The Turquoise Tree

Daylanus the Conquering Wind

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Daylanus the Conquering Wind

 

 

This section details the skills and spells of the Daylanus 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 + Axe Attack and Parry, Earth Cult Lore, Mace Attack and Parry, Sea Cult Lore, Spear Attack and Parry, Sun Cult Lore,  Trident Attack and Parry, Uz Cult Lore.

 

Spirit Magic

 

Standard Orlanth Thunderous + Bladesharp, Bludgeon, Mobility, Shimmer.

 

Divine Magic

 

Standard Orlanth Thunderous + Blow Away Darkness, Blow Away Earth, Blow Away Fire, Blow Away Water, Fight Darkness, Fight Earth, Fight Sea, Fight Sun.

 

Associate Cults

 

Cripple Troll (Vingkot Champion), Warm Wind (Vinga).

Spells

 

 

Blow Away (Element)

 

Divine, 1 point, stackable, ranged, instant.

 

This spell allows the caster to assault creatures tied to the named elements rune using a blast of wind. The strength of this wind is equal to 2d6 points per point in the spell. (I think this is right, Pete’s notes are unclear on the matter, and I am not terribly good at icongraphic interpretation, so…). (P)

 

Cripple Troll

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

1 use (Vingkot).


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)

 

Fight Dark

 

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

 

This spell increases the recipients combat skills to 150% of their start value when fighting Darkness cultists and creatures tied to the Darkness rune. (P)

 

Fight Earth

 

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

 

This spell increases the recipients combat skills to 150% of their start value when fighting Earth cultists and creatures tied to the Earth rune. (P)

 

Fight Sea

 

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

 

This spell increases the recipients combat skills to 150% of their start value when fighting Sea cultists and creatures tied to the Water rune. (P)

 

Fight Sun

 

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

 

This spell increases the recipients combat skills to 150% of their start value when fighting Sun cultists and creatures tied to the Fire rune. (P)

 

 

Warm Wind

 

Spirit, 1 point, variable, ranged, temporal.                                                   

 

Every point of this spell increases the temperature of the prevailing wind by one degree centigrade. Multiple Warm Wind spells cannot be cast in a cumulative fashion on the same wind, only the highest will take effect. (J)