School of Chloromancy (possible new Traits, too)*

Nov 12, 2020 6:16 pm
*Possible rules for new magic and some additional Fae traits.

School of Magic: Chloromancy

A Trait mostly used Fae and Changeling. You can make plants grow faster (but not bigger) then normal, and you can heal damaged plants. This happens over the span of a few minutes. Cost & Difficulty varies with how big the plant is.

· Will 1, Art vs CL 8: Little plants like flowers or small bushes.

· Will 2, Art vs. CL 10: average sized plants like big busches or hedges

· Will 3, Art vs. CL 12: big plants like trees.

· Will 4, Art vs. CL 12: gigantic plants like redwood trees..

More Traits:

Creeping Vines (2 points)

You can animate vines. They will grow in a matter of seconds and entangle an enemy. After they have entangled a target, they begin to choke it . Every roung after the first the target takes 1d6-2 damage (at least 1) and it can roll Athletics (Feats of Strength) to free themselves once per round.

Cost: 1 Will

Roll: Lore vs. Athletics

Natures Friend (1 point)

Plants don’t hinder or harm you! You won’t trip over a root, you don’t get stuck in a thorny hedge and branches won’t break when you climb up a tree.

This trait is alway active and dos not cost any Will.

Shaping (1 point)

You can shape plants (and parts of them, like a Stick) into all kinds of forms. This happens over the span of a few minutes to hours. Cost & Difficulty varies with how big the plant and how intricate the design is.

· Will 1, Art vs CL 8: little plants and relatively easy forms, like weaving a wreath out of daisies.

· Will 2, Art vs. CL 10: Form sticks into weapons like a straight ornate staff or form plants into intricate designs.

· Will 3, Art vs. CL 12: Shape big plants (shape a tree into a simple shelter.

· Will 4, Art vs. CL 12: Big plants and complex designs, like shaping a tree into a sanctuary with multiple rooms, a door & windows.

Thornwall (2 points)

You can grow an impermeable thorn hedge made of thigh thick vines straight from the ground. It will persist until you disperse it or it is destroyed.

The hedge can be hacked to pieces – which will take approximately an hour (much faster with a chainsaw) – or burned – which will take a few minutes, but has the danger to get out of control.

Cost: 2 Will

Woodland Creatures (2 points)

At least 6 points in Chloromancy required.

You can animate plants, shape them into animal and human form and give them a semblance of intelligence. They are fircely loyal to you and will protect you from any threat.

Cost: 2 Will

Roll: Lore vs. CL 12

Woodland Creature

Physical Skills: Athletics 2, Awareness 2, Survival 2, Melee 4, Stealth 2

Mental Skills: Lore 1

Social Skills: Taunt 3

Traits: Brawny, Frightening, Monstrous Toughness, Faerie Tongue.

Limitation: Vulnerabillity (Fire)

Endurance: 18

Will: 8

Damage: W6+4 (Natural Weapons / Spears)

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