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       #Post#: 4217--------------------------------------------------
       Intelligent Tree Character Profile: Mti wa Uzima
       By: Raven Tepes Date: May 9, 2020, 11:13 am
       ---------------------------------------------------------
       “One day, while I sat beneath a Millennium Tree, a twig dropped
       into my lap. It had five tiny buds and was as light as a
       feather. My druid friend was genuinely flabbergasted. For a
       moment I thought his eyes were going to pop out of his head. He
       tells me that the twig is a gift from the tree and a great honor
       to be given to a visitor such as myself. Such twigs are actually
       magic wands and given only to honored friends of the tree. My
       particular twig is a wand of life and healing. I cannot imagine
       why this gentle spirit of the forest would give me such a
       wonderful gift. The druid has suggested that it may have
       something to do with my plans to visit Europe and the New German
       Republic. I must admit the subject was on my mind and I had been
       talking about the trip and my fears for the past few days. The
       druids treated me like a princess from that day forward.”[/I]
       [I]~ Erin Tarn, Transdimensional and Temporal Rift Explorer of
       41st century London Universe about her experience with a
       Millennium Tree on her home world[/I]
       Name: Mti wa Uzima [I]Tree of Life in Swahili[/I]
       Location: Kenya, Africa
       Age: Assumed to be 3,000 years old by scientist but is as old as
       creation
       Species: Millennium Tree
       Height: 1240ft
       Amount of Living Space: 12,500 human-sized humanoids can live
       comfortably within the burls and trunk of the Tree plus room for
       300,000 faerie folk among branches, knots, and leaves
       Population:
       [I]In the Tree of Life:[/I]
       9,000 humans
       2,000 elves
       1,000 dwarves
       300 gnomes
       200 forest goblins
       125,000 faeries
       100,000 sprites
       74,9995 pixies
       4 bogies
       1 leprechaun
       [I]In the Village of Life:[/I]
       10,000 humans
       3,000 elves
       2,000 gnomes
       1,000 dwarves
       300 Hawrk-duhk [I]duck-billed bird-like humanoids from a
       different dimension[/I]
       Abilities:
       [I]Mega-Damage Capacity Structure:[/I] Millennium Trees, also
       known as the "Trees of Life," are incredible life forms unlike
       any on earth. They stand over a thousand feet (305 + meters)
       tall and defy the laws of botany. The plants show no seasonal
       cycle or reaction to even the most dramatic changes in the
       environment. The trees never lose their leaves, nor do the
       leaves change color or lose their luster. The foliage stays
       green and healthy throughout the coldest winters and the most
       terrible droughts. In fact, there are Millennium Trees known to
       flourish in the deserts of Africa and the snow covered forests
       of Norway. The tree's sole source of nourishment seems to be
       magic energy. This means these rare and beautiful giants are
       found only at ley line nexus points. Here the tree drinks the
       mystic energy and harnesses it within its massive body, making
       its body, roots, leaves, limbs, and bark mega-damage structures.
       [i]Average M.D.C. by Location:
       Leaf Stem - equivalent of an armor plate piece of powersuit
       armor
       Leaf - equivalent of powersuit chest plate for each leaf
       Twig (wand) - equivalent of an armor plate piece of a tank each
       twig
       Small Branch (cane or staff) - equivalent of a metal magic staff
       each
       Medium Branch (large staff) - equivalent of a small tank each
       Large Branch - equivalent of medium tank each
       Giant Branch - equivalent of large tank each
       House Burl (small) - equivalent of a small bomb nuclear shelter
       each
       House Burl (large) - equivalent of a large bomb nuclear shelter
       each.
       Main Body/Trunk - equivalent of an underground nuclear bomb
       proof facility (and regenerate at a rate of 25% of damage per
       hour).
       Other Features:[/I]
       • Mega-damage structure: Impervious to normal weapons, fire,
       heat, and cold.
       • Impervious to diseases and chemical attacks - does not need
       water or clean air to live.
       • Vulnerable to mega-damage attacks, including explosives, rail
       guns, and most high-tech weapons and brute strength.
       • Magic energy attacks, including fire, dragon's fire, lightning
       and energy blasts, inflict half normal damage. Blows from rune
       weapons and most other magic weapons inflict full damage.
       • Protected by its inhabitants and friends .
       • A devastating ley line storm erupts when the tree is under
       attack (singling out the attackers).
       • Magic Energy area explosion when even a leaf is cut or twig
       broken.
       [I]Energy Eruption:[/I] The first and simplest means of self
       defense is an explosive eruption of magic energy that occurs
       whenever a leaf, twig, branch or bark is deliberately broken off
       the tree. Forcibly removing any part of the tree, no matter how
       small, or inflicting more than 15 points of M.D. , will cause a
       mega-damage explosion that covers a sizable area. It is
       interesting to note that an equivalent amount of damage caused
       by accident seldom results in a damaging eruption of energy, and
       a twig, branch, leaf or bark may be given up by the tree without
       incident - further evidence of the tree's awareness?
       The damage caused by the energy eruption when the following is
       removed:
       Leaf: equivalent of a hand grenade to a 10 foot (3 m) area
       around the leaf.
       Twig: equivalent of a mortar to a 50 foot (15.5 m) area around
       the twig.
       Branch (small staff size): equivalent of an antitank landmine to
       a 200 foot (62 m) area around the branch.
       Giant Branch: equivalent of a tomahawk missile to a 1000 foot
       (305 m) area around the branch.
       Minor Bark damage: equivalent of an antitank landmine to a 200
       foot (62 m) area.
       Serious damage to Trunk/Main Body: A ley line storm will
       suddenly appear out of nowhere whenever the tree's trunk, roots,
       major limbs and/or main body are under siege.
       [i]Note:[/I] The mega-damage from an explosion/energy eruption
       does NOT hurt the tree. Nor does the damage from a ley line
       storm.
       [I]Protectors & Inhabitants:[/I] A second means of defense is
       provided from the many beings that live in and around the tree.
       Typically, Millennium Trees are home to a variety of intelligent
       beings, animals, and insects. For example, in England, the
       average tree will have a population of humans, D-Bees, faerie
       folk and/or other supernatural beings. The typical faerie
       population will primarily consist of faeries and sprites that
       number into the hundreds and sometimes thousands, along with ID6
       X 10 bogies, and the occasional leprechaun, nymph or sylph.
       Surprisingly, faerie folk seldom pester other inhabitants of the
       tree, even humans. The human and/or D-Bee population living in a
       Millennium Tree can range from a few hundred to five or six
       thousand, often with additional villages and towns on the ground
       beneath the tree or within a 50 mile (80 km) radius.
       Among the tree's inhabitants or neighboring allies there is
       likely to be one or more extremely powerful supernatural beings
       such as a dragon, sphinx, waternix, giant, syvan, sowki, entity,
       druid, wizard, warrior or godling. Of the dragons, the kukulcan,
       thunder lizards, serpents of the wind, chiang-ku and kilin are
       most attracted to the power and tranquility of the Millennium
       Tree. Unicorns, pegasus and gryphons can also be found living in
       or near the great trees.
       All of these inhabitants, weak and powerful, human and
       superhuman, live in harmony with the tree and the other
       inhabitants. These people never "take" from the tree but use
       only what has been given them (which is increased healing,
       restoration, mega-damage protection, etc.). Druids, dragons, and
       other practitioners of magic usually live near the tree, not
       directly in or under it, because of the massive amounts of ley
       line energy, which can be quite intense and disturbing after a
       period of days. Most of the inhabitants will fight to protect
       their tree friend from vandalism, butchery, and attack.
       [I]Millennium Ley Line Storms:[/I] The typical ley line storm is
       similar to a modem day electrical storm but this one travels up
       and down ley lines. The skies turn a dark green-grey color, with
       dark grey to black rolling clouds, along with booming thunder
       and winds gusting at 35 mph (56 km). A chill fills the air and
       bluish white bolts of electrical energy shoot down from the sky.
       Everything in the area of the storm crackles with a halo of
       energy. Although the storms are compared to conventional
       rainstorms, there is seldom any rain. A typical ley line storm
       will last 3D6 X 10 minutes, while the worst will last twice as
       long and usually occur at the nexus point.
       These storms of mystic energy have dangerous effects on magic
       items and to creatures of magic. Faerie folk and ley line
       walkers flee at the first hints of these storms because they
       always have a strange affect on practitioners of magic,
       creatures of magic and spell casting. Normally, a ley line storm
       can occur at any time along any ley line, on land or at sea.
       They are NOT limited to occurrences within the Triangle
       anomalies like the Demon Sea or other major places of magic.
       However, they occur more often at the Triangles and ley line
       nexus centers, like Stonehenge, the pyramids of Egypt and
       similar places.
       The Millennium Trees seem to control and abate the energy surges
       suspected of causing random ley line storms. A random storm
       seldom appears on any of the ley lines connected to the nexus
       point where a Tree of Life is located. However, the tree can
       instantly create and direct a ley line storm as a means to
       protect itself! These storms are called Millennium Storms and
       are usually created to frighten, defend against or attack an
       invading army, practitioners of magic and supernatural beings
       that are threatening or attacking the tree or its inhabitants.
       Millennium storms are always of incredible magnitude and can
       last up to ten hours. Storms that rage for nine or ten hours
       temporarily exhaust the great tree and there must be a two hour
       period of calm before a new storm can be created. Otherwise, the
       tree can create Millennium storms for short periods of time as
       often as desired. To illustrate the tree's unfathomable power,
       it can also create several storms simultaneously and send one
       down each of its connecting ley lines, as well as maintain the
       largest at the nexus point where the tree is located. The
       intensity and location of each storm can be controlled with
       pinpoint accuracy. A druid may or may not play a roll in the
       summoning of the Millennium Storms, however such involvement
       only serves to inform the tree of danger and helps to direct the
       storm(s) at the enemy(s).
       The following things occur during a ley line/Millennium Storm:
       • The extra magic energy available at ley lines, nexus points
       and Millennium Trees cannot be tapped during a storm (it's being
       burned up by the storm).
       • Bolts of ley line energy are attracted to anything magic in
       the area, including practitioners of magic, creatures of magic
       (like dragons and temporal wizards), magic talismans, amulets,
       techno-wizard devices, and magic weapons, but not body armor,
       wands or staves made from a Millennium Tree.
       The energy bolts look like a blue-white bolt of lightning.
       Humans and D-bees struck by a bolt suffer the following
       consequences: minor electrical damage, lose initiative and one
       melee attack, as well as temporarily lose a minor amount (up to
       3%) of magic energy, and is teleported 2D6 x 10 yards/meters
       down the ley line (instant and disorienting).
       True creatures of magic, like the temporal raider, dragon,
       sphinx, faerie folk, elementals, demons, godlings, alien
       intelligences, etc. , lose initiative and two melee attacks,
       suffer
       Major electrical damag and lose 10% of their magic energy every
       time they are struck by an energy bolt. The recuperation time
       for all lost magic energy and physical damage suffered during a
       ley line storm is normal.
       • Creatures who are disguised by metamorphosis or magic,
       including Mrrlyn and his Supreme Nexus Knights, suddenly appear
       to grow or shrink and their features become distorted. Every
       time they are hit by a ley line bolt there is a 1 -44% chance
       that the creature will transform into its true shape. Mrrlyn and
       the Supreme Nexus Knights will seem to disappear in a cloud of
       glittering energy (in reality they are the cloud of energy and
       flee the area).
       • Psi-stalkers, dog boys, all psionic characters and similar
       creatures suffer from headaches ( lose initiative , -15% to
       strike, parry, and dodge) and their psionic/sensing powers are
       scrambled; reduce by half.
       • Magic illusions disappear.
       • Existing dimensional portals close .
       • All forms of ley line communication during a storm is
       impossible.
       • Ley line teleportation and time travel is possible, but risky.
       Both cost twice the normal amount of magic energy, but there is
       only a 50% chance that a teleport will send the character to the
       desired location. Roll percentile dice.
       1 -50% means arrived at the right location, 51-75% means the
       teleport ended
       halfway, 76-00% means the person appears 2D4 x 10 miles off
       course and away from the ley line! Roll on the temporal
       distortion and location tables when time travel magic is used
       during a ley line storm.
       • The effect of magic within the storm area is distorted. Roll
       percentile each time magic is used or a spell cast, including
       the use of magic wands and staves, techno-wizard devices,
       bio-wizardry and magic weapons.
       01-20 Magic powers are increased! Double range and damage
       (duration is not increased). The spell caster cannot regulate
       damage or range. The magic is more powerful but less
       controllable .
       21-40 Magic powers are decreased! Reduce range and damage by
       half (duration is not decreased).
       41-60 Magic powers are completely negated!! The magic energy is
       expended and completely absorbed by the storm! NOTHING magical
       works (a temporary predicament).
       61-80 Magic powers are completely wrong! The GM can switch
       spells at will (anything goes). Otherwise the range, damage,
       effects, and duration of the spell are normal. It is wise not to
       use magic under any circumstances during a ley line storm.
       81-00 Magic discharge . Every time a spell is cast, or a magic
       weapon is used, there is the sound of thunder and the magic user
       is knocked off his feet from a sudden explosion in his face!
       Loses initiative and one melee attack and suffers magic
       explosion damage.
       • Important Note! Only the Millennium Tree and inhabitants
       safely nestled in or under its branches are unaffected by the
       storm. Only an inhabitant foolish enough to cast a magic spell
       during the storm will be affected. The fact that the Millennium
       Storm can distinguish between attackers and known inhabitants
       (and the tree knows all who live under its leaves) is further
       evidence of its intelligence .
       [i]Random events that can happen during a Millennium Storm:[/I]
       Roll once for every five minutes of a Millennium Storm. Unless
       stated otherwise, there are no saving throws for any of these
       occurrences.
       01-10 Alien ... slimy things accompany a light rain. Squishy,
       icky, slimy, foul smelling, alien ... things rain from the sky.
       They could be worms, larvae, or slugs ... god knows what! They
       are about the size of a man's hand and most are still alive and
       squiggling around. The slimy things do no physical damage other
       than make the characters stink for 2D6 days.
       There is only a 1 -20% chance that the things are edible .
       Eating non-edible "things" will cause the eater to endure damage
       from poison and suffer from severe stomach cramps, fever,
       vomiting, and diarrhea for I D4+ 1 days. Penalties from eating
       "things": Reduces speed and melee attacks by half, - 30% to
       strike, parry, dodge and on initiative, and -20% on all skills.
       11-25 Air lift. Everybody (vehicles too) crackles with energy
       and rises 10 feet (3 m) above the ground. They are pushed by the
       wind along the ley line for 2D6 minutes before dropping to the
       ground. The power of magic flight will not work under this
       circumstance. Characters in power armor or vehicles with jet
       propulsion can fly away.
       26-50 Rolling Thunder! A huge, black cloud races low to the
       ground along the entire width of the ley line. The cloud's speed
       is about 60 mph (96 .5 km). Everybody hit by the thundercloud
       are drenched with water, temporarily deafened by the sound of
       the rumbling thunder, lose all attacks/actions for one full
       melee and are swept off their feet with the same consequences as
       a wind rush spell. Those with supernatural hearing suffer
       temporary hearing damage (deaf for 6 rounds) and are -40% to
       strike, parry, and dodge.
       51-60 Euphoria. Everybody feels good, happy and cheerful. Many
       will start to laugh, sing or act silly, as if intoxicated. Those
       who are wounded will be healed and minor illness will disappear.
       On the down-side, the characters feel no fear or hostility
       toward anything, including known enemies. They will not attack
       unless attacked first, at which point all combat bonuses are
       half and they lose one melee action/attack. Euphoria typically
       lasts 2D4 minutes.
       61-70 Dimensional Flux! One minute they are on Earth, the next
       moment they are in limbo. It is as if the characters have gone
       into a giant cloud. Everything is white and wispy. An occasional
       flash of light in the sky can be seen in the distance but there
       is no sign of any storm. After what seems to be only I D4
       minutes they appear back in the exact same spot where they had
       been when the flux occurred. However, the storm is over and 2D6
       hours have passed. [I]Note:[/I] A vehicle has only used ID4
       minutes of fuel. People, food, other perishables, spell
       durations and everything else has only aged I D4 minutes even
       though hours have passed.
       71-85 Massive ley line energy bolt! Humans and D-Bees struck by
       the bolt suffer the following consequences: magic electrical
       damage, lose initiative and three melee attacks, lose 40% of
       their magic energy, and are teleported 4D6 X 10 yards/meters
       down the ley line (instant and disorienting). True creatures of
       magic, like the dragon, sphinx, faerie folk, elementals, alien
       intelligences, etc . , lose initiative and all attacks for one
       full melee, take electrical mega-damage and lose 60% magic
       energy as the storm temporarily drains them of energy.
       86-00 A dimensional rift opens! I leave it to the Game Master as
       to whether anything bad, troublesome or annoying comes
       slithering out of the rift. Don't be too rough on the
       characters. This can be played for humor as well as drama. Or
       ... an old ally(s) may pop out of a rift created by a Millennium
       Tree to help defend it or others.
       [I]Gift of the Tree:[/I] What follows is a list of the tree's
       most notable available powers, other than those previously
       described. The great tree does not give away such "gifts" to
       every good hearted or needy person who steps under its branches.
       The tree must know or have heard good things about the person in
       order to perform a major act of magic . Basic healing, control
       of the weather and ley line energies, and sixth sense warnings
       are the most commonly available "gifts."
       Trusted friends, Millennium Druids and renowned champions of
       good (and of good alignment) are the beneficiaries of the more
       powerful and rare magic, armor, healing leaves, wands and
       staves. The tree only withholds its gifts from characters of
       evil alignment and hesitates at those of anarchist alignment,
       but may provide healing if such a gift is asked by a trusted
       friend.
       Remember, the Millennium Tree sits on a ley line nexus and draws
       on the energy of the nexus and all of its connecting ley lines.
       This may make the Tree of life the most magically powerful
       living creature on Earth.
       Bark Body Armor: The bark can be glued or bolted to an under
       garment and used to create lightweight, mega-damage body armor.
       The Millennium Tree may give some of its bark to trusted
       friends, Millennium Druids and renowned champions of good.
       • Typically a full suit offers the same protection as full
       combat body armor
       • Weighs only 15 pounds (6.75 kg).
       • Good mobility, - 5% prowl penalty.
       • Magic Properties: Contains magic energy which can be drawn
       upon by practitioners of magic. Magic energy attacks, including
       fire, dragon's fire, lightning and energy blasts, inflict
       one-third normal damage. Blows from rune weapons and most other
       magic weapons inflict full damage. Blasts from conventional
       energy weapons and explosives also do full damage.
       • Bonuses: + 10% to save vs poisons, toxins, gases and disease.
       Bark Shield: A mega-damage shield can also be made from the bark
       of a Millennium Tree. The shield can be used to parry
       mega-damage rune weapons, other types of magic weapons, hand to
       hand attacks from vampires and supernatural beings, dragon's
       breath and similar slow-moving or predictable weapons and
       attacks. The Millennium Tree may give some of its bark to
       trusted friends, Millennium Druids and renowned champions of
       good.
       The shield user rolls to parry as usual. A successful parry
       means the shield blocked the attack and absorbs the damage. In
       the case of the Millennium Tree bark, the shield suffers only a
       third of the normal damage from all types of attacks, magic or
       otherwise. It also shares the same resistance to magic energy
       attacks, but does not provide its user with any special bonuses.
       
       Camouflage: If the tree desires to do so, it can create the
       equivalent of the chameleon spell on living creatures, human or
       animal, hiding among its leaves and branches or against its
       trunk. Literally thousands of inhabitants can be cloaked in this
       manner. Exactly who is affected by the magic is completely up to
       the tree, who can conceal everyone or leave out specific
       characters. The magic is identical to the spell except that the
       duration lasts as long as the tree believes necessary, and stops
       protecting anybody who leaves the tree.
       Control over Ley Lines, Storms & Rifts: The Millennium Tree
       prevents the manifestation of random ley line storms and can
       create and control a massive ley line storms) known as the
       Millennium Storm, described in detail elsewhere in this section.
       This connection and control of the nexus and ley line energies
       also means that the tree feels when the energy is being siphoned
       by others for the use of magic or to open a dimensional rift.
       Note: This is one of the powers used quite frequently by the
       tree.
       Just as the tree can prevent random ley line storms, it can also
       prevent the random opening of dimensional rifts. If a rift is
       deliberately opened on one of its ley lines or connecting nexus,
       the great tree can close it within 2D4 minutes . Likewise, the
       Millennium Tree can open a dimensional rift at will, however,
       the tree does not understand dimensional travel and must have a
       practitioner of magic to help open a rift to a specific
       dimension, otherwise the rift is completely random. Note: Also
       see ley line
       teleportation.
       Control over Normal Weather: The tree also has limited control
       of the weather around it. Control is limited to a ten mile
       radius around the tree, with the following results.
       Create/summon fog for up to eight hours, create/summon a light
       rain for I D4 hours, dispel a light rain, change wind direction,
       the intensity of storms is always halved,
       and floods and earthquakes never occur. Note: This is one of the
       powers used quite frequently by the tree.
       Leaf Body Armor: Large leaves from the giant Millennium Tree can
       be cut in the center and placed over the body like a mega-damage
       Mexican poncho or worn as a mega-damage cloak. An alternative is
       to fashion one or two leaves into a more stylish suit of armor.
       Of course, a mega-damage scalpel or laser is necessary to cut or
       make holes. Most leaf suits are pretty simple coverings and can
       be worn over more conventional suits of body armor. The leaf
       retains its soft, flexible nature for generations, until it is
       destroyed.
       • Typically 60 M.D.C . , because leaves provided by a Millennium
       Tree as armor are usually the largest leaves and offer the
       highest degree of M.D.C. protection from the average range of I
       D6 X 10 M.D.C.
       • Weight: 5 pounds (2. 25 kg).
       • Excellent mobility, no encumbrance
       • Magic Properties: The leaf has extra magic energy which can be
       drawn upon by practitioners of magic, and magic energy attacks
       inflict one-third normal damage.
       • Bonuses for the wearer: + 2 to save vs poisons, toxins, gases
       and disease.
       Leaf: [I]Blanket of Healing:[/I] The tree 's leaves are as giant
       as the tree itself, typically four to six feet ( 1 .2 to 1 . 8
       m) in length, and can be used as light-weight body armor or as a
       blanket of healing (ID6 x 10 M.D.C.). The Tree may give a leaf
       or two to trusted friends, Millennium Druids and renowned
       champions of good.
       Healing Properties:
       • Instantly negates poisons, toxins and other chemicals.
       • Heals wounds, restoring 2D6 S .D.C. and 2D6 hit points or 2D6
       M.D.C. in the case of mega - damage creatures.
       • Adds + 30% to characters trying to recover from a coma when
       the blanket is laid over the person and left on him.
       • Camouflage the sick or injured - same as the chameleon spell
       and lasts as long as the character does not take any aggressive
       action or move from one spot.
       • Restoration: This power is the same as the tree's and can be
       used to restore severed limbs and bring comatose characters back
       to consciousness and healed with up to two hit points. However,
       the use of this power completely destroys the leaf, it withers
       and disappears.
       Ley Line Teleportation: The tree can teleport any number of
       people, vehicles and equipment to any point along any of its
       connecting ley lines! On occasion, it may “pop" people in
       trouble to a different locale or send an enemy miles away.
       Magic Wands & Staves: Wards and Staves are enumerated and
       described elsewhere in this section. [I]Note:[/I] For a list of
       Magic Wands and Staves please see Rifts World Book 3: England
       pages 18 through 21.
       Power to Heal: The Tree of Life can magically and instantly heal
       the sick and injured as follows. Up to 50 S .D.C. and 50 hit
       points (or 50 M.D.C. for mega-damage creatures) every few
       minutes. As many as a hundred people can be healed in a single
       instant, but such mass healing is uncommon.
       he tree can also cure sickness and disease. Physical pain, bums
       and discomfort are reduced by half when under the shade of the
       tree or embraced in one of its branches, plus normal healing is
       increased by twofold. Characters in a coma are + 30% to save vs
       death. The tree cannot eliminate insanity or addiction, although
       a period of treatment (weeks) while under the tree will add +
       10% to the success of recovery. [I]Note:[/I] The powers of
       healing are provided frequently by the tree.
       Purify Food & Water: This power is identical to the magic spell
       except that the tree can affect 1 00 times more than a first
       level wizard with a single spell.
       Resurrection and Restoration: If a person has recently suffered
       from dismemberment, less than 12 hours, and his/her body is
       brought to the tree with the severed limb(s), the tree can
       magically reattach the appendages and restore the person to
       health without scarring.
       Likewise, the recently deceased, less than 4 hours (gone), can
       be brought back to life provided that the body is mostly intact.
       Both incredible feats of healing draw on the magic and life
       force of the tree. Thus, when a restoration is performed, a
       small branch near the person being healed withers away and
       disappears. When a resurrection is performed, one of its large
       limbs will wither and disappear. [i]Note: Resurrection,
       restoration and other feats of powerful magic are not everyday
       occurrences and are not available at the drop of a hat. The
       intervention of a Millennium Druid or well respected friend is
       likely to be required.
       Sixth Sense Warning: The entire tree is alive and aware, thus it
       knows everything that is happening in, on and around its
       gigantic body and has total recall. Consequently, the tree is
       seldom caught unaware and can warn its friends, inhabitants and
       visitors of impending danger. This power manifests itself in a
       way similar to the psionic power of sixth sense.
       The recipient of the magical warning will suddenly, as if by
       reflex or coincidence, look in a particular direction to see an
       approaching enemy/danger, suddenly duck or move out of the way
       (+50% to dodge), or just feel that something is wrong, making
       him alert for trouble ( +30% on initiative) and is likely to go
       check on friends and allies. Note: The danger must be within the
       tree's range of perception, which includes everywhere on its
       body and within 500 feet (153 m) from its farthest branch. Noisy
       troops, noisy vehicles, and explosions can be heard/felt by the
       tree up to a mile ( 1 .6 km) away . This is one of the powers
       used quite frequently.
       Visions and Dreams: Although the Tree of Life is not a powerful
       psionic, its reputation as a place of peace and inspiration has
       brought people from distant lands to meditate under its leaves.
       Often, the focus of thought combined with peace of mind will
       help people to gain personal insight to themselves or about
       their problems without any intervention by the tree . However,
       the tree can magically perform an oracle spell on a specific
       person, enabling him to either glimpse the possible future or
       perform clairvoyance. It can also magically send a vision which
       is not a glimpse of the future, but typically serves as
       inspiration to encourage good deeds, provide information, or
       warn of brewing trouble or danger; remember, the tree hears and
       knows many things. Note: This is one of the powers used quite
       frequently by the tree to help Millennium Druids and good
       friends.
       [I]Mark of Elohei:[/I] This is exclusive for the Tree of Life
       Millennium Tree in New Olympus Universe. There have been many
       legends as to why and how the Tree of Life gained the Mark of
       Elohei (Jewish God) and even the Elohei of the Olympus Universe
       doesn’t know how it got the Mark or why. This Mark was placed by
       the London Universe Elohei as one of two dimensional lock sigils
       that keep Chaos/Void’s consciousness/soul locked in a pocket
       dimension prison. Elohei placed this Mark in the Olympus
       Universe while the other lock (the Mark of Lucifer on Enoch) is
       in the London Universe to better protect the multiverse from the
       possible wrath of Chaos. The only way to destroy the Mark is to
       destroy or kill the Tree of Life which can prove deadly for
       almost all possible enemies save for powerful gods and
       goddesses.
       Weaknesses: Though Millennium Trees seem indestructible with
       their highly durability and wide range of defenses, they can
       still be destroyed by an enemy with enough tenacity, patience,
       and intelligence to cause enough damage. Just be prepared to
       have plenty of forces, ammunition, and power when facing such a
       entity.
       Mti wa Uzima Picture:
  HTML https://imgur.com/a/IycpynH
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