Gifts of the Forest Man

The Lore of the Forest Man encompasses spells from the Grimoire from the following categories:

Note that these spells must have the required limitations added to them, to calculate their real cost.

In addition, the Lore of the Forest Man contains a number of unique spells, which are listed below (these already have the final cost calculated).

Last of all, the gifts of the Forest Man are Independant. That means a gift can be given away or lost. Since gifts are inherent to the recipient, the player must define a way in which the giift can be lost. Usually it will be geas that must not be broken, but other ways are possible. The GM must approve both Gifts and Geases.


Unique spells

 

Adaptation

This spell allows the mage to survive the rigors of extreme environments such as the mountains or deep forest, while meditating.

Adaptation - Life Support (Eating: Character only has to eat once per week, Safe in Intense Cold), Extra Time (1 Minute; -1 1/2), Non persistent (-1/4), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 3; Real Cost = 1; END Cost: 1; Magic Roll: -1; Casting Time: 1 minute.

 

Avaunt!

This spell allows the caster to catch and throw missile weapons on their users

Missile Deflection & Reflection (thrown objects; back at attacker), +5 OCV (35 Active Points).

Specific Modifiers: Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 35; Real Cost = 9; END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.

 

Awaken Spirit

This spell is used to awaken the spirits present in mundane items (a sword, a house, a stone, etc.). An item with an awakened spirit will give warning when it's about to malfunction, or do what it can to alert the mage to its misuse (for example, a house with an awakened spirit may start slamming its doors and windows if someone attempts to steal it), or just refuse to work for a user if it doesn't like what's happening (a sword used against the mage that awakened its spirit may stick in its scabbard, for example). The awakened spirits of mundane items can communicate directly with the mage.

Power: Summon 100 point spirit

Specific Modifiers: Amicable: friendly (+1/4), Extra Time (1 hour, -1 1/2), Requires Skill roll (-1/2), only limited powers (-1/2), Independent (-2)

Active Cost = 24; Real Cost = 4; END Cost: 2; Magic Roll: -2; Casting Time: 1 hour.

NOTE: the exact spirit is not defined &endash; since powers may vary. Generally however, spirits will have a small amount of TK (typically 5-10 points) to move movable parts of the item they inhabit, and Mindlink with the creator. Other powers, within limits can be added as seems appropriate &endash; a rope might have entangle when someone tried to use it, by flopping around in the perverse way ropes do, a sword might have a killing attack if it twists in someone's hand and cuts them instead of the mage. In general, though objects do not become unnaturally animated: a house could open and close its doors but not get up an walk, or crush people between its walls. This is reflected by the "only limited powers".

 

Back to Earth

This spell reduces artificial, man-made items and materials to their natural components.

Power: Transform 3d6: artificial objects to raw material components (Major), Improved Target Group (+1/4

Specific Modifiers: Extra Time (Full Phase; -1/2), Requires Skill roll (-1/2), Independent (-2), Limited Target (artificial, man-made objects; -1/4), unranged (-1/2)

Active Cost = 56; Real Cost = 12; END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.

 

Clothed in Life

This spell makes the caster significantly more resistant to physical damage, but he is not 'armoured", so can still be cut or stabbed.

Power: Physical Damage Reduction, 50%, resistant

Specific Modifiers: Costs Endurance (-1/2), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 30; Real Cost = 7; END Cost: 2; Magic Roll: -2; Casting Time: Full Phase.

 

Eye of the Storm

This spell allows the mage to shrug off magical effects. The Dispel can only be used on powers affecting the character - it cannot be used to defend others.

Power: Dispel Magic 16d6

Specific Modifiers: any magic power one at a time (+1/4), No Range (-1/2), self only (-1/2), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 60; Real Cost = 12; END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.

 

Fist of the wind

The attacker becomes a blur of speed in combat, striking twice as rapidly as normal.

Power: +4 SPD

Specific Modifiers: Costs END (-1/2), Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), requires a Skill roll (-1/2), only to double SPD (-1/2), Independent (-2)

Active Cost = 50; Real Cost = 9; END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.

 

Flying Sword

This spell allows the caster to leap at his opponent with weapon outstretched. The OIF: weapon of Opportunity limitation means the use of this spell requires a weapon, but not any specific one (although it is called flying sword, it can be used with any striking weapon)

First Power: Leaping +12," Accurate

Specific Modifiers: OIF (sword of opportunity; -1/2), No Noncombat Leap (-1/4), Forward Movement Only (-1).

Second Power: Combat Skill Levels: +4 OCV with Move By or Move Through

Specific Modifiers: Linked (-1/4).

Combined Specific Modifiers: Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 37; Real Cost = 8; END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.

 

Friend of Darkness

This spell allows one to operate in even total darkness without any difficulties.

Power: Spatial Awareness, 360-Degree Perception

Specific Modifiers: Costs Endurance (-1/2), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 27; Real Cost = 6; END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.

 

Gift of the Storm

This spell allows the caster to augment his physical capacities.

Power: Aid Characteristic 4d6

Specific Modifiers: any single characteristic one at a time (+1/4), Invisible Power Effects (Fully Invisible; +1), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2), self only (-1/2)

Active Cost = 90; Real Cost = 20; END Cost: 9; Magic Roll: -9; Casting Time: Full Phase.

 

Healer's Sight

This spell enables a mage to gauge the general health and biological condition of whomever she stares at.

Power: Detect Health, Pregnancy, and Bodily Pollutants, Discriminatory, Ranged

Specific Modifiers: Extra Time (1 Turn, -1 1/4), Concentration (0 DCV; -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 25; Real Cost = 6; END Cost: 2; Magic Roll: -2; Casting Time: 1 turn

 

Inner Strength

This spell protects the Mage's mind against enchantments. Because the Mental Defense is Nonpersistant, it cannot be maintained while sleeping and turns off if the character is stunned or unconscious.

Power: Mental Defense (12 points)

Specific Modifiers: Nonpersistant (-1/4), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 12; Real Cost = 3; END Cost: 1; Magic Roll: -1; Casting Time: Full Phase.

 

Light as a feather

This spell allows the caster to leap into the air and rebound off of several opponents, striking them as he goes by. Note that although the character is "leaping" the power is bought as extra running since it does not allow high springs into the air &endash; simply movement among foes all more or less at the same level

First Power: Combat Skill Levels: +8 with Move-By

Specific Modifiers: Costs Endurance (-1/2)

Second Power: + 5" running

Specific Modifiers: Linked to levels (-1/4)

Combined Specific Modifiers: Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 50; Real Cost = 14; END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.

 

Pass Without Trace

This spell grants the ability to pass mysteriously from one point to a nearby point without passing through the intervening space &endash; but only when unobserved.

Power: 15" Teleportation

Specific Modifiers: Costs 2 x END (-1/2), Concentrate (0 DCV, -1/2), Extra Time (full phase, -1/2), requires a Skill roll (-1/2), Not while being observed (-1/2), Independent (-2)

Active Cost = 30; Real Cost = 5; END Cost: 6; Magic Roll: -3; Casting Time: Full Phase.

 

Purify

This spell allows the mage to rid a person's system of drugs and poisons. The same can be done with materials (e.g. poisoned water).

First Power: Life Support: Immunity to all terrestrial drugs and poisons

Specific Modifiers: Only protects against diseases with which target is currently afflicted (-1), Usable By Others (one other, persistent, +3/4), Delayed Effect (+1/4), Uncontrolled (+1/2), Costs END (only to cast, -1/4)

Second Power: 1d6 Major Transform, poisoned substance to substance without contaminating poison

Specific Modifiers: Continuous (+1), Reduced END (1/2; +1/4), Delayed Effect (+1/4), Limited Target (nonliving substances contaminated with poison, -1/4)

Shared specific Modifiers: Extra Time (1 hr, -1 1/2), Requires Skill roll (-1/2), Effect must be used within 20 min (-1 1/2 on Delayed Effect points), Independent (-2), unranged (-1/2)

Active Cost = 49; Real Cost = 8; END Cost: 5; Magic Roll: -5; Casting Time: 1 hour.

 

The Hound Inescapable

This spell allows the caster to track anyone that he has a trace of - a piece of clothing a weapon - even a drop of blood or a wellformed footprint. By touching this object and concentrating for some minutes, the caster gains a vision of the target's destination (though no information as to how or when they will get here - merely that that is where they are going. This vision is always accurate, but the location may not be immediately identifiable - it may be (for example) a vision of a city or castle, it might be a shield bearing a clan's coat of arms, or a temple's symbol. No special knowledge is granted, so he may not recognise it, but it will never be misleading or ambiguous.

Power: Precognition, Tracking.

Specific Modifiers: Megascale (planetary, +1 1/4), Precognition only (-1), Requires some object or material connected to the target (OAF, dificult to acquire, -1 1/4), vague and unclear (-1/2), Extra Time (1 minute, -1 1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 56; Real Cost = 7; END Cost: 6; Magic Roll: -6; Casting Time: 1 minute.

 

Reading Nature's Palm

This spell allows the mage to see what transpired in an area.

Power: Clairsentience with Sight Group, Retrocognition

Specific Modifiers: Concentrate (0 DCV, -1/2), Extra Time (1 minute, -1 1/2), Time Modifiers (-1/2), Vague and Unclear (-1/2), Retrocognition only (-1), Requires Skill roll (-1/2), costs END (-1/2), Independent (-2)

Active Cost = 40; Real Cost = 6; END Cost: 4; Magic Roll: -4; Casting Time: 1 minute.

 

Song of the River

This spell allows the mage to sway a target with her singing voice. If an EGO + 20 roll is not achieved in order to avoid detection of the manipulation by the target, the effect does not happen.

Power: Mind Control 10d6

Specific Modifiers: Telepathic (+1/4), Extra Time (1 Minute; -1 1/2), Mandatory Effect (EGO +20; -1/2), Requires Skill roll (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (singing, -1/4), Independent (-2)

Active Cost = 62; Real Cost = 10; END Cost: 6; Magic Roll: -6; Casting Time: 1 minute.

 

Strength Of The Turtle

This spell allows the character to immediately attempt to destroy any weapon used to hit him. The Trigger can be reset by spending a 1/2 Phase and the proper amount of END.

Power: Dispel HKA 16d6

Specific Modifiers: Trigger (being hit with any hand-to-hand weapon; +1/4), Only Affects Hand-to-Hand Weapons (-1/2), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 60; Real Cost = 13; END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.

 

Thunder Fist

This spell enables the mage to do unbelievable amounts of damage with his bare hands.

Power: +8d6 HA

Specific Modifiers: Armor Piercing (+1/2), Requires CON roll (in addition to Skill roll, -1/4), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 60; Real Cost = 13; END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.

 

Torrent of Fury

This spell allows the character to hit anyone adjacent to him. He can strike every hex around him or, alternately could run through a crowd, striking anyone and everyone in his path.

Power: HA +4d6

Specific Modifiers: Area Of Effect (any shape, 6 hexes; +1 1/2), Selective (+1/4), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 55; Real Cost = 14; END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.

 

Vertical Charge

This spell allows characters to run up walls and the like- however the character must keep moving while using this power and cannot simply cling to a wall and wait.

Power: Clinging (normal STR)

Specific Modifiers: Cannot Resist KB Or Throws (-1/4), No Ceiling Movement Or Angles Of Less Than 80° (-1/4), must take at least a half move (-1/2), Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 10; Real Cost = 2; END Cost: 1; Magic Roll: -1; Casting Time: Full Phase.

 

Wisdom of the Fool

With this spell the character capers about, making himself look like an easy target. Of course, looks can be deceiving.

First Power: Acting, plus +2 to Acting Skill (7 Active Points)

Specific Modifiers: Only to caper (-1/2)

Second Power: Combat Skill Levels: +3 to DCV

Specific Modifiers: Requires An Acting Skill Roll (-1/2)

Combined Specific Modifiers: Extra Time (full phase, -1/2), Requires Skill roll (-1/2), Independent (-2)

Active Cost = 27; Real Cost = 6; END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.

 

Note that these spells were adapted from spells/abilities posted on Mike Surbrook's site, Surbrook's Stuff