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Vanganth the Flyer, Orlanth Adventurous Subcult Rune Magic


RHW

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Continuing my adaptations of HQ subcult feats into Rune Magic:

VANGANTH THE FLYER

(God of Flying and Father of Wind Children)

Vanganth Rune Levels are Priests called Flyers.  They must have 18+ POW, 90%+ in Mythology of Orlanth and a 50%+ in Aerobatics.  In addition to being worshiped by a small number of Orlanthi bloodlines, Vanganth the Flyer is one of the main gods of Windchildren, who can use his spells to augment their natural flight ability.

CULT PERSONALITY SKILLS:  Daredevil

CULT SKILLS:  Wind Lore, Aerobatics (aka Flying Combat), Exotic Weapon (Throw Sword)

Exotic Weapon (Throw Sword) (Ranged Combat Skill) Allows swords to be used as ranged weapons.  Effective Range on Throw Sword is 5m, Max Range is 10m. 

Aerobatics (Agility Skill) Allows for maneuvering and fighting while flying.  If a flier wishes to make a tight turn of intricate maneuver, he must makes a successful Aerobatics check.   Melee attacks while flying are limited by the user’s Aerobatics score.   Vanganth is the source of this skill, but teaches it to all Orlanthi who can fly.  Also known as Flying Combat.

MOVEMENT RUNE SPELLS

 

AERIEL MANEUVERS (Rune Magic, Self, Stackable, 1 pt) This spells allows for extremely intricate maneuvers while flying.  Each point adds +20% to the caster’s Aerobatics skill.

DODGE LIGHTNING (Rune Magic, Self, 3 pts)  This spells makes it almost impossible to target the Flyer with spells while he is flying.  Spells that would normally automatically hit (such as Lightning, Befuddle, Demoralize, etc) fail unless the caster succeeds in a Ranged Attack vs the Flyer’s Dodge or Aerobatics skill, whichever is higher.

FLIGHT (Rune Magic, Stackable, Ranged, 1 pt)  Each pt allows for 10 SIZ pts to fly at normal walking speed for that character (or at 4 if moving an object).  Additional pts can be used to double the SIZ affected, add 1x to the speed.  EXAMPLE:  Um casts Flight 8.  He is SIZ 16.  He uses 2 pts to affect up to SIZ 20, and 6 pts to make his flight speed 7x his normal move.  Alternatively, he could use 4 pts to affect up to 10x2x2x2 = 80 SIZ pts and also fly four or five friends, then use 4 to make the speed 5x normal movement.  If he wanted to stay with the group, their speed would be limited to the move speed of his slowest friend.  Fliers must stay within 100 m of the caster or lose the Flight spell and plummet to the ground.  If the caster dies the spell is also cancelled.  Flying is a move action.  Flying up costs 2x movement, flying down yields 2x movement.  NOTE:  Orlanthi fliers cannot hover.  Flying Orlanthi must move at least 1x per round.

FLY FAST (Rune Magic, Touch, Stackable, 1 pt)  This spell allows a single normal-sized target with gear to fly at 30 km per hour when not in combat.  Default duration for this spell is 1 hour.  Each additional point adds another 30kph or doubles the number of people who can benefit from the spell.  Those affected by the spell cannot attack or cast offensive spells while flying.  Doing so ends the spell effect for the applicable target. 

FLY HIGH (Rune Magic, Touch, Stackable, 1 pt) This spell eliminates any penalties for flying at high altitude, where Orlanth’s air gets thin and weak.  Using this spell, a Flyer could theoretically reach the Sky Realm.  Each additional pt doubles number of targets.

FLY IN BAD WEATHER (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the caster’s fly speed and aerobatics skill suffer no negative modifiers for bad winds, poor visibility, rain, snow, glare or any other detrimental weather conditions.  Each additional pt doubles number of targets.

FLYING DODGE (Rune Magic, Self, 2 pts) This spell boosts the Flyer’s Dodge by his Aerobatics Skill/5.  Against missile weapons, this effect is doubled.

FLYING SWORD (Rune Magic, Touch, Stackable, 1 pt) While under the influence of this spell, the user’s sword automatically returns to his hand when dropped or thrown.  In addition, the throw range for the sword is doubled (to 10m/20).  Each additional point of Flying Sword adds 1x to Thrown Sword range. (2pts = 15m/30m, 3pts = 20m/40m etc)  

KNOCK DOWN FLYER (Rune Magic, Self, 3 pts) If the caster hits another flying person or creature in melee while under the influence of this spell and succeeds in a POW vs POW roll, the target is forced all the way to the ground and loses the ability to fly. 

VANGANTH’S SECRET

SEVEN WINDS FLIGHT (Rune Magic, Self, 3 pts)  While under the influence of this spell, the caster’s skills while flying are no longer limited by his Aerobatics skill.  Maneuverability is perfect and the caster can fly in any direction, including up, without speed penalty or skill check.  The Flyer can even hover.  Additionally, all Melee Combat skills and Parries are boosted by the user’s Aerobatics/5 and melee damage is increased by Aerobatics/10.

Edited by RHW
Orlanth is bad at math!
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In my house campaign, Um was a devotee of Vanganth. He was unbeatable in aerial combat and also helped the party get around, appearing without warning all over Dragon Pass. Um was cursed on a failed heroquest with a "Forgettable," a feature which he embraced as an expert guerrilla warrior. Unfortunately, that also means no one can remember his real name or his deeds.

Here is his stanza in "Keener's Saga":

"We know Um.  As much as anyone ever could.  And maybe he was Argarth, too.  But if he was, no one can remember.  And that’s how he liked it."

 

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