The Turquoise Tree

Vingkot the Champion

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Vingkot the Champion

 

 

 

 

Vingkot was the son of Orlanth and became a powerful hero and then god. The cult of Vingkot the Champion venerates him for his Uz fighting powers (see Thunder Rebels/227).

This section details the skills and spellsof the Vingkot the Champion 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 + Battle Lore, Listen, Uz Lore.

 

Spirit Magic

 

Standard Orlanth Adventurous + Firespear, Light, Run in Darkness, Tooth Shattering Armour.

 

Divine Magic

 

Standard Orlanth Adventurous + Blind Troll, Blinding Flash, Block Bite, Break Bludgeons, Cripple Troll, Fight Uz, Nighteyes, Night Jumping, Scatter Shadows,

 

Heroquests

 

Standard Orlanth Adventurous

 
Associate Cults

 

Standard Orlanth Adventurous + Dodge Missiles (Vinga).

Spells

 

Blind Troll

 

Divine, 3 points, temporal, special.                                                             

Blind Troll creates a sub-sonic noise that temporarily disrupts Darksense.  All trolls within a 20m radius of the caster must succeed in a POW vs. POW resistance roll or lose the ability to use their Darksense ability for the duration of the spell. (P)

Blinding Flash

Divine, 2 points, ranged, non-stackable, instant.

This spell conjures a burst of light in a designated 20m radius within LOS. All in the area must match their CON vs. POW of caster (caster rolls).

·        Fumble. Blind self for 1d10 SR.

·        Fail. No effect.

·        Success. Blinded for 1d10 SR.

·        Special. Blinded for 2d10 SR.

·        Critical. Blinded for a day.

The effects of this spell are doubled against creatures tied to the Darkness rue. It is trebled if used against trollkin. (P)

Block Bite

 

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

Block Bite provides a 50% parry bonus to any one weapon or shield of the recipient’s choice. This bonus is only effective against bite attacks by Uz. (SP/J)

Break Bludgeons
 
Divine, 1 point, stackable, ranged, temporal.                                          

 

This spell is cast at mauls and maces. If they are non-magical then resist their AP's on the resistance table versus a value of 10 for every point in the spell. So, a Break Bludgeons 2 means a non-magical maul must resist its AP's versus 20. If successful, the weapon shatters. If the weapon is magical then resist the AP's on the resistance table versus the points of the spell. So a Break Bludgeons 7 would have match 7 versus the AP's of a magical maul. If successful, the weapon shatters. Even if wielded, there is no magic points contest, unless the maul itself has a spirit within it (such as an allied spirit, bound spirits do not count). (NE)

Cripple Troll

Divine, 2 points, ranged, non-stackable, instant.


This spell can only be cast on Uz. If the caster overcomes the target's magic points they are overcome wih agony and incapacitated for the caster's POW in melee rounds. They must attempt an heroic action if they wish to do anything. (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)

 

Fight Uz

 

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

 

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

Nighteyes

 

Divine, 1 point, touch, non-stackable, 12-hour duration.                                     

This spell grants its recipient the ability to see in darkness. For 12 hours the target can see by any amount of available light. If there is a complete absence of light, they cannot see. (RQ/P)

Nightjumping


Divine, 1 point, ranged, temporal.

Once cast the target may leap around. They may, as an action, leap upto their STR in metres. They must make a successful Jump roll to land, or suffer the consequences of a bad landing. This may be combined with an attack, in which case they gain a +20% to hit, and the hit location roll is 1d10+10, but if they fail the Jump roll they end up on the floor and at the mercy of their foe. This can only be cast at night, and can only be used at during the night. (NE)

 

Run in Darkness

Spirit, variable, ranged, temporal.                                                             

Each point of this spell adds two to the target's movement rating for the duration. It is only effective when in more than 70% darkness, such as a troll lair or the dead of night. (NE)

Scatter Shadows

 

Divine, 1 point, stackable, ranged, temporal.                                                            

 

This spell can destroy the magic of the shadow krjalki, such as trolls and shades. Each point of the spell counts as three points of Dispel Magic against magic connected with the Darkness rune. This spell has no effect on any other types of magic. May be cast at a target without specifying a spell; will knock out defensive spells first. (SP/NE)

 

Tooth Shattering Armour

 

Spirit, variable, ranged, temporal.                                                                

Each point of this spell gives three points of protection to the target against bite attacks. It acts in every way like magical armour. (NE)