[1]
Woodwinds - 1st
level
This spell
requires a wooden flute, pipe, or similar instrument. By blowing into
the instrument and casting the spell at the same time, an invisible
wind channels itself through the instrument, keeping the same note
and volume of the moment you played it yourself. It plays this note
for up to 2 minutes straight, which can act as musical accompaniment
for another song or spell.
Using this spell
with a heavy breath (+1 Con or higher for the blower) and a large
instrument (like a didgeridoo) can create a constant blowing of air
through the tube- which could be used like a leaf blower. It blows
away dust, cobwebs, destroys Dust Wraiths, and so on.
[2]
Hooves-Shine - 1st
level
This spell is
applied with a brush of the user's own body hair. As such, elves
can't use it. Especially hairy races like Dwarves and Satyrs, can
build this brush in an evening, where as humans might need to take a
little time to assemble it.
This spell is cast
when this magic brush is used on any hoofed creature. By rubbing the
hoof, it is cleaned, polished, and cracks and injuries on the hoof
are filled in. A single casting of this spell cleans two hooves;
enough for a Satyr, but you'll need a double casting for any Horse or
Centaur. Using this spell helps protect the feet of these creatures,
as well as granting a +1 save vs caltrops or landmines.
[3]
Emerald Slimeball -
1st
level
This oft-used
spell is almost never used in the presence of beings of intelligent
races, which is one of the reasons why it is such a surprise to learn
when studying underneath a Satyr's magic. It is a defensive spell
used by Satyrs to fire a ball of emerald slime from the hands and
fingers. It deals no damage on its own, but if any creature tastes it
it creates a sense of total revulsion and has an absolutely
disgusting flavor. Satyrs use this spell directly into the mouths of
beasts who charge at them from within the deep forests where men dare
not tread to defend themselves and drive away predators. Any creature
with a truly monstrous appetite can make a morale check to resist
this spell; otherwise they lose their appetite and run off to rinse
their mouth out in the nearest stream.
[4]
Tangleclasp - 1st
level
By pressing a
small object against some hair, this spell enchants your hair to
tangle around the object and hold it close. Satyrs use this to carry
objects long distances without pockets or bags. The object is stuck
fast in the hair and can be easily removed by its owner, but those
who try to take or steal the object require an attack roll and deal
no damage to cut it out of the hair. Obviously, this spell can only
be used by creatures with hair, but can be used on any part of the
body with hair. Using this spell can also allow it to automatically
decorate a person's hair as well; dwarves can use this to place beads
and rings into their beards, or elves putting flowers in their hair
in a fraction of the time it would take to normally braid and style
their appearance.
There
is also a slightly more powerful, 2nd
level version of this spell which most Satyrs have not learned. It
performs the same action, but also deals 1 damage to the user if the
hair is cut, as the hair is so thick it has its own blood vessels
there. This way, the spell prevents thieves or sneaks from stealing
the object out of your hair without you knowing, as you will feel the
cut.
[5]
Nymph-Scent - 2nd
level
This useful spell
is used by Satyrs on other Satyrs, but is also one of their biggest
weaknesses. Satyrs desire sex all the time (especially with Nymphs
and Dryads and female Elves; but anything will do), and this spell
creates a lure of pheromones, perfume, and girly giggling. Any Satyr
who comes within range of this spell must make a hard saving throw or
be drawn to it, perfect for luring them into a trap. Especially
ornery orcs and curious human boys may also be drawn to this spell
too, but for them the range is one third of the size.
[6]
Armored Autumn - 2nd
level
Requiring at least
one pile of fallen orange and yellow leaves, this spell pieces the
leaves together on a person's body into a suit of armor. The leaves
interlock and become magically connected, moving as though it was a
scalemail style of armor, but with crunchy leaves as the primary
material. As such, this armor protects as leather and falls apart
once it is removed, but lasts for as long as the user wishes to wear
it. Satyrs who care little for clothes and comforts of civilization
will place on this armor at the start of fall for an entire journey
or time of war before winter sets in; slaying your rival before the
spring comes and the nymphs come back from hibernation is a tried and
true method.
[8]
Horn Burst - 3rd
level
This last resort
spell must be channeled through a horn. If the horn is dead and held
in the caster's hand, it has half the effect, but if it is a living
horn connected to the caster themselves, then it is at full power.
Satyrs don't usually use this spell unless it's a last resort, or use
it as a one-time use weapon using the horn of a dead Satyr, as their
own horns won't grow back if detonated with this spell.
When cast, this
spell causes one horn to inflate rapidly, pop, and explode out a
shard of debris in a single direction. The debris are shaped as tiny
arrows, spears, snakes, teeth, etc. which fits the caster's
personality and the original incarnation of which this spell was
inscribed and taught. The shrapnel makes four to-hit rolls against
each person standing in a cone from the burst; each hit deals 1d6
piercing damage. Chainmail offers no protection, as the shards are so
thin they'll go right through the holes unless multiple layers are
worn.
The tiny debris
are made of ivory-like substance from the inside of the horn, where
as the remaining pieces of the horn are little more then an empty
shell and tattered remains. They are also permanent if well
maintained, thus becoming tiny war charms. If this is cast on a
living horn, it deals 1d2 damage to the user as the horn bleeds. This
spell can also be used on antlers, which grow back each year, but the
shrapnel is inferior and only deals 1d4 damage.
[9]
The Stolen Kiss - 4th
level
This spell is a
direct counter to the Dryad's Beauty spell, but works on others as
well. This spell only works if the Satyr or the caster of this spell
can physically steal a kiss from the target- either kissing them on
the lips, or 'catching' a blown kiss en route in the air. The
mystical connection of this spell mean it will work even by a kiss
blown in jest, or a kiss on the head of a pet will instead turn into
the love-lost power of this spell. It is also possible to “fake”
being under the effect of a charm, and waiting until the caster of
that spell gives a kiss to then steal it- you can use this spell to
counter the effects of a charm and turn it back on the caster.
The target of this
spell has their infatuation power stolen, and the caster of the spell
becomes immune to all their charm, beautification, or seductive
spells. Additionally, the target of the spell becomes obsessed with
the caster of this spell; they become whim to their charms and wish
to somehow conquer their manly and mysterious nature. This spell
resulting in young girls having their kisses stolen; they return to
the woods each month to be with their Satyr lover, too infatuated to
resist. This spell doesn't necessarily charm the target to the caster
of the spell, but it does provide an amount of sway over them that
usually results in seduction or getting close enough to get revenge
for trying to enchant them.
[10]
Great Woodland Rite -
4th
level
This spell
requires several Satyrs to cast, at least three, but only one needs
to be capable of casting this spell. If the spell is learnt and being
cast by non-satyrs, then it requires at least five magic users of at
least 3rd level, and as many secondary cultists and
adherents as you can get. This spell is very powerful and Satyrs do
not teach its secrets lightly, as its power is not even something
they fully use themselves beyond a night of revelry.
This spell creates
a magical area; enchanting an entire clearing of a forest or
woodland. Within this clearing, a fire must be built at its center,
which becomes entrancing to all beings outside of the clearing,
including animals. All non-aggressive creatures like deer and rabbits
are normally enchanted and will enter the clearing, aggressive or
carnivorous beasts are more clever and get a saving throw to avoid
wandering inside. As for intelligent creatures, no hostile action is
allowed within the Rite unless a hard saving throw, morale check, or
loyalty check (if made at a command of a superior). Once the peace
within the circle is broken by a successful attack however, the spell
will end prematurely. Anyone who leaves the circle can only do so
with a successful saving throw, or if given permission by one of the
masters of the spell. If they do leave, they are under no compulsion
to return, but many will due to its drug-like affects.
Under the power of
this spell, the casters of the spell become magnetically attractive
to all who enter the circle. This power is not merely sexual; they
treat their Charisma modifier as +3 for all attempts to convince or
control anyone else who enters. Additionally, obeying a command by
one of the masters of the spell creates a sense of satisifaction and
ecstasy within the subject of the spell, leading to a temporary
addiction to their voice and words. This means that for each turn
spent within the spell, the subjects get a -1 to all saving throws or
morale checks to resist it. This is often paired with alcohol or
other drugs to strengthen its power. As long as the casters also do
not abuse this power by breaking the peace with an attack (but they
require no saving throw; they can perform sneak attacks using this
power), they will remain in control of the enchantment. The Great
Woodland Rite lasts until the first light of morning.
Satyrs use this spell to throw their great forest revelries and orgies, attracting nearby maidens from towns, dryads and nymphs from the woods, and gaining dominion over the woodland for a single night. This spell also has a blood addition; if a person is (willingly) blood sacrificed, which requires a total devotion or a negative saving throw of at least -20 (three hours with low wisdom and/or drugs) spent within the rite to willingly offer themselves as a blood sacrifice. If the person was already willing to be sacrificed beforehand, then there is no requirement for this level of mental control. The result of the sacrifice gives the sorcerer an aura of control not just over this rite, but the entire forest. Each time this spell is cast, the caster gains a slight more sense of vision and power over the forest. Animals can also be sacrificed to this spell as well, though their power only provides temporary magic over the forest; 2 HD worth of animal sacrifices each provide one sacrifice for one season of time.
With one sacrifice, the caster may sense and know any major places of magic or useful resources within the forest; such as lakes, streams, magic standing stones, elf houses, and caves that are deeper then a few meters.
Satyrs use this spell to throw their great forest revelries and orgies, attracting nearby maidens from towns, dryads and nymphs from the woods, and gaining dominion over the woodland for a single night. This spell also has a blood addition; if a person is (willingly) blood sacrificed, which requires a total devotion or a negative saving throw of at least -20 (three hours with low wisdom and/or drugs) spent within the rite to willingly offer themselves as a blood sacrifice. If the person was already willing to be sacrificed beforehand, then there is no requirement for this level of mental control. The result of the sacrifice gives the sorcerer an aura of control not just over this rite, but the entire forest. Each time this spell is cast, the caster gains a slight more sense of vision and power over the forest. Animals can also be sacrificed to this spell as well, though their power only provides temporary magic over the forest; 2 HD worth of animal sacrifices each provide one sacrifice for one season of time.
With one sacrifice, the caster may sense and know any major places of magic or useful resources within the forest; such as lakes, streams, magic standing stones, elf houses, and caves that are deeper then a few meters.
With two to four
sacrifices, the caster may sense approaching dangers within the
forest on a X in 6 chance, where X is the number of sacrifices. This
number caps at 6 in 6 chance. They can also create a number of
rations by coming across dead animal carcasses or forcing plants to
drop their fruit and seeds at their will; the number of maximum
rations they can create is equal to total sacrifices.
Within five to
twelve sacrifices within the forest, the master of the spell gains
bonus control over the animals and creatures within. They can force a
saving throw once per day to lure someone deeper into the woods, or
to guide them back home if they got lost. They can make animals rabid
and wild, or decrease the morale of predators to make them flee like
prey at their very smell or sound of their voice- maximum HD of
creature affected is equal to number of sacrifices. Finally, they can
also send secret messages along the trees; rustling in the leaves
capable of being interpreted as a whispered words. The number of
sacrifices = number of words they can send in a message or warning.
Finally, once the
sorcerer has gained thirteen sacrifices or more, they gain a limited
form of immortality, and the ability to move through the forests as
swiftly as the wind. They do not age as long as they stay within this
forest, and can also sense trees being cut down or dwellings be
built. They can also see through the eyes of as many animals equal to
their total number of sacrifices by anointing their head once with
their blood- becoming spies for the Sorcerer's power.
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