The Turquoise Tree

Mastakos Mover

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Mastakos Mover

 

 

 

Mastakos is Orlanth’s charioteer and the god of movement. More details about his cult can be found in Thunder Rebels (p224).

This section details the skills and spells of the Mastakos subcult. It is not yet complete; we have yet to decide whether or not to include other spells derived from Hero Wars.

 

Skills

 

Standard Orlanth Adventurous + Acrobatics, Dance, Drive-Vehicle.

 

Spirit Magic

 

Standard Orlanth Adventurous + Co-ordinate, Jump, Read Foe.

 

Divine Magic

 

Standard Orlanth Adventurous + Carry Companion, Follow in Footsteps, Guided Teleportation, Ignore Pleas To Stop, Land on Feet, Leap, Move Through Dance, Never Get Stuck,Teleportation, Walk on Water, West-Travelling.

Spells

 

Carry Companion

Divine, 2 points, touch, stackable, instant.


This spell is stacked with Guided Teleportation and allows the caster to carry one additional companion with him through means of the spell. The caster must be holding the additional companion when the spell is cast and must be willing (or unconscious). Carry Companion can be stacked with itself, to allow more Companions to be teleported, but the caster must be able to touch them all. (NE)

 

Follow in Footsteps

 

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

 

This spell allows the user to walk in the footsteps of another. This has the effect of making the second person very difficult to track and to hide the numbers using a trail. It also allows one person to walk through a trapped area and another to follow him. (SP)

 

 

Guided Teleportation

 

Divine, 3 points, self, nonstackable, instant.

 

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)

 

Ignore Pleas To Stop

 

Divine, 3 points, self, non-stackable, special.

 

This spell is usually cast prior to setting out to accomplish a specific task. It lasts a week and cannot be extended.

It prevents all attempts to persuade or magically coerce the caster from continuing with their task. In effect, all relationships and passions are abandoned for the duration of the spell. Physical attempts to stop the caster are unimpeded by this spell. (J)

 

Land on Both Feet

 

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

 

For the duration of this spell the recipient will always land on their feet following a fall or jump. They are capable of action instantly following their leap/fall (no SR penalties). This spell halves falling damage for falls of up to 15 metres. (J)

 

Leap.

 

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

 

 

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)

 

Move Through Dance

 

Divine, 2 points, touch, non-stackable, special.

 

This spell lasts for half an hour and can be extended. It enables the recipient to travel quickly by dancing and requires a successful Dance roll every half-hour. It doubles the recipient’s movement rate but cannot be combined with Mobility. No fatigue points are expended while dancing under the influence of this spell. (J)

 

Never Get Stuck

 

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

For the duration of the spell, the caster will not get stuck in mud, sand, glue or any other substance. They also have a +3 effective POW against magical effects that would impair their movement. (SP/J)

 

Read Foe

 

Spirit, variable, touch, temporal.                                                                      

 

Allows the recipient to predict an opponent's attack just before it is made, thus effectively raising their Dodge skill by 5% per point of spell. (JW)

 

Teleportation

 

Divine, 3 points, ranged, stackable, instant.

 

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)

 

Walk on Water

 

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

 

This spell enables the caster to walk on water as if it were dry land. They may still be forced underwater, or go beneath the surface voluntarily. (J)  

 

West-Travelling

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


For the duration of the spell, the caster's Move rate is doubled if they travel west. (NE)