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Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Spellweaving>Derwydda
Derwydda

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Variant: The Order Of Esow Variant: Brotherhood of Stahryc Variant: Derwydda
Sample Derwydd: Grimnir Norvison
VARIANT: Spellweaving Magic System
To use this variant Magic System, simply use the Spellweaver document in its entirety with the exception of sections that have been "overridden" by this document, as indicated in the section headers below.
DERWYDD
NOTE: Practitioners of Derwydda (dur-WEETH-ah) are called Derwyddon (dur-WEE-thon) collectively, or Derwydd (DUR-weeth) singularly.
Derwydda is a form of Nature Magic. Derwyddon focus on powerful Magics stemming from a understanding of the Natural World, and channeling the very power of the Universe itself. The Spellweaving model is used as the base mechanic for this type of Magic, but with some changes where noted below.
NOTE: In the World of San'Dora, Derwydda is associated with the Nature worship of the ancient Volkeralten people. There are two divergent branches that survived into the modern day.  The larger and stronger branch is that of the Machtig Druids, and the smaller branch is the spiritual leaders of them remnants of what is called the Old Faith in the Nordmanner lands of the north, who are still called Derwyddon. Both groupds use these rules in their entirety.
MODIFY: Means to Power
The general rules given in the Means to Power section of Spellweaving apply to Derwydda, but with the following alterations.
NATURE LORE
In addition to their Spell Skills, Derwyddon also must take KS: Nature Lore to represent their dedication to and knowledge of the Natural Order.
NATURE LORE
Nature Lore: KS: Nature Lore
Real Cost: 3 points
ALLOWED LIMITATIONS
Limitations work in the same fashion for Derwydda as defined in Spellweaving, but an alternate list of Allowed Limitations is used, as follows:
  • Ritual
  • Window of Opportunity
  • Immobile Foci (Standing Stone or equivalent)
  • Incantations
  • Concentration
RITUAL
Derwydd are able to pool their powers to achieve spectacular results. When a group of Derwyddon who know the same Spell Skill gather together they may attempt to cast a Spell Effect by working in conjunction, benefiting from the Limitation value granted by the Ritual Limitation for the number of Derwyddon participating.
The Derwydd with the highest Spell Skill roll for the relevant Spell Effect leads the Ritual and makes the Spell Skill roll, but all participants in the Ritual must pay END for the resulting Spell Effect.
It is important to note that it is possible for a convocation of Derwyddon to gather and cast a large Ritual Spell Effect on a Trigger. Derwyddon can bring powerful and dangerous Magics into being via this method, but until the Trigger is activated none of the Derwydd involved can set another Trigger with the same Spell Skill.
WINDOW OF OPPORTUNITY
This Limitation is not in the direct control of a Derwydd. Effectively, when a particular Window of Opportunity is in effect the GM will grant an appropriate Limitation value to a Derwydd attempting to cast a Spell Effect. Derwydd is particularly conscious of season and calendar based Windows of Opportunity, such as the solstices between seasons, the longest and shortest days of a year, the end of one year and the beginning of another, the end of a millennia, and other similar "windows".
It is typical for Derwyddon to cast powerful Spell Effects on Triggers during Windows of Opportunity, retaining such effects for later use. However they can't set another Triggered Spell Effect with that Spell Skill until they use the Triggered effect.
IMMOBILE FOCI
Derwyddon use large Standing Stones (or some other equivalent at the GM's preference) as potent devices to gather and focus Natural energies. These mighty objects are too large to be carried around, so Derwyddon go to them.
When a Derwydd casts a Spell Effect in the Presence of one or more Standing Stones (or equivalent), they gain a bonus to their Magic Skill roll equal to the Limitation value available for the specific configuration of that Standing Stone.
For a single Standing Stone use the following Limitation: OIF Immobile (-1 1/2)
For a Stone Circle use the following Limitation: OIF Immobile (-1 1/2), Arrangement (-1/4)
It is typical for Derwyddon to cast powerful Spell Effects on Triggers while in the presence of Standing Stones, retaining such effects for later use. However they can't set another Triggered Spell Effect with that Spell Skill until they use the Triggered effect.
INCANTATIONS AND CONCENTRATION
Since Derwyddon are not in direct control of their other allowed Limitations, Incantations and Concentration are important options when casting Spell Effects on the fly.
The variations on these two Limitations are generally allowable, such as Concentration or Incantations Throughout a Constant Spell, but the Complex modifier for Incantations is not relevant.
REQUIRED LIMITATIONS
Derwyddon are Nature Magic users, and they must use their Magic appropriately. Each Derwydd's understanding of the Natural Order will guide their powers; the greater their understanding of Nature the more successful they will be at casting Spell Effects.
RSR: Nature Lore
All Spell Effects cast by a Derwydd must take RSR: Nature Lore. The Limitation can be modified to the -0 level by opting for no Active Point Penalty to Skill Roll. Regardless, the Derwydd must make a successful Nature Lore Skill roll in conjunction with their normal Spell Skill roll to successfully cast a Spell Effect.
Derwydd gain a bonus to their Spell Skill Roll for each -1/4 currently in the RSR: Nature Lore Limitation when they cast Spell Effects exactly as they do for their other allowed Limitations, but if their Nature Lore Skill roll is failed the entire Spell Effect fails to take effect regardless of whether the Spell Skill roll is successful.
DERWYDDYC GIFTS
With GM Permission, a Derwydd may also have Gifts appropriate to their devotion to Natural forces.
GOOD STANDING LIMITATION
All Gifts should take the "Only Usable While In Good Standing With Faith (can't be removed; -1/4)" Limitation, which as noted can never be removed (i.e. bought off with experience). If, at the GM's discretion, a Derwydd is acting out of accordance with the concept of maintaining Natural Order, these abilities stop working until the Derwydd balances out their infringement.
SAMPLE GIFTS
Following are a few example Derwyddyc Gifts. This list can easily be expanded upon.
NATURE SENSE
Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things  Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 4 points
WOODLAND STRIDE
Woodland Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 4 points
SYLVAN TONGUE
Sylvan Tongue: Linguist; 7 points of Languages for woodland creatures, Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 8 points
RESIST NATURES LURE
Resist Natures Lure: +15 Mental Defense; Only vs. Woodland Creatures (-1 1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 6 points
WILD SHAPE
Wild Shape: Multiform (100 Character Points in the most expensive form) (x4 Number Of Forms), 3 Continuing Charges lasting 1 Hour each (+1/4) (37 Active Points); Extra Time Full Phase (-1/2), Delayed Phase (-1/4), Costs END Only To Change (4 END, -1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 15 points
IMMUNITY TO POISON
Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 8 points
TIMELESS BODY
Timeless Body: Age Disadvantage; Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 8 points
SHAPESHIFT
A Thousand Faces: Shapeshift (Sight Group; Cellular (does not count as Magical), Imitation, Variety of Shapes: Limited Group of Shapes), Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 30 points
RESISTANCE TO ENERGY
Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs. Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Real Cost: 3 points
HIBERNATION
Derwyddyc Hibernation: (Total: 48 Active Cost, 33 Real Cost) 
Simulate Death (+5 to roll) (8 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4) (Real Cost: 6)
Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep (40 Active Points); Only Usable While In Good Standing With Faith (can't be removed; -1/4), Linked to Simulate Death (-1/4) (Real Cost: 27)
Total Real Cost: 33 points
GRANTABLE GIFTS
Derwydd occasionally bestow gifts on others that assist them in maintaining the Natural Order, or as a blessing on champions of causes important to them. Granting of such Gifts is accomplished via the Transform Spell Skill. Some variation of the following Spell Effect can be used to do this, using the rules for adding Powers to others under Transform.
GRANT DERWYDDIC GIFTS
GRANT GIFT: Major Transform +1d6 (Normal Person to Gifted Person, Appropriate Transform) (15 Active Points); Requires A Skill Roll (Nature Lore; -1/2)
Real Cost: 10 points per +1d6
NOTE: A GM might allow a non-Derwydd character to take Derwyddyc Gifts as part of their character, paid for with character points rather than tacked on with Transform. This could be used to make a character that is a Champion of the Derwydd, and be handled as part of their background prior to starting adventuring.
DERWYDD TOUCHED
However, those who Gifts are granted to are marked by the alterations made to them by the Derwydd. Those with mystic senses can detect their unusual nature. All recipients of Granted Derwyddyc Gifts have the following Disadvantage added to their character sheets permanently, or until such time as the Gifts are removed from them. This can take characters over their Disadvantage maximum.
DERWYDD TOUCHED DISADVANTAGE
Derwydd Touched: Distinctive Feature: Derwydd-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Magic Detection)
Disadvantage Value: -10 Points
SAMPLE DERWYDDYC GIFTS
Following are some sample Derwyddyc Gifts. It is recommended that GM's put some limit on the number of Gifts an individual character might bear (unless the Gifts are taken as part of the character's normal abilities, paid for with character points rather than being added on via Transform). It is also recommended that the GM moderate Derwyddyc Gifts and keep them modest in ability; around a Real Cost of 10 points for instance.
GIFT OF SPRING BREEZES
Gift of Spring Breezes: Gliding 8", Usable As Leaping (+1/4)
Real Cost: 10 points
GIFT OF MOUNTAIN WINTERS
Gift of Mountain Winters: +8 CON (16 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2)
Real Cost: 11 points
GIFT OF SUMMERS GLORIES
Gift of Summers Glories: PowD (10 points)
Real Cost: 10 points
GIFT OF AUTUMN TWILIGHTS
Gift of Autumn Twilights:
Stealth 11-
Tracking 11-
Shadowing 11-
Real Cost: 9 points
GIFT OF SPRING FORTUNES
Gift of Spring Fortunes: Luck 2d6
Real Cost: 10 points
GIFT OF SUMMER WINDS
Gift of Summer Winds: Defense Maneuver I-IV
Real Cost: 10 points
GIFT OF AUTUMN STORMS
Gift of the Autumn Storms: Physical Damage Reduction, Resistant, 50% (30 Active Points); BODY Only (-1/2), Costs END (-1/2), Restrainable (Must Be Able To Move; -1/2), Nonpersistent (-1/4)
Real Cost: 11 points
GIFT OF ELEMENTAL BOUNTY
Gift of Elemental Bounty: Regenerate 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4)
Real Cost: 9 points
GIFT OF WINTER WINDS
Gift of Winter Winds: +3 with DCV (15 Active Points); Only When Outdoors (-1/2)
Real Cost: 10 points
VARIANT: Creating New Magic Items
STANDING STONES VS CODECI
Derwydda does not use Codeci. However, Derwyddon do carve symbols on some Standing Stones that serve the exact same purpose. Replace the Scribe Codex Skill with PS: Create Standing Stone. The same rules for making a Codex apply to carving a Standing Stone.
MAKING STANDING STONES
Standing Stones (or some equivalent) play an important part in Derwydda, and thus the means of creating and consecrating them is an important consideration.
The creation of a Standing Stone is a laborious undertaking. First, a Monolith for each Stone involved must be raised from the Earth by casting the following Spell Effect with the Transform Spell Skill:
RAISE MONOLITH
Raise Monolith: Minor Transform 17d6 (standard effect: 51 points) (Raise Monolith From Ground) (170 Active Points)
After all of the Monoliths are raised, a minimum of one Derwydd per Monolith must be gathered for a convocation on a day of some significance (i.e. during a Window of Opportunity), and the convocation must successfully cast the following Spell Effect as a Ritual on each Monolith:
CREATE STANDING STONE
Create Standing Stone: Minor Transform 17d6 (standard effect: 51 points) (Monolith Into Standing Stone) (170 Active Points); Requires A Create Standing Stone Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
Note that the Requires a Create Standing Stone Skill Roll on the above Spell Effect is a special exception to the restriction against Limitations not on the Allowed Limitations list. Extra time can be taken during the casting to grant a bonus to the Create Standing Stones Skill Roll as normal for Spell Skill rolls.