The Turquoise Tree

Destor the Adventurer

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Destor

 

 

This section lists the skills and spells of the Orlanth Adventurous subcult of Destor, the Exploring Wind and son of Varanorlanth (Thunder Rebels/222-3). This is the default subcult of Orlanth Adventurous.

 

 

Skills

 

Standard Orlanth Adventurous + Climb, Devise, Swim.

 

Spirit Magic

 

Standard Orlanth Adventurous.

 

Divine Magic

 

Standard Orlanth Adventurous + Cloud Call, Cloud Clear, Command Sylph, Decrease Wind, Destor’s Sight, Find A Way, Increase Wind, Summon Sylph, Wind Warp,Wind Words.

 

Heroquests

 

Standard Orlanth Adventurous + Last Gasp Recovery.

 

Associate Cults

 

Standard Orlanth Adventurous + Dodge Missiles (Vinga), No Scent (Ormalaya)

 

Spells

 

Decrease Wind

 

Divine, 1 point, stackable, 100m radius, temporal.

 

This spell decreases the average wind STr by 1d6 for the duration of the spell. Each point used either reduces the wind STR by another 1d6 points or increases the radius of effect by 100m. This spell has no effect on temperature or wind direction. (RQ)

 

Destor's Sight
 
Divine, 1 point, self, non-stackable, temporal.                                          

This is cast in any situation where the caster is in a situation where their escape looks to be almost impossible (trapped in an impregnable room, imprisoned in Aldryami brambles etc). If there is any possible escape route, no matter how dangerous, the caster will be made aware of it. If there are multiple escape routes, only one will be made known to the caster. (NE)

 

Dodge Missiles

 

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

1 use (Vinga).                                             

 

This useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)

 

Find A Way

 

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

For the duration of the spell, the user doubles all skills involved in finding a route through an area unknown to them.  Skills that receive bonuses include Scan, Search, and Track but GMD is relevant. This is normally used when travelling through marshes, woods, hills and mountains, but only works if the caster is in an area entirely new to them. Based on Simon Phipps’ spell Find Hidden Paths. (SP/J)

 

Increase Wind

 

Divine, 1 point, stackable, 100m radius, temporal.

 

This spell increases the average wind STR by 1d6 for the duration of the spell. Each point used either increases the wind STR by another 1d6 points or increases the radius of effect by 100m. This spell has no effect on temperature or wind direction. (RQ)

 

Last Gasp Recovery

Divine, 3 points, one-use, self-only, instant.

If the owner of this spell reaches a point where he is technically dead, either through Hit Point loss, through a spell such as Sever Spirit or by characteristic loss then the spell will automatically fire, even if the character is unconscious. The character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will receive 1D6 points to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a single combat action to be used immediately. (SP)

No Scent

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

1 use (Ormalaya).

The recipient of this spell gives off no scent for the duration of the spell. This prevents tracking and detection by smell, either magical or mundane. (J)

Wind Warp

 

Divine, 1 point, stackable, ranged, temporal.

 

This spell changes the wind direction by 1d10 degrees in the direction of the caster’s choice. Each additional point of the spell either adds 1d10 more degrees of directional change or increases the area of effect by 100 metres. When the spell ends, the wind hesitates, motionless for one melee round, then abruptly returns to its former direction. Small whirlwinds may form at the spell’s boundaries, where the wind is forced to clash with itself. (RQ)

 

Wind Words

 

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

 

If downwind, the caster can cause the wind to bring conversations to his ears as if standing next to the speakers. (RQ)