster can leap up to ten paces in one direction and must land facing the same way they jumped. This is done in reall time. You cannot be engaged in melee combat until you land.

Protection from Environment Touch 1 Encounter
The recipient of this spell does not suffer from the ill effects of a harsh climate, such as the cold of the mountains, or the heat of a desert. Does not work on extreme conditions.

Rejuvenation Radius of 10 Paces Ins
All plant life within the radius of effect is granted a boost of health. This destroys all natural ailments and problems that the plant life may have. The plant life visibly flourishes.

Stumble 10 Paces Ins
This spell causes the moving target to fall over some roots that unearth under them suddenly. The target must fall over, but may get up again immediately afterwards.

Slow Venoms Target 1 Encounter
This spell will slow the affects of most venoms by giving you an extra three minutes before the venom affects you as normal.

Touch Warp-wood Touch Perm
This will cause any non-magical touched piece of wood to warp and bend until the object is no longer useable for its original purpose.


LEVEL 3

Cure Poison Touch. Ins
The target has a poison purged from his or her system.

Forest Eyes Caster Only 1 Encounter
When you cast this spell, the forest will help you look for something that you are searching for, this spell require Speak with Plants skill to work and will only aid the caster.

Power of Life Caster Only 1 Encounter
The caster may choose to use his or her life points to pay for the casting cost of a spell. If this option is chosen, then the entire cost of the spell must be paid using life points. If the caster casts a spell which would reduce him or her to no life points or less, then the spell is successful, but the caster dies. The caster must pay for this spell with power points.

Ranged Warp-wood 10 Paces Ins
As Touch Warp-wood, but at a range of ten paces.

Tree Caster Only 3 Mins
When this spell is cast, the caster assumes the appearance of a small indigenous tree. The caster must stand perfectly still. Any movement, including spell vocals, will break this spell. To represent this spell, the caster must stand with both arms out to the side.

Wood Dart I 10 Paces Ins
This spell causes one point of magical damage to the targets chest.(requires Projetile Magic Skill)


LEVEL 4

Cure Venom Touch Ins
The target has one venom purged from his or her system.

Feral Form Caster 1 Encounter
The spell caster may assume any non-magical animal form and have any associated characteristics. This occurs at the referee’s discretion.

Speak With Animals Caster Only 1 Encounter
The caster can converse with all animals so that he or she may ask of any animal three simple questions that can be answered with yes, no or don’t know.

Speak With Plants Caster Only 1 Encounter
As Speak With Animal, but affects Plants.

Track Tale Touch Ins
The caster knows everything there is to know about a set of tracks. The information given is always accurate, though vague. As Rank Five Follow Tracks.

Temperature Control 10 paces around caster 1 Encounter
The temperature of the area is under the control of the caster, though it can take a few seconds for the temperature to adjust. Ref's discretion. Caster is affected .
LEVEL 5

Chameleon Caster Only Ins
This spell will blend the druid in to any surface or terrain, making them practically invisible to the naked eye. The caster can move very slowly around the place, not to draw attention to them selves. The caster is not melded or invisible so any detection spell will not highlight the druid. This spell is like invisibility, but fast movement will break the spell.

Detect Magic 10 Paces. Ins
This spell allows the caster to detect if any one target is magical. This does not work if the source of the magic is Planar, Illusions, or any Melds.

Entangling Roots 5 Paces / Area 1 Encounter
All targets within 5 paces of this spell will be entangled, must be standing in amongst some undergrowth. The plants in the area grow and move to wrap themselves around the targets effectively immobilising the targets feet. They are unable to move from this spot until they are cut free. This takes thirty seconds. If not cut free, then the targets will remain immobilised for 1 encounter.

Preservation Touch Perm.
This spell causes the organic tissue touched to be preserved against natural ageing. Does not grant immortality…

Pacify Beasts 1 Natural Creature/10 paces 1 Ecounter
This spell will pacify most beasts but not all, allowing you to pass by safely.

Wild Meld Caster Only 3 Mins
As per the Wood Elf ability, must have a good size area of vegetation or trees to hide your size within.

Wall of Thorns Touch 1 Encounter
This spell will form a wall of thorns to grow out off the ground from the point touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. This spell causes the wall to entangle any thing trying to go through it and will cause a single point of damage to every location and will poison each target. The wall does regenerate and new vines move in to place to renew thing that has been damaged. The wall does not affect the spell caster.


Last edited by Admin on Sat Aug 08, 2009 5:15 am; edited 1 time in total
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PostSubject: Re: ..NATURE..   ..NATURE.. Icon_minitimeSat Aug 08, 2009 5:13 am

LEVEL 6

Decay 10 Paces Ins
Everything organic, but dead on the target is destroyed at an incredible rate. All armour weapons and clothing is instantly destroyed. As are all other items that are not living. This spell, if used on an undead, will cause the effect of three dismiss.

Natures Gift Target End Adv
The target of this spell will be able to regenerate all hit points (not floating hits) at the end of every encounter. Fire and Acid damage cannot be regenerated.

Plant Control Target 1 Encounter
The caster of this spell is able to move plants out of harms way, with out being affected by the plants in any way, shape or form.

Natures Reach 30 Feet Ins
This Spell will allow the caster to control a group of roots or vines to retrieve something that is up to thirty feet away but can be no bigger than an average size man.

Sense the Unnatural Caster Only End Adv
The caster is aware of anything that is not natural. The caster can sense invisible creatures, can sense when a creature is under an illusion or under any spell. Can sense that anything is not what it is meant to be. The caster can sense all undead and demons in the region, knowing if there are any concentrations building up. The spell caster cannot ‘see’ these things, but can sense that there is something wrong and sense the general direction of the aberration.

Web 10 Paces 1 Encounter
This web can be used to trap thing that enter an area and can also trap things within its very sticky strands. Anything that touches the web will be stuck to it for good. Unless you have some means of removing the web.

LEVEL 7

Summon Assistance Caster Only 1 Encounter
This spell calls out for assistance from anybody with a similar view on Nature. If there are any in the area at the time of casting that can aid the caster in some way, they can choose to answer this call, could also take the form of animal or monster assistance. Ref’s discretion.

Natures Assistance 10 Paces / Area 30 Sec
All targets within 10 paces of this spell will be entangled. They must be standing in amongst some undergrowth for it to take effect. The plants in the area rapidly grow in size and strength moving to wrap themselves around the targets, effectively immobilising their feet. At which point the undergrowth will start to attack what ever it has entangled, doing a single point of damage to each leg for every 10 seconds that the targets are held for. If anybody comes within reach of the area, they are also caught up for the remainder of the time. The caster is not affected by this spell, but must leave the area or become caught up like everybody else.

Gaia’s Blessing Caster Only End Adv
The caster is blessed by nature. If the caster should become incapacitated near any undergrowth, the plant life will move to protect him or her by covering the caster with vines, branches, leaves and other assorted undergrowth. Whilst covered, he or she is safe from all harm. Sustained attempts to harm the caster will result in Gaia’s displeasure… The caster is released only when the vegetation thinks that the caster will be safe, generally at the end of the fight. Only works once per adventure and if the caster falls near some plant life. (2 paces)

Natures Life Force Target 1 Encouter
The target of this spell is protected from dying by life point loss. They cannot go below 0 life points tought they still suffer all ill effects for life point loss.

Natures Prison Target 1 Month
This spell will encase one target within a whole array of roots, vines, bark and leaves, There is no way out of this prison, except for when your time is up, being cut free(which will really annoy nature) or magically escaping. During this time you suffer no ill effects from lack of food or water.

Swarm Targets 1 Encounter
This spell will summon up a swarm of insects to attack and harass your target. This spell will have different affects on each type of monster and insects in the area you face; this will be left up to the referee at the time of casting.


LEVEL 8

Animate Tree Touch / 5 Pace Radius 1 Encounter
This spell will call a tree to come alive and will help defend the caster and his / her allies. The tree cannot move from it's spot but can lash out with its branches and may trip or entangle any enemy’s that enter a five pace radius around the tree, the caster must touch and continually touch the tree for this spell to work, also the caster must be able to talk to the tree to be able to give it limited commands.

Camouflage Caster Only End Adv
The spell caster is able to blend flawlessly into any natural background without need for resorting to other spells. For the rest of the adventure, once per encounter, the caster may meld into any natural environment. (Earth, Water or Wild)

Healing Waters of Life Water Source 1 Encounter
Upon casting this spell and being next to a water source, anybody that touches the caster (with the caster consent) will be healed one point of damage. The water running through the caster contains seven points of healing and life points, recipients must be conscious to receive the benefits of this spell.

Hidden Path-Ways Caster Only 1 Encounter
The druid that cast’s this spell, will be shown if there are any hidden path-ways in the area. Ref’s Discretion.

Purifications Area Ins
All poisons, venoms and diseases that are present in the area are neutralised completely.

Winds of Deflection All Allies End Adv
All allies to the caster are protected from all arrows for the rest of the adventure. All arrows fired at the adventures are knocked off course harmlessly. The caster calls upon the elements to protect her / him form danger.


LEVEL 9

Anger /Calm Trees Area Perm
This spell will anger all the trees in the area, which will cause them to lash out randomly at any thing that moves in the area, the druid is not affected by this spell. Or it will have the reverse affect and will calm all the trees in the area so that the druid can pass safely by. Damage done to random targets is up to the referee at the time of casting.

Natures Vigour Target Perm
The beneficiary of this spell is granted the following bonuses for the rest of his or her days, provided he or she has a respect for nature. Any act against nature will negate this gift. The target is given immunity to all disease and all forms of natural poison & venom. He or she is also granted the ability to regenerate at a slow rate, recovering all wounds at the end of an encounter.

Natures Curse 10 Paces Perm
Having no respect for nature, will not be tolerated no-mater who you think you are. This spell can be cast on the same target more than once. This spell will place a permanent curse on to your target which will have different effects, each time the spell is cast then your target will move up the levels of the curse.
level 1 = you can no longer heal poison
level 2 = you can no longer heal Diseases
level 3 = you can no longer heal
level 4 = you are an enemy of nature

Skin like Bark Caster Only 1 Encounter
The skin of the caster becomes as hard as wood, this allows the cast to improve their chances in a fight. This spell will make the caster immune to blunt weapons and the caster will only take half damage from bladed weapons.

Tap Life Radius of 20 Paces 3 mins
This spell calls on nature to aid the caster, drawing upon the life forces of nature, he or she is capable of renewing his or her life points first and then spell points. The character hugs the nearest tree or sits under some bushes, meditating for five minutes. At the end of this time, if the druid is worthy of natures blessing will receive a number of points. These points will vary depending on how good to nature you have been in the past. Life points will be gained back first and then power points. Ref's discretion. (Over abuse = Anti Nature)


LEVEL 10

Treant 5 Miles Radius Ins
This spell will call the nearest Treant to aid you in your quest to protect nature and punish the infidels that would dare interfere with natures business and its watchers. Refs discretion

Mass Rejuvenation Caster Only Perm
This spell is a true gift to nature, it will permanently rejuvenate all plant life in the general area centred on the druid and where ever you go you will leave a trail of rejuvenated plant life behind you. But be warned this spell may have its disadvantages as well, which will be up to you to find out about. (You might want to ask your god first about this spell).

Natures Power Surge Caster Only 1 Encounter
This spell will double your current spell points. Drawing upon nature true gift of life you can convert this gift into power points to help you protect nature and its creatures.

Strangling Vines Area 1 Encounter
These vines or roots will seek out all of the druids enemy’s and will encase them completely in plant life, once encased then they will crush their victims, draining all of there life force out of the targets.
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