The Turquoise Tree

Helamakt the Fighting Storm

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Helamakt the Fighting Storm

 

 

This section details the skills and spells of the Helamakt 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 Thunderous + Dance.

 

Spirit Magic

 

Standard Orlanth Thunderous + Bladesharp, Parry, Read Foe, Shimmer.

 

Divine Magic

 

Standard Orlanth Thunderous + Blow Down Foe, Entangling Wind, Parry Arrows, Undying Storm, Windblade, Wind Blast.

 

Heroquests

 

Fighting Storm.

Rituals

Call Snow.

Spells

 

 

 

Blow Down Foe


Divine, 1 point, stackable, ranged, instant.


This spell causes a great gust of wind to erupt from the caster, targetted at one foe who must resist the STR of the wind or be blown down, prone. For every full 5 points of STR, the character is blown back 1 metre. For every point in the spell, the wind blast has 6 points of STR. It is effective only against living entities, undead beasts and animated dead, not inanimate objects. (NE/J)

 

Call Snow

Ritual Summons.

This ritual summons snow from any storms in the vicinity, or will turn existing rainfall into snow (casters choice). One MP must be expended for every round in which the caster wishes it to snow. (P)

 

 

Entangling Wind

 

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

 

The caster can use their command of the winds to entangle their foes. The spell has an effective strength of 4d6 and will ‘attack’ a random hit location on the chosen target. Victory in a STR vs. STR contest is required to entangle the target, failure ends the spell. If successful the targeted location is immobilised (GMD as to effects). The caster can change the location being entangled; this takes a round of concentration. (P)

 

Fighting Storm

Divine, Heroquest, 3 points, self, temporal.


This spell turns the character into an embodiment of Helamakt. For the duration of the spell, the characters combat skills are all increased by wind STRx4. This includes the chance to cast combat related spells. (NE/J)

 

Parry Arrows

 

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

 

This enables the caster to attempt to parry arrows fired at them (includes sling stones and crossbows). All such parries are at the standard chances of success. (P)

 

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)

Undying Storm

 

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


For the duration of this spell the character is filled with the living, vibrant energy of Storm and the spirit of Helamakt. The character remains alive and conscious until their hit points reach a negative equal to the current wind STR. This does not, however, prevent them from dying by locational hit point loss (such as losing their head). (NE)

Windblade

Divine, 2 points, special, temporal.

This spell conjures a windblade that can be used to attack a foe within LOS. The windblade attacks at the casters Sword Attack skill and does 1d8+1 damage + any damage modifier. The windblade can be Bladesharped etc, can impale and critical. Any magical defence spells that the target has running (Countermagic, Shield etc) stack with the targets armour for the purpose of resisting damage. The target can parry attacks by the windblade, although it should be noted that the first attack is invisible, thereafter they are as normal attacks. (P)

 

Wind Blast

 

Divine, 1 point, stackable, ranged, instant.                                                      

 

Creates a blast of wind that can knock its foes down in the desired target location. The windblast has an effective STR of 5d6 per point in the spell. It affects an area 5m in radius (radius doubles with each point beyond the first). (P)