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The Turquoise Tree

Orlanth Adventurous

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Orlanth Adventurous

 

 

This section lists and describes the powers common to all members and subcults of Orlanth the Adventurer. It is not yet complete; we have yet to decide whether or not to include other spells derived from Hero Wars.

 

 

 

Skills

 

Dodge, Jump, Missile Attack, Oratory, Orlanth Lore, Ride, Run, Scan, Stormspeech, Weapon Attack, Weapon Parry.

 

Spirit Magic

 

Bladesharp, Demoralise, Detect Enemies, Disrupt, Heal, Jump, Mindspeech, Mobility, Mudrunning, Protection, Strength, Wind Aids Throw.

 

Divine Magic

 

All Common + Brew Woad, Enchant Iron, Enchant Silver, Fight Chaos, Flickering Blade, Fly, Heroic Leap, Overbear Foe, Run Up Cliffs, Shield, Stormspear, Truesword.

 

Heroquests

 

Dark Walk, Great Parry, Lightning Spear, Mist Cloud

 

Associate Cults

Analyse Magic (Lhankor Mhy), Charisma (Eurmal), Face Chaos (Urox), Guided Teleportation (Mastakos), Identify Scent (Yinkin), Leaping Shield (Vinga), Lock (Issaries), Restore Health-Constitution (Chalana Arroy),Teleportation (Mastakos), Wind Throw (Hedkoranth).

 
Subcults

 

Subcults of Orlanth the Adventurer currently written up. The name of the subcult serves as a link to the write-up.

 

        Desemborth the Thief

        Destor the Adventurer.

        Drogarsi the Skald.

        Finovan the Raider.

        Mastakos Mover.

        Niskis the Lover.

        Vanganth the Flyer.

        Vingkot the Champion.

 

 

 

Orlanth Links

 

 

Hero Cults

 

 

Hero cults of Orlanth Adventurous are noted here. The cult name is a link to an expanded description of the hero cult.

 

Hengkot Kingsbane

 

The hero cult of Hengkot Kingsbane, Orlanthi warrior who resisted The Bad King and sought Orlanth’s Justice for the people. He succeeded but died in the attempt. This cult is small, only becoming popular in times of strife.

 

Koffer

 

Hero cult of Koffer, a bold warrior of the Stravuli tribe who lived in the Dawn Ages. He fought many creatures in defence of his clan and tribe, and led his clan to settle the range of hills in Tarsh that now bears his name. He was famed for his hill running skills and worshippers can sacrifice for the Hill Ranging spell at any of his shrines.
 
 

Spells

 

 

Analyse Magic

 

Divine, 1 point, stackable, touch, instant.

1 use (Lhankor Mhy).

 

This spell gives a true statement of at least one function of one magical item, entity, or substance. If more than one point is cast at a time, more than one truth is discovered. The spells must be cast simultaneously, or the same truths are repeated.

 

Charisma

 

Divine, 1 point, non-stackable, temporal.

All (1 use, Eurmal).

 

This spell doubles the basic APP of the target. Now matter how high APP goes, the target remains recognisable. (RQ)

 

Dark Walk

 

Divine, Heroquest, 1 point, ranged, non-stackable, temporal.                              

 

This spell allows the user to be totally invisible and soundless in darkness and shadow to anyone within range. (RQ)

 

Face Chaos

 

Divine, 1 point, non-stackable, ranged, temporal. 

1use (Urox).                                                                                                   

 

This spell cannot be resisted and can be cast only on non-chaotic targets. When cast upon a single fighter, that person stands his ground and fights any chaotic foe he faces, even if ordinarily he would have run. In general, this spell is used on outsiders since Storm Bull cultists stand against chaos regardless of fear.
This spell does not render its target immune to the effects of such spells as Demoralize or Panic, though he still will not flee. A Demoralized fighter continues fighting, though at half attack chances; a panicked fighter cannot fight at all, but does not flee; etc. (RQ)

 

Fight Chaos

 

Divine, 1 point, temporal, touch, non-stackable.                                               

 

This spell increases the recipients combat skills to 150% of their current value when fighting Chaos creatures. (P) 

 

Flickering Blade

 

Divine, 1 point, touch, non-stackable, temporal.

 

This spell decreases the SR of any weapon it is cast upon by one point. (P)

 

Fly
 
Divine, 1 point, stackable, ranged, temporal.
 
The caster may transport one object weighing up to SIZ 6 through the air for the duration of the spell. Convert Encumbrance to the equivalent SIZ. Each extra point of Fly increases the potential weight carried by 6 SIZ.
To pick up something nailed or glued down, the caster must use his current magic points to overcome the STR of the nails or glue (GMD) on the resistance table.

An object affected by this spell moves at 3 metres per strike rank. An unwilling target’s magic points must be overcome or this spell has no effect on him. (RQ)

 
Great Parry
 
Divine, Heroquest, 3 points, self, non-stackable, temporal.                         

 

This spell must be cast upon a shield. The shield has an infinite number of armour points for the spell’s duration. Knockback still affects the holder of the shield. (RQ)

 

Guided Teleportation

 

Divine, 3 points, self, nonstackable, instant.

1 use (Mastakos).

 

This spell returns the caster to a specific spot made sacred to Orlanth or Mastakos through a complicated week-long ritual connected with acquiring the spell. This spell has no range limitation. Additional spells may be acquired which lead to different spots. (RQ)

 

Heroic Leap 

 

Divine, 1 point, ranged, non-stackable, instant.

 

This spell enables the user to leap over a single obstacle (hill, tree, building etc) and land safely, facing in any direction. (P)

 

Identify Scent

 

Divine, 1 point, non-stackable, ranged, temporal.

1 use (Yinkin).

 

This spell enables the target to perfectly identify the nature of any familiar scent he encounters while under the spell’s influence. It does not give range or direction, just nature. If the scent is of a substance or entity that the target has never before encountered, he only knows that an unknown scent has been encountered.

 

Leaping Shield

 

Divine, 1 point, non-stackable, touch, temporal.

1 use (Vinga).

 

This spell provides a 10% Jump bonus and allows the recipient to make jumps of extraordinary length and height. A single Jump made be made each round, this requires a successful skill roll. The characters strength determines the maximum distance of a jump, for each point of STR the character may jump up to 1 metre horizontally, or a foot (c 30cm) vertically. This spell is stackable with the Jump spirit magic spell. (SP/J)

 

Lock

 

Divine, 1 point, nonstackable, touch, duration 8 weeks.

1 use (Issaries).

 

This spell may be cast on a door, chest lid, bag opening, or similar device. It thereafter acts as a Glue spell with a Strength equal to the number of magic points used to power the spell when it was cast. It is personalised to the caster, and only they may open the door (or whatever) as many times as desired and, when it is closed, the Lock will work again. This spell cannont be extended, or removed by magic. If the Lock’s STr is overcome with brute force, and later closed again, the Lock will work again. (RQ)

 

Mist Cloud

 

Divine, Heroquest, 1 point, and stackable, ranged, special.                                   

This spell creates an area of mist 2metres in diameter for every MP expend in the casting. Visibility within the mist is limited to 1 metre. The mist will be dispersed by wind, 1 metre in diameter disappears every round per point of wind strength over 10. Each additional point of the spell used doubles the area of mist created. The mists last for an hour before fading away (at a rate of 1m diameter every round). (RQ/J)

Mudrunning

Spirit, 2 points, ranged, temporal.

This spell allows the target to run on mud without penalties to their movement rate. (P)

Overbear Foe

Divine, 1 point, non-stackable, self, instant.

This doubles the knockback effect of one attack. (P)

Run up Cliffs

Divine, 2 points, reusable, non-stackable, temporal.

This allows the user to walk/run up cliffs at normal walking/running speed without making a Climb roll. (SP)

Stormspear

Divine, 3 points, non-stackable, ranged, temporal.

Enables the caster to conjure and cast a ‘spear’ made from wind. It counts as a spear but does double damage, and has double the throwing range of a normal spear, and is used at +25% to Attack. The bonuses only apply if the target is downwind. (P)

Teleportation

 

Divine, 3 points, ranged, stackable, instant.

1 use (Mastakos).

Sighting for this spell must be done visually. The caster can teleport to any spot within range that he can see, either on his own, or through the eyes of a familiar/allied spirit, or through a Mind Link spell. The spell carries the caster and their size in  ENC worth of gear, and each extra spell cast at once enables one additional living thing to be teleported with the caster. It can be used to teleport someone else, with the same limitations. (RQ)                                                                                                          

Wind Aids Throw

Spirit, variable, ranged, temporal.

For every point in this spell the targets Throw skill is increased by 5% for the duration of the spell as long as they are throwing downwind.

Wind Throw

Spirit, variable, self, temporal.

Each point in this spell increases the casters Throw skill by 5%. (SP/NE/P)