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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.
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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).
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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)
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