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Intelligent Tree Character Profile: Mti wa Uzima
By: Raven Tepes Date: May 9, 2020, 11:13 am
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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
doesnt 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/Voids 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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