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Amoretta the Faun

Powers & Abilities

From Nature

All Creature Speak: Passive. Her natural connection to the land and its animals and plants gives her the ability of All Creature Speak. This only includes land and swamp animals or animal-type humanoids and plants or plant-humanoids. Also includes griffins, minotaurs, dragons, fae, merfolk, elves, spiders.

Animal Call: Call upon 2 (at a time) of 5 animals for immediate help. Owl, stag, hawk, bear, badger or snake.

Deer Shift: Turn into a deertaur. While in this form she is twice as strong and can run twice as fast, as well as carry up to 2 children or 1 adult upon her back. The energy she has to pull from for magic casting is four times as much as usual so she does not tire easily from magic use. However, staying in this form for too long (2 days IRP) can cause it to become permanent.

Earth’s Child: Natural affinity to earth magics

  • Almost immune to all natural poisons and toxins (does not include alchemical/potion mixtures)

  • Knowledge of the types of soil and rock, ore, gems around or beneath oneself.

  • Ability to feel or find wells or other empty spaces within the soil and tell the health of the earth.

  • Ability to understand (on touch) how plants function or can be used naturally or alchemically

  • Natural affinity for gardening or farming.


Energy Borrow: Only concerning large plants or trees with energy to give, if Amoretta is completely out of magical energy or is on the verge of collapse she can ‘borrow’ from large plants.

Blessed Vines: Calling upon a single vine to grow quickly and to maturity, with energy and healing properties. The central vine is about the thickness of a birch tree, and all offshoots similar to branches. This vine is rooted with a tree and will wrap around it, nearly taking its place. Contact with the vine revitalizes energy. If the vine is flowering (little yellow and white flowers) they can be consumed raw for minor healing abilities. If cooked or used in alchemy they can yield major healing properties. Only 2 Blessed Vines may exist at a time.

Broken Growth: Plants or parts of plants that have been broken, mangled, or in some way harmed or taken from their ‘root’ can be encouraged to grow and live without connection to the earth or root system. Example: taking a “dead” birch stick and turning it into a living stick (using this as a focus or staff versus the ‘dead’ versions)
This can also be used to create golems (tiny or large depending on the items used to make them). By combining many “dead” plant pieces and imbuing them with energy to live. No more than 2 can exist at a time. A “tiny” golem would be tarantula sized, a large golem would be bear sized (with a bears weight/carry capacity)


Control Growth: Cause growth from seeds to full maturity, cause blooms to fruit. Amount of plants or time it takes to do this varies on the size, plants, and amount to grow. Trees (one at a time) take the longest (3 posts), and use the most energy. Up to 50 ft around

Greater Strength: She can call upon the natural world around her to temporarily increase her strength allowing her to lift up to 750lbs and ignore pain including major wounds (organ damage/broken bones) for up to 5 posts

New Growth: Through her touch to the ground (hands or feet) or soil- growing wild grasses, small vining plants, wild herbs and vegetables and flowers at will. Example: Walking around causes green blades of grass and other things within the ground to spring up in a carpet of growth that follows her path and can radiate out from where she stands up to 50 ft around. Or touching a pot of soil or small plant and at will growing it to maturity. (Does not include trees)

Rose Briars: A wall of rose briers (thorny vines/stalks) that can grow almost instantly. Wall is 10x10x2, dissolves after 5 posts if not chopped or burned through.

Wild Garden: At will grow a “garden” of wild vines and plants around herself. The vines can be controlled and used to trap people or animals. Up to 30 ft around and lasts for 5 turns with a 1 turn cool down.

Yield: Plants that provide something (fruits, blossoms, pods, ect) are encouraged to yield one or two of (item) quickly.



From White Magic

Dark Vision: Ability to see in absolute darkness for up to 30 ft, for 3 turns/posts.

Flame: A ball of flame is produced, casting bright light and warmth up to 10 ft radius. Can be thrown up to 30 ft, acts as normal fire damage.

Healing: A white glow will envelope her hand(s) and when she presses it upon a person she can send healing energy into their body. It can be wide-spread and non-specific, down to minute areas that are very specific. If the injury is grave (broken bone, organ damage) the healing will cause discomfort and minor pain associated with the body being forced to knit itself back together. If the healing needs to be done quickly (emergency) then it will easily exhaust her, causing her to rest or need to borrow energy from the plants around. If the healing can be done over several hours to a day, she can easily manage her energy use in order to get it completely done.

Magic Sight: She can detect and see magic and illusions. All magic items or creatures will appear to her with a faint glow around the edges. Illusions will be seen as intended until this is activated. Can last for up to 3 turns/posts.

Mending: Repairs a single break or tear in a mundane object (only on damage less than 10 ft). Cannot repair magical items. Can use up to 5 times a day.

Moonbeam: As long as moonlight is available, Amoretta can call a ‘moonbeam’ to her hand and it can be used.
Weapon: will produce a silver-looking spear, being struck with the spear causes burning pain (as if flames), lasts for up to 3 turns/posts.

  • AoE: Thrown at the ground it will take up 30 ft diameter circle, light shining upwards to 50 ft, enemies entering will be cast with silvery flames that burn as normal and magical fire damage, lasts for up to 3 turns/posts.

  • Beacon: Cast directly on a single target it will cause it to glow (5 ft radius) as well cast a light shaft upwards of 50 ft, lasts for up to 5 turns/posts.

 

Rosen Heal: Stops bleeding of all types of wounds (on self or other) but expends all of her magical energy and dissolves any other magics she already had in use.

Shelter: With a few tree seeds Amoretta can meditate on the growth of the trees into certain position/way of growing, and effectively create a roofed shelter. Requires 3 posts of meditation to completion.

Turn About: A heightening of senses, allowing her to feel the vibrations of the earth from others approaching

Water: Can ‘create’ up to 10 gallons of clean water in open or empty containers available. Can call upon water to fall as rain within 30 ft circle for up to 3 posts/turns. Can also be used to purify water.

Quickening: Lighter, faster steps for 5 posts.

 


Potion Making

Blood of Mine: A potion made with the blood of animals to imbue the drinker with were-animal changes and abilities for up to 3 days. This would be typical extra strength, speed, endurance, stamina, senses. Physical changes would include hairiness (ears/tail optional), claws, teeth, eyes. Animal of your choosing: Wolf, Lynx, Stag

Clean Poultice: Slather this on a wound to keep it free of infection while healing.

Gracious Goose: Imbibing this potion gives a stinging pain in the gut, like being pinched by a goose. However, what you receive in pain you may make up for in use. This potion guarantees the drinker finds one gold coin in an area they are searching. Lasts for five hours.

Master Healing Potion: A potion which will heal one major wound (broken bone, organ damage) over 3 posts

Minor Healing Potion: A potion which will instantly heal all minor wounds (bruises, small bleeds and minor cuts)

Swamp Thing: A disgusting bright green sludge. It’s down the hatches if you want to be impervious to swamp gases and breathe underwater for up to 2 days.

Sweeping Sorrows: When in the depth of misery and despair, one may drink this purple-blue potion and for the course of 24 hours (from ingestion) be free of mind, with clarity that comes from having their sorrows and depression swept away. Note: This is not a high it does not give way to euphoria or even happiness

Witches Wine: A bottle of wine infused with herbs to provide energy. A mild-stamina booster. It will help a dead-tired being get enough energy to get up and either run up to 5 miles or walk up to 10 miles.

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