Druid Level 2

Call Energy

Spell level:               Druidic 2

Magic Points:         4

Range:                     Personal

Duration:               Until the Druid leaves the circle

Ingredients:            The Druid's holy symbol.

This spell can only be cast while in a stone circle. It enables the caster to draw upon the earth-power of the stone circle, adding +1 to Strength, Toughness and wounds for as long as the Druid remains within the circle.

 

Call Lightning

Spell level:               Druidic 2

Magic Points:         3

Range:                     72 yards

Duration:               d6 rounds

Ingredients:            A forked twig.

Must be cast outside when overcast. After d6 rounds a bolt of lightning will strike the target of the spell. If cast during a storm then the effect is immediate. Damage effects are as for level 2 battle magic spell, lightning bolt.

 

Chameleon

Spell level:               Druidic 2

Magic Points:         3 +1/hour

Range:                     Personal

Duration:               d6 hours

Ingredients:            A forked twig.

A Druid using this spell is able to magically blend in with natural surroundings as a chameleon does. The spell causes the Druid's skin and any equipment that he is carrying to magically change colours to match that of the background, allowing him to remain practically invisible and undetectable by normal means if he remains immobile.

A successful Observe test is required if a creature is actively searching the area in which the Druid is hiding or if the Druid moves. A bonus of +30 is given to the Observe test if the Druid moves faster than at a cautious rate. Note that this spell will provide camouflage in grasslands, wooded areas and other natural terrain but will not function in an urban setting.

 

Cure Disease

Spell level:               Druidic 2

Magic Points:         5

Range:                     Touch

Duration:               Instantaneous

Ingredients:            A sprig of mistletoe

Using this spell, the Druid can automatically cure any one disease afflicting the target creature, unless the disease's description specifically states that spells have no effect on it.

No form of test is required for the success of this spell, which is what makes it significantly different from the skill of the same name.

 

Giant animal mastery

Spell level:               Druidic 2

Magic Points:         2 per turn

Range:                     12 yards

Duration;               1+ turns

Ingredients:            A tooth of a giant animal

This spell is similar to the first level spell Animal mastery, except that it affects non-fantastic giant animals (giant rats, giant spiders, etc.). Giant animals are permitted a test against Will Power to resist the caster's commands.

 

Hail storm

Spell level:               Druidic 2

Magic Points:         4 per round

Range:                     48 yards

Duration:               1+ rounds

Ingredients:            A handful of white quartz gravel

The caster causes a sudden and violent hailstorm, even if underground or inside buildings. Anyone caught in the hailstorm takes D6 Wounds at Strength 0, and must make a test against Cool every round in order to be able to attack (rather than looking for cover, holding shields over heads, and so on). Wounds are taken either on the head or shoulders (chest) with a 50 % chance of each.

Any firm surfaces (e.g., stone paving) become difficult ground for the duration of the hailstorm and for one turn thereafter. During the hailstorm, visibility is reduced to 10 yards and missile fire is impossible. Fires will have their damage reduced by 2D4 points each round. Fire-based magic is instantly dispelled, and fire- based effects of magical weapons do not function. Gunpowder weapons cannot fire during the hail.

 

Protection from Lightning

Spell level:               Druidic 2

Magic Points:         5

Range:                     Personal / Touch

Duration:               1 hour per level

Ingredients:            a copper pipe

The caster or recipient of this spell has effectively double his normal Toughness for the purposes of determining damage from electrical attacks. Under no circumstances can a creature's Toughness rise above 10. This protection counts against electrical attacks of all sorts, including naturally occurring and magically produced effects.

Shape change

Spell level:               Druidic 2

Magic Points:         12 plus 2 per turn

Range:                     Personal

Duration:               I+ turns

Ingredients:            The skin of the animal to be changed into

This spell allows the caster to take the form of any non-fantastic, non-giant animal. The caster gains all the characteristic scores of the animal in question (except Intelligence which is unchanged), together with any abilities that the animal might have. If rendered unconscious by Wound loss or any other means, the caster reverts to Human form. While in animal form, the Druidic Priest cannot cast spells or perform any other actions of which the animal is not capable. The initial transformation to animal form Magic Points 12 magic points and lasts for I turn; the form may be maintained at an additional Magic Points of 2 magic points per turn.

 

Stampede

Spell level:               Druidic 2

Magic Points:         4

Range:                     48 yards

Duration:               See below

Ingredients:            The jawbone of a snake or the skull of a wolf

This spell may be employed against any single, or group of, natural animal(s), including mounts. A successful Magic test is permitted to negate the effects of the spell.

Affected creatures are forced to flee uncontrollably (as if affected by fear) away from the Druid at their maximum movement rate. In the case of mounts, the rider is permitted a Ld test each round after the first to bring the animal under control (this test is given a +10 bonus if the rider has either of the Animal Care or Animal Trainer skills).

The maximum duration of the spell is 8 rounds, although a creature failing the Magic test will not approach within 48 yards of the Druid until the next sunrise in any event.

This spell does not affect mounts immune to psychological effects, not does it affect creatures such as Undead mounts and Demonic Servants appearing in natural form, since these are not natural creatures

 

Tanglethorn

Spell level:               Druidic 2

Magic Points:         2 per turn

Range:                     24 yards

Duration:               1+ turns

Ingredients:            A briar or bramble

The priest can cause an area of plants or bushes up to 4 times the level of the caster in square yards, to become partially animated. The plants will lash out and hold anything trying to move through them. Any creature in the area of effect must make a Strength test each round in order to move or attack. Creatures unable to move count as prone targets (see the Combat Section). And all creatures in the area of effect, whether held or not, take 2D6 Wounds at Strength 0 every round from the lashing branches - hit locations should be rolled for normally, and the damage is modified by toughness and amour as normal.

 

Transmute Metal to Wood

Spell level:               Druidic 2

Magic Points:         8

Range:                     Touch

Duration:               d6 rounds, or until an item is affected

Ingredients:            iron filings

This spell changes metal items into wood when touched by the Druid or his staff. As a result, metal weapons count as improvised; shields become unrimmed; armour locations will become useless after one more hit; gold pieces become novelty wood chips; and so on. Magical weapons and armour are unaffected by this spell.

 

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