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Forest Walk

Conversant with the spirits and powers of Elfland, the caster employs the hidden byways and secret wynds of the fairy realm, teleporting from one tree to another. The caster must travel between trees of the same species, generally limiting his travel to similar biomes. For example, a caster cannot travel from a rain forest to a deciduous forest or from a northern conifer stand to a temperate broadleaf woodland. At the judge’s discretion, appearing from within a tree typically confers surprise. The caster can specify a specific tree to emerge from of which he has knowledge, but he does not need knowledge of the place to which he travels: he can state, for example, “I wish to emerge from an oak tree in the orc realms 100 miles north of here.”

Effect

1 Lost, failure and patron taint.
2 - 11 Lost. Failure.
12 - 13 The caster steps through one tree and instantly emerges from another tree up 100 yards away.
14 - 17 The caster steps through one tree and instantly emerges from another tree within the same forest, up to one mile distant.
18 - 19 The caster steps through one tree and instantly emerges from another tree within the same forest, up to 100 miles distant.
20 - 23 The caster and up to 1d4 + CL allies step through a tree and are instantly transported to another tree within the same forest, up to 100 miles distant.
24 - 27 The caster and up to 1d8 + CL allies step through a tree and are instantly transported to another tree within the same forest, up to 100 miles distant.
28 - 29 The caster and up to 1d12 + CL allies step through a tree and are instantly transported to another tree within the same forest, up to 1,000 miles distant.
30 - 31 The caster and up to CL x 100 allies step through a tree and are instantly transported to another tree, anywhere on the same plane. This spell remains active long enough for all allies to step through the tree. This spell can be used to allow an army to march through a tree and arrive at a distance place. Allies can be mounted on horses or even in boats provided the tree is adjacent to a waterway.
32+ The caster and any number of allies can step through a tree to be instantly transported to another tree, on any plane. Of course, trees of the same species typically grow on similar planes of existence, so planar travel with this is limited, but a carefully cultivated specimen nurtured in advance of casting of this spell can be used as an “anchor point” on another plane. Servants of the King of Elfland use this spell to instantly travel between waystations on his realm of existence and many other planes.

Manifestation

Roll 1d3: (1) A door, set into the stump of a tree, is suddenly revealed; (2) caster slowly diminishes, fading into shadow, as he vanishes into the arbor; (3) caster sprouts leaves and bark skin and is quickly absorbed into the tree.
Related Discipline
The King of Elfland Patron
Effect Duration
Varies
Effect Casting Time
1 Action
Range
Varies
Level
1

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