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There are many energies that comprise the world of Ironclaw, though those best known to the dwellers of Calabria are Fire, Water, Air and Earth. There are some who have attempted to apply the basic concepts of Elementalism to other "elements," with mixed results. One such offshoot of Elementalism, obscure enough that it is not recognized by Dunwasser College, is that of Arborean Magic - or, its practitioners would call it, the "Element of Wood."
This spell list lacks an important advantage of Elementalism, in that the various elements cannot be studied as part of the same career, but it makes up for this with broader application of spell effects.
Arborean Career
Include with: Literacy, Lore: Arborean Magic, and Meditation
Note: At the Game Host's discretion, Lore of Arborean Magic and Elementalism may overlap. Using one type of Lore to try to find information on a topic appropriate to the other may still be possible, though at a -1 Penalty.
This Wizardly Career grants you the Arborean Apprentice Spell List.
Arborean Magic - Apprentice Spell List
Requirements: The Arborean Career Trait at d4 or better
Avert Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Shield a target from hostile Arborean Magic |
This spell protects a single combatant from hostile Arborean Magic. For the duration of this Scene, the target gains the following benefits:
An extra d10 to Defense Rolls to avoid Targeting Arborean Magic Spells, and an extra d10 Armor against Targeting Arborean Magic;
An extra d10 for rolls against Homing or Exploding Arborean Magic;
An extra d10 for rolls to resist the effects of any hostile Arborean Magic when a Magic Test is required.
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Create Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Create wood from thin air |
Conjures up plant life where before there was none. An Effect Score of 2 or more creates
a quarter-stone of plant material, or an eighth-stone of wood. An Effect Score of 6 creates
a half stone of plant material, or a quarter-stone of wood. This is raw material, not
fine workmanship; it can conjure up a simple stick or a bundle of flowers, but if the caster
wants a wooden mask, a spoon, a bludgeon, et cetera, Mold Wood would be required to get the
desired shape. The exact type of wood or plant material summoned is not under the
control of the caster, though the Game Host should grant him a little more leeway with a
higher effect score; in general, the type of plant or wood will be very common, and - if
possible - found in the local area.
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Destroy Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Destroy a small part of wood |
Disintegrates a small amount of wood or plant matter. No To-Hit Roll is needed. An Effect
Roll of 2 or more destroys about an eighth stone of wood/plants; an Effect Roll of 6 or more
destroys about a quarter-stone, or does 1 hit of damage to a Wood Elemental. This spell can
be used to destroy wooden weapons that weigh a quarter-stone, and can punch a small hole
through a normal wooden door or wall.
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Grow Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Accelerate the growth of plants |
Causes existing plant life (a single tree, a cluster of bushes or vines, a patch of grass,
a small garden) to grow at an accelerated rate. The maximum area of effect is equal to
the Effect Score in paces squared. An Effect Score of 2 causes days' worth of growth in
just a few minutes; an Effect Score of 6 can causes months' worth of growth. This
accelerated growth comes at a price: it drains nutrients from the soil, rendering it dry
and infertile. Therefore, while this spell can force a flower to bloom, or even (with
multiple castings) make a field grow to harvest, the soil will be rendered void and lifeless,
unwilling to yield life in the future.
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Heal Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Repair damage done to wood or plant life |
Mends damage to wood or plant life; can fix broken arrows, graft broken branches or
blossoms, mend axe damage done to a tree. If cast on a Wood Elemental, roll 1d10 against the
Body of the Elemental; any Hit scored is a Wound healed. For repairing damage to large
objects (such as tables or doors), similar rules apply, though it is up to the Game Host
to determine how many Wounds and what Body such objects might have.
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Scry Wood
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Scan wood for information |
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Scan the local Wood for information. Among other things, this spell will reveal if any
Arborean Magic (or any spells related to the growth/manipulation of plant life) was cast
in the last few hours, if any Wood Elementals are present, and the general composition of
local plant life. The maximum range is a dozen paces. See the Scry Test, p. 148 of the
rulebook, for how this spell works; the Scrying Difficulty is 2d8.
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Will o' the Wisp
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Cost: 1 |
Difficulty: 1d10 |
Type: Regular |
Effect: Cause a piece of wood to glow |
This spell causes a wooden object to glow faintly, casting just enough light to read by,
and not enough to blind anyone. For every point of magic force, a 5 pace area around the
object is illuminated; no darkness penalties apply. If the object is portable, it may be
carried with the caster; the light will last for a Scene, or approximately 5 minutes.
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Arborean Magic - Journeyman Spell List
Requirements: Adept at any five Arborean Apprentice Spells
Animate Tree
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Cost: 4 |
Difficulty: 4d12 |
Type: Regular |
Effect: Create a "Wood Elemental" |
This spell animates a normal living tree so that it becomes for all intents and purposes
a Dryad, under the command of the caster. For the remainder of the Scene, the Dryad will
obey the commands of the caster, without need of a Command Dryad spell, but when it is not
being directed by the caster, it will stand motionless (even to the point of not defending
itself from attack).
Other Arborean Mages can just as easily command a Dryad summoned in this way. In such a
case, if two Arborean Mages are wrestling over control of a created Dryad, whomever wins
a contest of their Will and Arborean Career Traits gets control for this round. ("Command
Dryad" is also a way to wrest control.)
A typical "Dryad" animated in this way will have the same basic statistics as a Dryad, with
a Dryad Trait equal to the caster's own Arborean Career Trait, but it will not have any
Magic Points, nor the ability to use Arborean Magic spells. Plants other than trees can be
animated as well; for statistics of such "Wood Elementals," see some of the sample statistics
given below.
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Arborean Journeyman's Privilege
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Cost: 1 |
Difficulty: 1d12 |
Type: Privilege |
Effect: Instantly cancel any Apprentice Arborean Spell |
Attempts to dispel the effect of any one Apprentice Arborean Spell. See p. 197 of the
rulebook for a description of how this works. Can be used as a Defense on any combatant
the caster can see.
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Bounty of the Wild
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Cost: 2 |
Difficulty: 2d8 |
Type: Regular |
Effect: Target includes Arborean Trait with Survival |
Until the next sunrise or sunset, whichever comes first, the caster and any traveling with
him may add his Arborean Career Trait to Survival rolls, so long as they are in a
well-vegetated area (such as a forest).
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Call Dryad
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Cost: 4 |
Difficulty: 4d12 |
Type: Regular |
Effect: Call a Wood Elemental |
The caster may call forth an Elemental Creature of the Wood. What actually shows up is
determined by the Host; if the area has local wood spirits, those would be the most likely
to arrive.
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Herbal Salve
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Cost: 3 |
Difficulty: 3d4 |
Type: Regular |
Effect: Heal a character as a 3d4 "attack" vs. Body |
This spell only works so long as the caster is in a vegetated area. If so, she may draw
upon the healing energies of plant life to aid the target, with the Effect Dice applied
against the Body of the target as a "damage" roll. Each Hit scored heals one Wound on the
target. If used to heal a Wood Elemental, each Hit scored heals two Wounds on the target
instead.
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Intervening Branches
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Cost: 3 |
Difficulty: 3d8 |
Type: Regular |
Effect: Target includes Arborean Trait with Dodge |
For the duration of this Scene, the target may include the caster's Arborean Trait Dice
with all rolls to Dodge. Other rolls are unaffected.
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Obliging Boughs
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Cost: 2 |
Difficulty: 2d8 |
Type: Regular |
Effect: Target includes Arborean Trait with Climbing |
For the duration of this Scene, the target may include the caster's Arborean Trait Dice
with all rolls to Climb trees or any surface with an abundance of vegetation (such as a
vine-choked wall). It offers no bonuses to climb sheer walls, buildings, et cetera,
without plants at hand to magically assist the climber.
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Splinters
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Cost: 4 |
Difficulty: 4d10 |
Type: Exploding |
Effect: Hurt a Cluster for 4d10 Exploding Damage |
Nearby plants and wooden objects shoot out thorns and splinters that shower
through the air.
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Tangling Underbrush
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Cost: 3 |
Difficulty: 3d8 |
Type: Regular |
Effect: Target suffers a -1 Penalty to Dodge Dice |
For the duration of this Scene, the target suffers a -1 Penalty to all
Dodge Dice. Other rolls are unaffected.
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Trailblaze
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Cost: 2 |
Difficulty: 2d8 |
Type: Regular |
Effect: Target includes Arborean Trait with Hiking |
Until the next sunrise or sunset, whichever comes first, the caster and all traveling
with her may add her Arborean Career Trait to Hiking tests, so long as they are in a
well-vegetated area, such as a forest.
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Veridian Spear
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Cost: 3 |
Difficulty: 3d12 |
Type: Targeting |
Effect: Hurls 3d12 damage at Range |
S: 5 paces |
M: 10 paces |
L: 25 paces |
X: 50 paces |
Special: Tangle |
Creates a twisted shaft of wood and plant material that the caster hurls at his
opponent with great ferocity. Roll To-Hit as per a Targeting Spell (p. 196).
Special: Tangle.
Vines, burrs, and tangling bits of vegetation spring forth from the weapon, and wrap around the target. The target is now at a -1 Penalty to all actions that involve Speed. (The target may opt not to include Speed dice with a particular roll, to avoid this Penalty.) This penalty is not cumulative from multiple hits. The tangling vegetation may be removed if the victim spends a Round doing nothing but trying to remove the vines, and beats the Trait Dice of the Dryad with Contortion and Strength. The vegetation will be destroyed if the target suffers at least one Wound from a fire-based attack, or will simply fall apart after the end of this Scene.
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Wooden Spirit
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Cost: 4 |
Difficulty: 4d8 |
Type: Synecdoche |
Effect: Create a magical representation of the caster at a distance |
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This spell is identical to Lesser Eidolon, as described on p. 237 of the rulebook,
with the exception that the inanimate object that the caster is projected into must be
a tree or other plant.
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Arborean Magic - Master Spell List
Requirements: Adept at any five Arborean Journeyman Spells
Arborean Master's Privilege
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Cost: 1 |
Difficulty: 1d12 |
Type: Privilege |
Effect: Instantly cancel any Journeyman Arborean Spell |
Attempts to dispel any one Journeyman Arborean Spell. See p. 197 of the rulebook for
a description of how this works. Can be used as a Defense on any combatant the caster
can see.
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Bind Dryad
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Cost: 3 |
Difficulty: 3d12 |
Type: Delayed |
Effect: Captures a Wood Elemental into a material object |
This spell captures a Wood Elemental into a material object. (This cannot be a pseudo-elemental created with the "Animate Tree" spell.)
The elemental can then be called forth later, at need. The typical object for containing the dryad is a jade stone, but the Host may rule that other objects may work as well. If the object is broken, the elemental is released. When the elemental is released, the spell ends and the caster may recover her Magic Points.
If the object is a weapon, it becomes magical and can now strike at creatures only hurt by magical attacks. When the weapon is swung, it seems to shift and writhe as if alive. The weapon's Damage now includes the Dryad Trait Dice of the Bound elemental. In addition, the weapon gains an extra Special result. (As with all weapons with multiple Specials, you may only choose one of them per Overwhelming Success.)
Special: Tangle. Vines, burrs, and tangling bits of vegetation spring forth from the weapon, and wrap around the target. The target is now at a -1 Penalty to all actions that involve Speed. (The target may opt not to include Speed dice with a particular roll, to avoid this Penalty.) This penalty is not cumulative from multiple hits. The tangling vegetation may be removed if the victim spends a Round doing nothing but trying to remove the vines, and beats the Trait Dice of the Dryad with Contortion and Strength. The vegetation will be destroyed if the target suffers at least one Wound from a fire-based attack, or will simply fall apart after the end of this Scene.
If the object is clothing or armor, it becomes magical. The wearer may now include the Dryad Trait of the Bound elemental with her Camouflage and Herbalism Dice. The wearer treats all Water, Earth and Wood Damage as Enervated, and all Fire and Air Damage as Slaying.
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Cloak of the Forest
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Cost: 3 |
Difficulty: 3d8 |
Type: Regular |
Effect: Add Arborean Career Trait to target's Camouflage and Stealth |
Until the next sunrise or sunset, and only so long as the target is within a well-vegetated
area, the caster's Arborean Career Trait dice are added to the target's Camouflage and
Stealth, as well as to the Difficulty Dice of any attempt to Track the target.
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Command Dryad
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Cost: 4 |
Difficulty: 4d12 |
Type: Regular |
Effect: Force a Wood Elemental to obey |
Forces a Wood Elemental to do the caster's bidding. For the duration of this Scene,
whenever the caster Concentrates, she may attempt to control the elemental. Treat this
as an Influence Test (p. 139) using the caster's Arborean Trait and Will vs. the
difficulty of what she is trying to get the elemental to do. The caster must Concentrate
for at least one Round to give the elemental orders via mental command. When the caster
is not ordering it to act, she may choose other actions. Remember that elementals have
alien senses and desires as compared to our own, and when not specifically under the
caster's control, they may act in unexpected ways.
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Eyes of the Forest
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Cost: 3 |
Difficulty: 3d8 |
Type: Regular |
Effect: Add a Career Trait to Tracking and Observation |
Add the caster's Arborean Career Trait to the target's Tracking and Observation dice until
the next sunrise or sunset, whichever comes first, only so long as the target is within
a well-vegetated area.
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Nature's Fury
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Cost: 5 |
Difficulty: 5d12 |
Type: Homing |
Effect: Damages a Group with sharp wooden barbs |
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A hail of wooden slivers, bladed leaves, sharp thorns and tangled brambles leap forth
from the caster's fingertips to smite a Group of his foes with 5d12 Homing Damage. See
"Homing," p. 197, for more details on this type of spell.
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Wooden Avatar
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Cost: 5 |
Difficulty: 5d8 |
Type: Synecdoche |
Effect: Create a magical representation of the caster, at a distance |
This spell is identical to Greater Eidolon, on p. 240, with the exception that the inanimate object the caster is projected to may only be a tree or other form of plant.
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Wood Elementals
There are many types of Wood Elementals, of which a Dryad is the most commonly recognized variety; therefore Wood Elementals in general are often called "Dryads." (Many of the spells above generically refer to a "Dryad," though any type of Wood Elemental may be substituted.) Here are some sample statistics for various types of Wood Elementals, appropriate to different plant types that may be common in the area (or, in the case of the use of the spell "Animate Tree," dependent upon what type of plant was animated). For simplicity, these statistics may be used for summoned Wood Elementals, but naturally occurring ones will vary in power and ability.
All Wood Elementals may be commanded with the spell Command Dryad. It is also possible to control them with the spells Command Gnome or Command Undine, because of their close relationship to Water and Earth, but any attempt to do so using those spells will be at a -1 Penalty in the Dryad's favor.
To a Wood Elemental, all Arborean Magic attacks, as well as Water-based and Earth-based attacks, are Enervating. Fire-based and Air-based (lightning) attacks are Slaying. Wood Elementals may be harmed by normal weapons, but any damage from wooden (or mostly wooden) weapons such as staves, clubs or arrows should be considered Enervating. Any damage from normal fire is Slaying.
Unlike most Elementals, a Wood Elemental is usually tied to a particular plant life. (This does not mean that every plant has its own Elemental.) Harming this plant will bring harm to the Elemental, and killing it will destroy the Elemental outright. An Elemental is physically unable to roam far from its plant (the exact distance up to the Game Host's discretion, but usually no more than a few leagues at most), and is intuitively aware of anything that happens to or immediately around its host plant. Conditions that would affect the plant, such as flooding or drought, will likewise impact the Wood Elemental's strength.
A Wood Elemental has a number of Magic Points equal to the die type of its "Race" Trait, and is Adept at the casting of all Arborean Magic spells. (Please note that this does not apply to "artificial elementals" created by the "Animate Tree" spell.) Also, Wood Elementals that have any Special Traits appropriate to their type will have them at the same level as their "Race" Traits. (For instance, if a special Flower Nymph were to be encountered with a "Race" Trait of d10, its Charisma Trait would be at d10 as well.)
Naturally occuring Wood Elementals look more humanoid and "alive," though having features that suggest the host plants they are derived from: leaves for "hair" or "clothing," perhaps clusters of berries or nuts for "earrings," a couple of knots for eyes, and so forth. Artificial elementals created by "Animate Tree" look just like a plant brought to life, though sometimes (if the plant type is particularly flexible) given a slightly more humanoid appearance. It is easy for anyone versed in Arborean Lore to distinguish between the types by sight alone.
One important piece of Arborean Lore is the ability to communicate with Wood Elementals. Arborean Mages are able to convey simple ideas to any Wood Elemental in a sort of proto-language, and to understand in turn those Wood Elementals that can speak back. Some Wood Elementals may actually learn languages - particularly those that are long-lived or live near inhabited areas. (In the latter case, they'll speak the language common to the region.)
The number of types of Wood Elementals presented here are only suggestions. Different interesting plant life in the area might offer different characteristics, or else the Game Host might just prefer to stick to Dryads alone, in order to keep things simple. For a variety of locations, here is a chart of recommended Wood Elementals that might be summoned; roll on a 1d10 to determine the type that answers the Arborean Mage's call. (Of course, the Game Host is always welcome to override these results as he sees fit.)
Forest |
Roll | Type |
1 | 1d12 Grass Sprites |
2 - 4 | Dryad |
5 | Thorn Goblin |
6 | Flower Nymph |
7 | Ivy Sprite |
8 | Pollen Sprite |
9 | Vine Sprite |
10 | Treant |
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Fields, Urban Areas |
Roll | Type |
1 | 1 Grass Sprite |
2 - 4 | 1d12 Grass Sprites |
4 - 6 | Dryad |
7 | Flower Nymph |
8 - 9 | Pollen Sprite |
10 | Vine Sprite |
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Desert |
Roll | Type |
1 - 5 | (nothing responds) |
6 - 7 | Thorn Goblin |
8 - 10 | Cactus Sprite |
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Ocean |
Roll | Type |
1 - 5 | (nothing responds) |
6 - 10 | Seaweed Nymph |
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Dryad
An average Wood Elemental, known as a Dryad, looks like a humanoid, animate tree, sometimes with leaves for "hair" and/or "clothing". It has a Body Trait of d12, a Speed Trait of d4, a Mind Trait of d8, a Will of d8, and a Dryad Trait of d8, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Camouflage. Dryads also have natural body armor of 1d12. Dryads, left to their own devices, tend to be inactive, reacting only to personal threats.
The following rules apply to Dryads and all other types of Wood Elementals that follow, unless specifically stated otherwise:
Elemental Resistance: Arborean Magic, Earth-based and Water-based elemental attacks are treated as Enervating to Dryads.
Vulnerability: Fire-based and Air-based (lightning) attacks are treated as Slaying to Dryads.
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Treant
A more powerful type of Wood Elemental, typically rare, tied to a particularly old and robust
tree of the forest, looking very coarse, old and formidable, with crackling bark for skin, and a great mane of leaves. It has a Body Trait of 2d12, a Speed Trait of d4, a Mind Trait of d8, a Will of d8, and a Treant Trait of d12, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism, Camouflage and Weather Sense. Treants have natural body armor of 2d10. Treants, left to their own devices, are prone to long periods of inaction, only responding to threats to the forest that they consider their home domain. Treants are long-lived, and their knowledge spans centuries; many of them speak older dialects of the local tongue, or even long-forgotten languages once spoken in their presence.
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Thorn Goblin
This type of Wood Elemental is born of thorny bushes, brambles, or any number of prickly plants that it's generally considered unpleasant to get overly close to. It has a Body Trait of d6, a Speed Trait of d6, a Mind Trait of d6, a Will Trait of d6, and a Thorn Goblin Trait of d6, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Brawling. Thorn Goblins have the Gift of Barbed Spines (p. 83). Thorn Goblins, left to their own devices, are malevolent creatures, hostile toward any living creatures that encroach upon their homes.
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Flower Nymph
This type of Wood Elemental is born of flowering bushes, be they cultivated or wild. Typically, it has a Body Trait of d4, a Speed Trait of d8, a Mind Trait of d8, a Will of d8, and a Flower Nymph Trait of d8, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Seduction. Flower Nymphs have the Special Trait of Charisma of d8, to reflect their eerie beauty. Rose Nymphs (especially rare) may have the Gift of Thorns, which is like the Gift of Claws, but only adding 1d4 to damage. Legends also sometimes speak of Flower Nymphs who are able to take on the appearance of mortal creatures. (But if such exist, they aren't among those conjured up by Arborean Mages.)
Flower Nymphs, left to their own devices, normally shy away from conflict, though legends sometimes speak of Nymphs who are taken with the beauty, virtue and or artistic aptitude of a mortal, and intervene to help such an individual in secret. They can also be highly capricious, unreliable and subject to frequent distractions and flights of fancy - a Flower Nymph that originally sought to aid some mortal might charm him and lead him off into the forest ... then suddenly get distracted, and wander off, leaving him stranded, alone in the wilderness.
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Ivy Sprite
This type of Wood Elemental is born of poison ivy, and similar plants one is usually best off staying clear from. Typically, it has a Body Trait of d6, a Speed Trait of d6, a Mind Trait of d6, a Will of d6, and an Ivy Sprite Trait of d6, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Camouflage. Ivy Sprites have the Gift of Poison (p. 85). Ivy Sprites, left to their own devices, are malevolent little pranksters.
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Pollen Sprite
This type of Wood Elemental is born of puffballs and similar fungus. Typically, it has a Body Trait of d6, a Speed Trait of d6, a Mind Trait of d6, a Will of d6, and a Pollen Sprite Trait of d6, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Camouflage. Pollen Sprites have the Special Gift of Spray (p. 86), as they can let loose bursts of pollen to irritate their foes. Pollen Sprites, left to their own devices, are content to be left alone unless disturbed.
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Vine Nymph
This type of Wood Elemental is born of vines. Typically, it has a Body Trait of d8, a Speed Trait of d8, a Mind Trait of d8, a Will of d8, and a Vine Nymph Trait of d8, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism, Wrestling and Climbing. Vine Nymphs have the Gifts of Ambidextrous and Sure-Footing. Furthermore, Vine Nymphs that are tied to grapevines have use of the spell Create Water (p. 208), except that instead of creating water, it creates wine on an Effect Score of 2 or more. (An Effect Score of 6 or more can create twice as much, or else wine of finer quality.)
Vine Nymphs, left to their own devices, are very curious and intrusive, and are known to be voracious gossips with those few having the gift to speak with them. (A Carousing skill comes in very handy, when trying to impress a Vine Nymph.) They typically have the Flaws of Curious, and Garrulous.
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Cactus Sprite
This type of Wood Elemental is born of prickly plants that thrive in the desert, and as such are the most likely sort of Wood Elemental - if any - to be conjured up in the desert. It typically has a Body Trait of d6, a Speed Trait of d6, a Mind Trait of d6, a Will of d6, and a Cactus Sprite Trait of d6, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism, and Survival (Desert). Cactus Sprites have the Special Trait of Toughness at d6, and have use of the spell Create Water (p. 208), which can only be used to create water (not other liquids, such as wine). They also have the Gift of Barbed Spines (p. 83), though unlike Thorn Goblins they cannot pick and throw their spines.
Cactus Sprites, left to their own devices, are prone to leave and let be, though there are legends of such sprites intervening to help desperate travelers dying of thirst in the desert.
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Seaweed Nymph
This sort of Wood Elemental is only found in the ocean - and is generally the only sort of Wood Elemental that might be successfully summoned while on the waters. It typically has a Body Trait of d8, a Speed Trait of d8, a Mind Trait of d8, a Will of d8, and a Seaweed Nymph Trait of d8, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism, Singing and Swimming. Seaweed Nymphs are Lame when out of water, but can move at their full Pace while in the water. Unlike many types of Wood Elemental, they are incapable of speech, though they are capable of an eerie and enchanting wordless song.
Seaweed Nymphs, left to their own devices, are secretive and as unpredictable as the sea. One Seaweed Nymph might well cling to an unfortunate who has fallen into the water, and drag him down to his doom in the depths ... or might well drag an unconscious castaway to the nearest island. Their motivations are unknown; it is not even clear whether they have motivation, as such, being things born of magic. Therefore, an Arborean Mage conjuring up a Seaweed Nymph without any clear means of persuading or compelling it is taking some risk; the Seaweed Nymph might be foe as often as friend.
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Grass Sprite
This is perhaps the weakest type of Wood Elemental, and the least desirable to conjure up in a time of need. It typically has a Body Trait of d4, a Speed Trait of d10, no Mind Trait, no Will Trait, and a Grass Sprite Trait of d4, which applies to Augury, Lore: Elementalism/Arborean Magic, Herbalism and Camouflage. Grass Sprites are so fragile and insubstantial that a single Wound will destroy one, and it has no Magic Points or use of Arborean Magic powers. However, Grass Sprites come in large numbers. If a Grass Sprite is called by an Arborean Mage in a woodland area, 1d12 of them arrive. Grass Sprites have no special Gifts or powers distinct from the other types of Wood Elementals, and are so basic that they don't really have personalities at all. (They cannot communicate, even with other Wood Elementals.) Left to their own devices, they will either sit about motionless, or flee interaction with others. On the other hand, they're very easy for an Arborean Mage to command, as a Control Dryad spell can be used to command an entire group of Grass Sprites instead of just one at a time.
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Sanguine Productions, Limited.
Used with permission; all rights reserved. Sparks are a trademark of Cumberland
Games and Diversions.
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