Use the “browse” button to search through the list of spirit manifestations: type some words to find in the title, specify your character’s level, and choose the spirit types your character can use. Once you’re ready to rock, choose “list” to make a list of manifestations for each spirit type per level, or “prayers” for a list of spirit manifestations and their descriptions by level.
Don’t forget to bookmark the search so that you can come back to it later!
Helpful/Hostile Hemp
Level: | 2 |
---|---|
Range: | touch |
Rite: | focus, gestures, words |
Focus: | hemp rope |
Duration: | 10 minutes per level |
Calling time: | 3 |
Area of effect: | hemp rope up to 4 yards long per level |
Reaction: | special |
Spirit types: | plant, trickster |
Reverse: | Hostile Hemp |
Helpful hemp makes normal hemp rope into a helpful rope that pretty much knows where it needs to go and will do so on command. Attempts to loop the rope over a stationary object are at a bonus of twice level. Attempts to use the rope as a lasso are at a bonus of level, and attempts to evade the lasso are at a penalty of level.
Helpful hemp, once knotted, can untie itself on command. While it cannot tie itself on command, knots tied into the rope will not unravel unless commanded to do so.
Helpful hemp can increase in size by up to level times ten percent as needed. It also does not encumber as much as normal rope: divide its bulk by the level of the spirit manifestation for the rope’s bulk while under the influence.
Helpful hemp has increased strength. It can hold up to level times twenty percent more than it normally could, and it has a bonus of level to item reactions.
Hostile hemp has nearly the opposite effects as helpful hemp: it is more bulky by level times ten percent, it tends to be too short (by up to 25%) just when its length is important, its knots are difficult and time-consuming to unravel, and it breaks at unexpected and dangerous times. Each of the bonuses is turned into a penalty, whereas the evasion penalty turns into a bonus.