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Lore of the Wild

Lore of the Wild encompasses the secrets of nature, granting control over plants and wilderness.

"In the grand design of creation, the Lore of the Wild is the breath of the earth and the song of the forest. It is the whisper of ancient roots and the roar of untamed wilderness. We, who wield this power, weave the tapestry of nature itself, making the flora dance to our will and the wilderness sing our praise. It is not mere control, but a sacred stewardship—it is the heartbeat of creation, a reminder that even in chaos, there is harmony."
Zephyrael

Powers from Lore of the Wild

Wilderness Sense
The Devourer gains an immediate sense of the surrounding area, building a map in her mind of the region's natural features, the plants and animals that inhabit the place, as well as the location of any interlopers that the local fauna consider a threat.
Roll Perception + Survival. Demons in the area can attempt to avoid detection through a resisted Willpower roll (difficulty 7). If your roll succeeds, your character gets a detailed mental map of her surroundings to which she can refer as needed, along with the approximate locations of nearby animals and people. Although this evocation works best in wilderness areas, it can also be used in urban settings at a difficulty of 8. Your Devourer can gain insight into a given area within a radius of miles equal to her Faith score. The effects of the evocation last for the duration of the scene.
Monstrous demons who perform this evocation transmit their murderous nature to the surrounding area, causing the flora and fauna to react inimically to human trespassers. Any animals in the area react aggressively to trespassers, attacking them if they are able. Athletics or Survival rolls must be made for intruders to avoid harm or to escape attack, using the Devourer's Torment score as the difficulty.
Example Usage
Quicken Growth
The Devourer can fuel rapid and unchecked growth in the local plant life. Trees shoot skyward, vines swell, fissures spread through any object to which they are rooted and briars envelop their surroundings.
Roll Stamina + Survival. The Devourer focuses on a specific plant and causes it to increase in size by a number of cubic yards equal to the successes you rolled, all within the space of a single turn. Vines or roots inflict a like number of damage points to physical structures with which they are in contact. For each success, a Strength point and compare the results to the Feats of Strength chart (page 232). Objects caught within the growth radius are swallowed up. The plant remains overgrown and causes damage for a number of turns equal to the successes you rolled.
Monstrous demons cause a plant to grow and entwine any living beings within reach, strangling or ripping them apart. For every being within the plant's growth area, roll a number of dice equal to your Devourer's Willpower. Treat this as a grapple attempt, which victims can attempt to parry or dodge as normal. If the attack is successful, roll a number of damage dice equal to the Devourer's Torment. Each success inflicts a level of lethal damage.
Example Usage
Command the Wild
The Devourer can direct the rapid growth of local plants by force of will, affecting the environment in specific ways according to the demon's plan.
Roll Intelligence + Survival. Your character can affect a number of plants equal to her Faith score. Each plant grows a number of cubic yards equal to the successes you rolled, and expands in the direction and configuration specified by your character. If plant growth is directed at a specific structure, take the number of successes rolled and compare them to the Feats of Strength chart on page 232 of the Systems chapter to determine the damage inflicted on objects.
In addition to directing their growth, monstrous demons cause the affected plants to become inimical to flesh and blood, sprouting needle-like thorns and poisonous sap. The exact manifestation is determined by the Storyteller, but a successful Dexterity + Athletics (or Survival) roll must be made for anyone attempting to move through the area, lest they suffer a number of dice of lethal damage equal to the demon's Torment.
Example Usage
Possess Plant
The demon can take over the living essence of one or more plants, making them extensions of his will. The plants move with supernatural speed and strength, performing any action the Devourer desires.
Spend one Faith point and roll Stamina + Survival. The Devourer can control a number of plants equal to the successes rolled. Plants affected by this evocation must remain rooted in place, but they can perform any other action within the limits of their physical composition and size. A rose bush can entangle a victim, or ivy can pull apart the wall to which it's anchored. The effects of the evocation last for the duration of the scene. Consider the plants to have a Strength score equal to your demon's Willpower and refer to the Feats of Strength chart (p. 232) to determine the damage the plants can do to items. That same number of dice is used to make attack and damage rolls when the plants attack living targets, doing bashing damage.
Monstrous Devourers spread the taint of their Torment through any plants they control, destroying them from within and reducing them to lifeless husks within minutes. Each possessed plant suffers one health level of damage per turn that cannot be soaked. As a rule of thumb, assume that a given plant has one 'health level' per cubic foot of volume. When all the plant's health levels have been consumed, the plant dies.
Example Usage
Mutate Plant
The Devourer can manipulate a plant's composition and form at will, creating new, specialized breeds according to her desires.
Spend one Faith point and roll Intelligence + Survival. Your character can alter or add a new plant characteristic per success rolled. Alterations include increased metabolism (heightened speed of growth), thick bark or tough skin and thorns. These successes can be generated as part of an extended roll over a period of days (one roll per day), as the demon 'tinkers' with her creation. The effects of the evocation persist for a number of days equal to your character's Faith score, or they can be made permanent by expending one temporary Willpower point.
Monstrous demons who use this evocation create plant life with a taste for blood. Make a Willpower roll with the difficulty equal to your character's Torment. If the roll fails, the plant's metabolism mutates spontaneously, developing natural weapons that allow it to kill and feed on living beings—including the demon herself. The plant's attack and damage dice pools equal your character's Torment, and damage is lethal.
Example Usage