Woodsprites are the most developed sprites of my realms. (“Regular” sprites are known as Oldensprites.) They come in two main races, the Potsyom and the Naiif. They still retain part of the ability to never be surprised, in the form of their ability to sense creatures beyond edge of sight (the kobold about to open a door into the room, the theif behind the statue, the invisible creature about to attack or appear, the child hiding behind a bush, etc.), and their ability to suddenly sense imminent danger, giving them a shot of pure adrenaline, for that round only, however. They have elvish features, and very nimble frames. They pick their classes from fighter, ranger, transmuter, song mage, psionicist, theif, cleric, and druid. They may multi-class as follows: ft/cl, tm/th, ft/th, ft/tm, cl/th, and ft/ps. (tm=Transmuter)
Potsyom woodsprites have blonde hair with strands and fleks of green running through it. They also have either blue or green eyes, and a greenish tint in their wings. Naiif woodsprites have green hair and emerald-sparkly eyes, but their wings have an amber hue to them.
Both cultures have mastered usage of the blowgun and short-range blades, and they pass this knowledge along to their offspring in the form of the +1 bonuses in blowguns, dagers, dirks, knives, and short swords. Woodsprites that do not grow up in a woodsprite culture do not recieve anything but the blowgun bonus. This is because of the woodsprite's connection with the air and inborn knowledge from the woodsprite culture's long history with the weapon have become intuitive in the race.
Woodsprites can become elementalist mages of fire, water, or air (preferably the last one), but cannot multi-class as one.
^ ^Potsyam ^Naiif ^
Eyes | green or blue | emerald |
---|---|---|
Hair | greenish-blonde | green |
Wings | greenish | amber |
Flight time = CN/3 rounds, rounded down, min 1
Regular movement/2, rounded down=flight movement (C)
Cannot fly when 1/2 hp are gone
Maximum extra weight limit=character's weight with the STR modifiers below:
Aid Flight (reversable) | |
---|---|
Level | 2 |
School | enchantment/charm, alteration |
Comp | V,S,a maple's helicopter-like seed |
Dur | 1 round/level, max 10 rounds |
Range | touch |
Area | one woodsprite |
Cast | 2 |
Save | negates |
This spell causes the woodsprite affected to be able to fly for the duration without expending any of his flight time. It cannot be cast on woodsprites with 1/2 or less hp. If cast on a woodsprite that has already flown that turn, it renews him immediately, but gives no bonus flight time. The reverse, Hinder Flight, causes a woodsprite to be fatigued and reduces any flight time down to 1 round. If cast on a resting woodsprite, that wood- sprite requires an extra turn to be able to fly again. This spell requires a touch attack roll vs unwilling victims, who also get a save vs. paralysis to negate the spell. The somatic components of this spell make it possible to be cast while in flight, a thing most other spells are not capable of. This spell is also available to woodspritish priests via the Air and Healing spheres, and is also considered a spell of elemental air to elementalist mages.
Created by Jason Tamez for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1
The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.
Introduction
The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'….