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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