Druid
Level 1
Animal
Enmity
Spell
level:
Druidic 1
Magic
Points:
2
Range:
Touch
Duration:
12 hours
Ingredients:
A drop of hunter's blood
The
target of the Animal Enmity becomes offensive to all natural animals for the
duration of the spell, drawing the least favourable response from them. Animals
will not automatically attack the victim - horses will buck and shy away, cats
will hiss and scratch, dogs will bark and growl and so on. If such an animal is
threatened it will attack of flee, depending on its nature. If the target
manages to capture or tether any animal, it will not co-operate and will use any
means to escape. Pets will not attack or flee but will act in a cold and aloof
manner for the duration of the spell.
Animal
mastery
Spell
level:
Druidic 1
Magic
Points:
1 per turn
Range:
6 yards
Duration:
1+ turns
Ingredients:
A tooth from any animal
This
spell allows the caster to make telepathic contact with any non-fantastic animal
of low intelligence (6-14 within 6 yards.
The
caster may communicate with the animal freely, and may be able to command it.
Most animals contacted by this means will be basically well-disposed toward the
caster, but the GM should make a Will Power test for the animal if the caster
commands it to do anything which is dangerous or outside its normal behaviour
patterns.
The
spell lasts for I turn, but may be extended by the expenditure of additional
Magic points.
Barkskin
Spell
level:
Druidic 1
Magic
Points:
3
Range:
Personal
Duration:
1 hour
Ingredients:
A piece of bark from any tree
This
spell will turn the Druid's skin brown and rough, forming a layer of sturdy bark
that will provide 1AP to each body location.
Beast
Summoning
Spell
level:
Druidic 1
Magic
Points:
1
Range:
96 yards per level of the caster
Duration:
Instantaneous
Ingredients:
Food appropriate to the animal to be summoned.
With
this spell the druid may summon any specified normal animal from the surrounding
area providing that such a creature is present within the spell's range. The
time taken for the creature to arrive will depend on its distance from the
caster at the time of casting. The creature will not be compelled to stay or
perform an action but is unlikely to be hostile disposed towards the Druid
unless threatened or previously attacked.
Breathe
Spell
level:
Druidic 1
Magic
Points:
3
Range:
Touch
Duration:
1 hour
Ingredients:
A live amphibian
This
spell may be used on the caster or another character by touch. It allows the
individual to breathe normally even when completely submerged in water or buried
in dirt. Note that it does not provide any form of filtration, so does not
protect the recipient from poisonous gasses or harmful pollutants.
The
live animal required as an ingredient for the spell is not harmed in its
casting.
Cure
poison
Spell
level:
Druidic 1
Magic
Points:
1
Range:
Touch
Duration:
Instantaneous
Ingredients:
Powdered malachite
This
spell may be cast either on the caster or on any other single creature that the
caster can touch. The spell negates the effect of one poisoned wound or dose of
poison, provided that it is cast within one hour of the poison being
administered.
Delouse
Spell
level:
Druidic 1
Magic
Points:
1
Range:
Touch
Duration:
Instantaneous
Ingredients:
A pinch of pepper
This
spell allows the caster to remove parasitic inif6stations of all kinds from any
one creature touched by the Druidic Priest.
Detect
Snares and Pits
Spell
level:
Druidic 1
Magic
Points:
3
Range:
96 yards
Duration:
instantaneous
Ingredients:
A sprig of mistletoe
This
spell will allow the Druid to detect any non-magical traps in a rural setting
that are within the range of the spell. The Druid will know the location and
nature of the traps found, whether they are pits, snares and so on. The spell
will not detect the natural lures, traps and dangerous effects of predatory
plants and moulds.
Find
Plant
Spell
level:
Druidic 1
Magic
Points:
1
Range:
96 yards
Duration:
instantaneous
Ingredients:
A piece of the type of plant to be found
The
Druid may use this spell to find the direction, distance and approximate number
of any one type of plant that he desires, providing that such a plant exists
within a 96-yard radius.
While
the chance of finding a specific type of plant depends on the details and
circumstances of the locale, as a general rule the Availability Table (p292
WFRP) can be used as for a population centre below 10,000. Most herbs grow in
temperate regions, while most spices grow in tropical regions. Most plants
sought as spell components or for magical research are rare or very rare.
Heal
animal
Spell
level:
Druidic 1
Magic
Points:
1
Range:
Touch
Duration:
Instantaneous
Ingredients:
A sprig of mistletoe
This
spell restores one non-fantastic, non-giant animal to full health, counteracting
wounds, poisons, disease, and so on. The caster must be able to touch the animal
during the casting of the spell. This spell will not restore dead animals to
life, nor will it remove the effects of critical hits.
Identify
Nature
Spell
level:
Druidic 1
Magic
Points:
1
Range:
96 yards
Duration:
1 hour
Ingredients:
A sprig of any natural herb and a hair from any natural animal
By
casting this spell, the Druid is able to survey the area before him up to the
maximum range of the spell and determine whether the flora and fauna are natural
or not.
"Unnatural"
predatory plants such as damaging moulds or fungi, Illusionary Woods,
Lycanthropes and similar illusions will be seen for what they really are. The
presence of Elementals is always detected. The spell does not confer upon the
Druid any ability to detect traps such as snares and pits, or details of natural
flora and fauna, which are unfamiliar to him.
Messenger
Spell
level:
Druidic 1
Magic
Points:
2
Range:
24 yards
Duration:
10 rounds per level of the caster
Ingredients:
Pigeon droppings
This
spell enables the Druid to call upon any small natural creature to act as his
messenger. The Druid can communicate with the animal in a crude fashion, telling
it to go to a certain place, but directions must be simple. After a small note
or item is attached to it, the animal will follow its instruction and wait at
the given location until the expiration of the spell, at which point the animal
returns to its normal activities. The target animal is not empowered with any
form of communication of its own. Note also that when the recipient retrieves
the message or item, the spell concludes and no reply may be sent.
Mist
Cloud
Spell
level:
Druidic 1
Magic
Points:
3
Range:
48 yards
Duration:
3 turns
Ingredients:
A drop of water
By
casting this spell, the Druid creates a cloud of mist 12 yards in diameter
within the maximum range of effect. This cloud totally obscures the vision of
those within it, halving their movement rate.
The
druid and any friendly group with him see and move normally through the Mist
Cloud (the Druid's familiar may also move normally within the cloud even if more
than 4 yards away from him but within the area of effect).
The
Druid usually employs the spell as a barrier between himself and any enemies who
seek to attack him.
Pass
Without Trace
Spell
level:
Druidic 1
Magic
Points:
2
Range:
Personal
Duration:
1 hour per level of the caster
Ingredients:
None
This
spell allows the caster to move through a forest or other wilderness setting
without leaving a scent, footprints or leaving any other trace of his passing.
While this means that grass will not be crushed, branches broken, etc., it will
not make him immune from traps or the natural effects of predatory plants that
he may come in contact with. He cannot be tracked by any non-magical means
though an area in which the spell was in effect.
Predict
Weather
Spell
level:
Druidic 1
Magic
Points:
2
Range:
Personal
Duration:
2d6 turns
Ingredients:
None
This
spell brings the Druid into close harmony with natural elemental forces in the
area, allowing him to gain an insight into the nature of the weather occurring
in the vicinity over the next 24 hours. Only natural weather conditions may be
predicted. Any variations due to the influence of magic will not be foreseen.
For
the duration of the Predict Weather spell, the Druid's body lies helpless in a
trance and counts as a prone opponent. Only the expiration of the spell or a
critical taken by the caster will terminate the spell effect under any
circumstances.
Purify
Water
Spell
level:
Druidic 1
Magic
Points:
2
Range:
Touch
Duration:
permanent
Ingredients:
A pinch of salt
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