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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are new additions to the repertoire of the College of Plant
and Wood. Some of these spells are novel or known only by a few adepts. Spells
that do not require END to maintain have their endurance cost in
parentheses.
Algae Bloom
A bloom of algae is created underwater within the radius of the spell
target, cloaking any life forms therein with a dense stew of green growth.
Visibility within the effected area is reduced to zero, until darkness falls
or a strong current sweeps the bloom away. The focus for this spell is a stalk
of Cattail.
Power: Darkness to Sight Group, 3" Radius
Modifiers: Only underwater (-1-1/2), Single Continuing Charge lasting 1
Day (Night time, darkness, or strong current to cancel) (0), Gestures (-1/4),
Character must have at least 20 points in spells from College (-1/2), Requires
Magic Skill Roll (-1/2), OIF - Cattail, Fragile (-1-1/4), Limitation: only
where plants can grow (-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.
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Animate Staff
The staff of the Wizard animates and moves about as a large snake. (See
HERO Bestiary for Python, with 0 EGO and 10 INT.) The staff can follow simple
commands from the Wizard. The Staff will remain animated for as long as the
Wizard maintains the spell, then it returns to its original form. It can grab
and squeeze a target with tremendous strength.
Power: Summon Animated Staff (Python)
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF - Staff (-1), Limitation: only where
plants can grow (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.
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Blight of Nigil
Plants effected by this spell begin to wither and rot, turning to decaying
matter. This spell is equally effective against live or dead wood, although
especially hardy plants and trees may survive and recover from the damage. See
the HERO Rulesbook for the DEF and BODY ratings of various trees, bushes, and
other forms of wood.
Power: 2d6 Energy RKA
Modifiers: Area Effect (hex) (-1/2); Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OIF - Rotting wood (-1/2), Limitation: only
where plants can grow (-1/4), Limitation: only to cause vegetable matter to
wither and rot (-3/4), Extra time -1 turn (-1/2). Active Cost = 45
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.
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Bush Form
The caster alters his form and appearance, becoming indistinguishable from
a bush or a sapling. The Wizard retains this shape for as long has he
maintains this spell and does not move from his current location. The species
of the plant matches the spell focus.
Power: Shapeshift (Any bush or tree)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OIF - Leaf from Tree or Bush, Fragile (-3/4), Limitation: only where
plants can grow (-1/4), Limitation: must remain stationary (-1/2). Active
Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Change of Seasons
This spell will cause plants and trees within the radius of the spell to
change their form to match a different season of the year, such as budding
flowers during spring, or falling leaves during the fall. Though little
practiced, this spell has proven useful for specialized tasks, such as growing
fruit in winter or saving plants from a late frost. Since plants are not quick
to respond in this manner, this enchantment is tedious to cast.
Power: 3d6 Cosmetic Transform (Change Plant Season)
Modifiers: Area Effect (32" Radius) (+2), Cumulative (+1/2); No Range
(-1/2), 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF - Staff (-1), Limitation: only where
plants can grow (-1/4), Extra Time -1 Turn (-1). Active Cost = 52
points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 turn.
Real Cost: 9.
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Grow Vine
This utility spell causes a length of sturdy vine to grow from the earth.
For each phase the spell is maintained, the vine will grow an additional 10"
vertically. The vine is sufficiently strong to be employed for climbing. The
focus for this spell is the seed of a vine, which is planted in the earth at
the location where the spell is cast.
Power: Summon Vine
Modifiers: Incantations (-1/4), Character must have at least 20 points
in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF - Vine
seed, fragile (-3/4), Limitation: only where plants can grow (-1/4). Active
Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 9.
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Haunted Woods
This dark spell turns a 1km diameter area of normal woods into a haunted
forest. The trees bend and twist into gnarled, sinister forms, and the area
radiates a constant, sickening aura of fear. Only a short time after the spell
is cast, many of the forest animals will have fled, save for the most feisty
creatures, such as boars and wolves. The focus for this spell is a nut fallen
from a tree that was struck by lightning. If the Wizard fails his magic skill
roll, he is transformed into a twisted black tree covered in sharp barbs. The
only means to reverse the transformation is to obtain the forgiveness of a
wood nymph, an unlikely occurrence.
Power: 4d6 Mind Control
Modifiers: Only to cause a fear reaction (-1/2). Active Cost =
70 points.
Power: 3d6 Cosmetic Transform (Sinister Forest)
Modifiers: Cumulative (+1/2), Any Plant or Tree (+1/4); Linked to Mind
Control (-1/2). Active Cost = 64 points.
Combined: Area Effect (x64 Radius) (+2+1/2); Independent (-2), Gestures
(-1/4), Incantations (-1/4), Character must have at least 30 points in spells
from College (-3/4), Requires Magic Skill Roll (-1/2), OIF - nut from a Tree
struck by lightning (-3/4), Limitation: only on a forest (-1/2), Extra Time -
1 Hour (-2-1/2), Side Effects (9d6 Major Transform turns wizard into a
sinister-looking tree) (-1).
END Cost: 13; Magic Roll: -13; Casting Time: 1 hour.
Real Cost: 13.
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Heal Plant
The Wizard can use this old spell to heal small wounds to any plant life,
including Ents and other animated growths. The focus for this spell is some
water which is sprinkled over the plant while the Wizard his making his
incantation.
Power: 2d6 Healing
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OIF - Water (-1), Only on living plants or trees (-1/2). Active
Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.
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Hidden Grove
Create an illusion of dense, impassible undergrowth in a forest. Most wild
predators will avoid the growth, making it an ideal place for a brief rest.
The focus for this spell is a complete toadstool, including the stalk.
Power: Images (Sight group/Smell)
Modifiers: 3 hex radius (+1/2), Hole in the middle (2 hex) (+1/4), 1/2
END (+1/4); Gestures (-1/4), Incantations (-1/4), Character must have at least
20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF
- toadstool, fragile (-3/4), Limitation: only illusion of dense undergrowth
(-3/4), Limitation: only on a grove of trees (-1/2). Active Cost = 50
points.
END Cost: 2; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.
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Leaf Bed
This spell will summon a deep bed of leaves on the ground in the target
area. This bed will serve to cushion anybody falling into the hex from a great
height to the ground below.
Power: 5" Flight
Modifiers: Area Effect (Hex) (+1/2), Useable by Another At Range
(+3/4); Only to reduce velocity of fall by 5" (-1), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), OAF - Staff (-1), Requires Magic Skill Roll (-1/2),
Limitation: only where plants can grow (-1/4). Active Cost = 22
points.
END Cost: 2 plus 1 per 5"; Magic Roll: -2; Casting Time:
1/2 phase.
Real Cost: 5.
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Leaf Blade
This spell can turn any large plant or tree leaf as rigid as hardwood, and
sharp as a knife along its edges. The leaf can then be employed by the caster
as a hand weapon.
Power: 1d6 HKA
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), OIF - Large Leaf (-1), Requires
Magic Skill Roll (-1/2), Limitation: only where plants can grow (-1/4).
Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 4.
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Lore of the Plants
This power allows the Plant Wizard to determine the properties of a
particular plant or tree through physical contact. This information can
include whether parts of the plant are edible or poisonous, any health
effects, what types of objects the plant is suitable for constructing, and so
on. Any skills associated with plant knowledge is complementary to this
spell.
Power: Sense Plant Properties w/ touch, Discriminatory
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
OAF - Staff (-1), Requires Magic Skill Roll (-1/2), Limitation: only where
plants can grow (-1/4). Active Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.
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Marching Forest
This impressive spell causes all trees and bushes within a 1km radius of
the Wizard's location to uplift their roots and begin marching in the
designated direction. The trees march at a leisurely 2" movement pace, and
they can not cross deep water, barren rock, or any other ground where they are
unable to grow. The moving forest can be easily avoided by most creatures,
unless they are surprised (an unlikely occurrence) in which case they can be
crushed by massive tree roots. It requires a minute to animate the trees, as
the roots of each plant must be transformed so it can perambulate in the
indicated direction. The largest trees will have a BODY of 11, requiring 22
points of cumulative transformation before they are ready to move. Once the
spell expires, the trees and shrubs plant their roots once more and become
static. The focus for this spell is a branch taken from a living Ent.
Power: 1d6 Major Transform (Remove 'Unable to Walk' limitation)
Modifiers: Cumulative (+1/2); Single Continuing Charge lasting 1 Minute
(-1), Transform removed after spell is cancelled (-1/4). Active Cost =
67 points.
Power: +2" Running
Modifiers: Useable Against Others (+1); Extra Time -1 Minute (-1-1/2),
Linked to Transform (-1/2). Active Cost = 20 points.
Combined: Area Effect (x256 Radius) (+3); Only to move in designated
direction at a 2" movement rate (-3/4), No Range (-1/2), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), OAF - Branch from a living Ent, Expendable (-1-1/4), Requires
Magic Skill Roll (-1/2), Only effects trees and bushes (-1), Limitation: only
where trees and bushes can grow (-1/2).
END Cost: 9; Magic Roll: -9; Casting Time: 1/2 phase plus
1 minute.
Real Cost: 11.
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Meadow
This spell will gradually transform a patch of forest into a peaceful
meadow. Rarely cast by the Wood Wizards, this spell will occasionally be used
to create a clearing where peaceful creatures can graze. This spell is more
effective in thin woodlands than in a deep forest where the large trees
inhibit the transformation. Excessive use of this spell to reduce a large
forest will bring down the ire of nearby Ents upon the Wizard.
Power: 1d6 Minor Transform - Forest to Meadow
Modifiers: Any Trees and Plants (+1/4), Cumulative (+3/4), Area Effect
(32" Radius) (+2); 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OIF - Grass Seeds (-1/2),
Extra Time - 5 Minutes (-2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 5 minutes.
Real Cost: 7.
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Pass Between Trees
By means of this spell, the Wizard is able to step into the bole of a tree
and emerge from a tree of the same species within range. The focus for the
spell is a seed from the tree species being used for the teleport. It is
rumored that this spell was originally taught to a Woodland Wizard by an
infatuated Dryad.
Power: 100" Teleport w/ Floating Location
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OIF - Seed of Tree, Fragile (-3/4), Only between two trees of the same
species (-1). Active Cost = 41 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.
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Peep Hole
This spell will create a small viewing port in the face of a wood door,
allowing anybody to view what lies within. Only one person at a time can peer
through this hole, and they can only see what lies within viewing range of the
door. This spell will only function on a door made primarily from wood. The
hole will not penetrate a layer of metal or other solid coverings, but will
open through paint and natural fabrics.
Power: Clairsentience by Sight
Modifiers: Useable by Others at Range, one at a time (+3/4); Gestures
(-1/4), Incantations (-1/4), Character must have at least 20 points in spells
from College (-1/2), Requires Magic Skill Roll (-1/2), OAF - Staff (-1),
Limitation: only to see through a wooden door (-1), Limitation: Viewer must
stand next to door (-1/4), Extra Time - Full Phase (-1/2). Active Cost
= 37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 8.
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Plant Trail
Plants bend and move out of the way of the Wizard, leaving a trail through
the growth. After a turn, the vegetation returns to its previous position,
leaving little sign that anyone passed this way. This spell can also be used
to pass through light wooden barriers, such as an interior door or a bamboo
wall.
Power: 5" Tunneling through 3 DEF, fill in behind
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF - Staff (-1), Limitation: only through vegetable matter (-1/4),
Tunnel only closes after 1 turn (-1/4). Active Cost = 41 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.
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Shape Tree
This spell causes the target tree to reshape itself into a different form.
The tree can be shaped to form a small hut, a lower trunk free of branches, a
regular or unusual shape, or even a large nest for a Roc or other large flying
creature.
Power: 8d6 Cosmetic Transformation (Reshape tree)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF - Staff (-1), Limitation: only where plants can grow (-1/4).
Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.
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Spore Cloud
A thick cloud of pollen is suddenly released from the nearby growth,
causing those caught within the radius to choke and gag with nausea. Anybody
breathing the pollen cloud will be slow to move or react until the effects
wear off. An airtight head cover, or lack of need to breathe, will render
immunity to the effects of the pollen.
Power: 2d6 DEX Drain
Modifiers: NND (life support) (+1), Area Effect (4" Radius) (+1);
Single Charge (-2), Gestures (-1/4), Incantations (-1/4), Character must have
at least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF - Staff (-1), Limitation: only where plants can grow (-1/4).
Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 10.
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Summon Ent
By means of this spell, a Wood Mage can summon one of the long-lived Tree
Folk to assist him. (See the HERO Bestiary for stats.) Whether the Ent
actually does so will depend on the circumstances. He will be strongly
inclined to assist the Wizard if his woods are threatened, but will otherwise
be reluctant and somewhat suspicious.
Power: Summon Ent (169 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at
least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF - Staff (-1), Limitation: only where plants can grow (-1/4), Extra
Time -1 Minute (-1-1/2). Active Cost = 64 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 minute.
Real Cost: 12.
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Transform Plant
This power enables the Wizard to completely transform one plant species
into another of roughly the same size and mass. The focus for the spell is a
seed from the plant species which will result from the transformation.
Power: 2d6 Minor Transformation
Modifiers: Any Plant (+1/4), Cumulative (+1/2); Gestures (-1/4),
Incantations (-1/4), Character must have at least 20 points in spells from
College (-1/2), Requires Magic Skill Roll (-1/2), OIF - Seed from new plant
species, fragile (-3/4), Extra Time -1 turn (-1). Active Cost = 35
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 8.
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Wall of Thorns
Creates a barrier of spiny growth covered in dark, hard thorns that tear
and rip at anyone attempting to move through. The further into the growth a
target penetrates, the more cuts and jabs he accumulates. Anybody remaining
stationary within the growth, however, suffers no additional damage.
Power: 8d6 Physical Blast
Modifiers: Area Effect (Any 16") (+1+1/2); No Knockback (-1/4), Reduced
Penetration (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have
at least 20 points in spells from College (-1/2), Requires Magic Skill Roll
(-1/2), OAF - Staff (-1), Limitation: only where plants can grow (-1/4),
Limitation: only 2d6 Blast per 1" moved through thorns (-1). Active
Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 11.
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Wood Sight
This spell will allow the caster to see clearly through the densest forest
and scrubs. Any leaves and branches blocking the view will become transparent
to sight, and only rocks and other hard structures will block his vision. Note
that an unblocked view to a target does not necessarily allow a clear shot
using a missile weapon or other power.
Power: N-Ray Vision through living plants and trees
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations
(-1/4), Character must have at least 20 points in spells from College (-1/2),
Requires Magic Skill Roll (-1/2), OAF - Staff (-1). Active Cost = 20
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Plant and Wood, use the tables of scholarly disciplines below. An experienced
Plant Wizard will commonly have several spells from a single primary
discipline, plus a spell each from the other disciplines.
| 2d6 | School of Plants |
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| 2-3 | Hidden Grove |
| 4-6 | The Olive's Renewal |
| 7 | Lore of the Plants |
| 8 | Bush Form |
| 9 | Transform Plant |
| 10-12 | Plant Trail |
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| 2d6 | School of Forests |
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| 2 | Summon Ent |
| 3 | Marching Forest |
| 4 | Paths of Confusion |
| 5 | Pass Trees |
| 6-7 | Protective Circle of Ash |
| 8 | Wood Sight |
| 9 | Secret Paths |
| 10 | Living Wood |
| 11-12 | Visions of the Forest |
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| 2d6 | School of Seasons |
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| 2-3 |
Blessings of Hern the Hunter |
| 4 | Algae Bloom |
| 5-6 | Meadow |
| 7-8 | Heal Plant |
| 9-10 | Change of Seasons |
| 11-12 | Grow Vine |
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| 2d6 | School of Greenery |
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| 2-4 | Swirling Leaves |
| 5 | Leaf Bed |
| 6-7 | Whisper of Nature |
| 8 | Leaf Blade |
| 9-10 | Wood Speak |
| 11-12 | Wrath of the Green World |
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| 2d6 | School of Wood |
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| 2-3 | Animate Staff |
| 4 | Peep Hole |
| 5-6 | Ironwood Bolt |
| 7-8 | Shield of Oak |
| 9 | Wood Shaping |
| 10-11 | Wood's Grasp |
| 12 | Shape Tree |
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| 2d6 | School of Thorns |
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| 2-3 | Haunted Woods |
| 4-5 | Spore Cloud |
| 6 | Black Touch of the Lotus |
| 7 | Storm of Thorns |
| 8 | Warriors of the Dark Wood |
| 9-10 | Blight of Nigil |
| 11-12 | Wall of Thorns |
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