Staff of Woodlands
of the Woodlands are known to exist. Unlike the Staff of the Magi (a similar but likely singular artifact), these staves have been witnessed in the hands of various powerful beings and other Primal casters often during the same periods of history. These staves look like ordinary branches from a tree, but they are artifacts of great power.
BENEFITS
The staff functions as a normal implement. However, it has many additional abilities. The following powers of the staff are always available to the wielder of the staff at a cost of one charge. To determine the success of the staff use, the wielder makes an Average (XX) Knowledge (Lore) skill check.
• Charm Animal: In addition to making a natural animal see the caster as a friend versus a for, it also allows the caster to control the animal’s actions for the duration of the spell, including attacking others.
• Speak with Animals: This spell allows the caster to speak to natural animals. Such animals are friendly to the caster but are limited in their amount of comprehension and the information they can convey. They can only communicate in very simple concepts, and it is more of a visual conversation with each picturing their side of the conversation. This spell lasts for the Encounter.
These other abilities cost a differing number of charges.
• Barkskin: Your character adds 1 to Soak value for each SUCSUC for the Encounter. (2 charges)
• Wall of Thorns: This spell creates a wall of iron up to Silhouette 3 in size. It cannot be seen through. Treat the wall as if trying to defeat a vehicle with 2 Armor and 20 Hull Trauma. (3 charges)
• Summon Creature (Greater): This spell summons a creature from the following list. It instantly materializes. Bane Spider (CRB, page 147), Barghest (RoT, page 163), Ferrox (RoT, page 165), Grotesque (RoT, page 215), Gurak Tol (RoT, page 202). (3 charges)
• Command Plants: The caster can animate non-sentient plants within Short range (up to Silhouette 4) and have them attack foes. They will not attack the target and are socially favorable to the target and see them as a friend for the Encounter. Typically, attacking plants take the form of trying to Ensnare foes, but the GM can determine what plants are in the area and what their combat potential is. (4 charges)
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