Druid
Level 3
Animate
tree
Spell
level:
Druidic 3
Magic
Points:
10 plus 4 per round
Range:
Touch
Duration:
1+ turns
Ingredients:
A seed or berry from the type of tree to be animated
This
spell enables the caster to animate one tree; effectively it becomes a Treeman
under the caster's control. The animated tree has all the characteristics and
abilities of a Treeman, as detailed In the Bestiary. The caster must touch the
tree to effect the transformation, and must maintain concentration while the
tree is animated; the Druidic Priest may move, but fighting or spellcasting
breaks concentration, as does being wounded. If the caster is hit but not
wounded, the Druidic Priest must make a Will Power check to maintain
concentration.
The
spell costs 10 magic points and lasts for 1 turn, it may be extended at an
additional cost of 4 magic points per round.
Commune
With Nature
Spell
level:
Druidic 3
Magic
Points:
5
Range:
Personal
Duration:
2d6 turns
Ingredients:
None
This
spell enables the caster to become one with the local wilderness environment. As
a result he will know the nature of the terrain and its general state, as well
as information about the local flora and fauna. The presence of unnatural
creatures within the area can also be detected. Note that only very generalised
information can be obtained through the use of this spell.
For
the duration of the Commune with Nature, 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.
Control
Winds
Spell
level:
Druidic 3
Magic
Points:
4 per 10 minutes spent casting
Range:
Personal
Duration:
See below
Ingredients:
None
With
the casting of this spell the Druid is brought into close harmony with the
forces of nature in the surrounding area, allowing him to alter the wind force
in the area of effect
By
up to three levels of strength. Wind strengths are as follows:
Dead calm
0 mph
Light breeze
2-7 mph
Moderate breeze 8-18
mph
Strong breezes
19-31 mph
Gale
32-54 mph
Storm
55-72 mph
Hurricane
73-176 mph
Powerful
wind effects will have an "eye" large enough to prevent the Druid from
being affected. His companions will not be quite so fortunate and must fend for
themselves.
Further
changes require a repeated casting of the spell.
The
spell casting requires 10 minutes to cast for each aspect of the weather that is
to be changed. During this time, the Druid's body lies helpless in a trance and
counts as a prone opponent. Only the normal completion of the spell casting or
the sustaining of a critical effect can rouse the Druid. Over the time taken to
cast the spell, the wind strength will gradually change to what the Druid
desires and will remain that way until the expiration of the spell, at which
point the wind will gradually revert to its natural state.
Corrode
Spell
level:
Druidic 3
Magic
Points:
5
Range:
24 yards
Duration:
Instantaneous
Ingredients:
A piece of iron and a drop of water
This
spell may be cast at a creature or group. Every non-magical item of iron, steel
or bronze possessed by the target creature(s) instantly corrodes away to rust
and is destroyed. Metal armour become useless, weapons crumble to dust (weapons
with wooden shafts and metal heads/tips count as improvised weapons), and so on.
Magical weapons and armour are unaffected by this spell.
Decompose
Spell
level:
Druidic 3
Spell
level:
3
Magic
Points:
6
Range:
48 yards
Duration:
Instantaneous
Ingredients:
A dried leaf
On
the casting of this spell, a ray of dark green light is projected from the
caster's fingertips, up to a range of 48 yards. Anything organic in the path of
the ray (such as wood, leather and items of clothing) will rot and turn to dust
Instantaneously. If cast against characters' or monsters' clothing or armour,
they are allowed a test against Will Power to avoid the spell's effects.
Nothing
living or magically animated will be affected by this spell, with one exception
- Zombies struck by the ray will immediiately become Skeletons, with normal
Skeleton characteristics.
Heat
Metal
Spell
level:
Druidic 3
Magic
Points:
10
Range:
24 yards
Duration:
See below
Ingredients:
A piece of armour taken from a defiler of forests.
This
spell will cause non-magical metal to slowly heat until red-hot, effectively
cooking a target unit or creature in metal armour. For the first d3 rounds of
effect the targets will feel uncomfortably hot. The round after that, the heat
will rise to such a level that a S0 hit will be taken to each location covered
by metal armour. The next round, the armour will almost glow with the heat,
causing a S3 hit to each location.
After
this the heat will fade, causing a S0 hit next round and no damage thereafter.
Even
exceptional troops will be killed by this spell unless they can remove their
armour in time.
Metal
weapons must be dropped unless a Will Power save is made each round after the
first. If held onto then damage is taken to the wielder's hand as above in
addition to any other injuries caused. Heat metal will not affect magical items
other than to make them warm for the duration of the spell.
Plant
Door
Spell
level:
Druidic 3
Magic
Points:
10
Range:
Personal
Duration:
1 trip
Ingredients:
A sprig of mistletoe
By
the use of this spell, the caster is able to enter a tree and move from it to
any other tree within 96 yards that lies in approximately the direction desired
by the caster. The transportation will take one combat round. Both the tree
entered and the one serving as the destination must be living, unaffected by any
form of Chaos taint and of a width and height at least equal to that of the
Druid. Upon arrival the caster can, at his option, remain within the tree for up
to 3 rounds, otherwise he can step forth immediately. The process may be
repeated until the expiration of the spell. If an occupied tree is chopped down
or burned, the Druid will be slain unless he exits before the process is
complete.
Steam
Cloud
Spell
level:
Druidic 3
Magic
Points:
5
Range:
48 yards
Duration:
See below
Ingredients:
A drop of water and a burning torch within 12 yards
By
casting this spell, the Druid brings into existence a cloud of superheated steam
12 yards in diameter. Creatures suffer 1 automatic Wound each round they remain
within the Steam Cloud, irrespective of any protections, magical or otherwise.
Further, creatures within the Steam Cloud are disorientated, and if they fail an
I test they will move only in a random direction. Random movement is handled as
follows; roll a d12 (12 o'clock being the direction the creature is facing) to
determine the direction of movement. The distance moved is found using suitable
dice, depending on the value of the creature's Movement characteristic.
Creatures
successfully making the I test (which must be made each round) can move towards
the nearest edge of the cloud to escape its harmful effects.
Stoutstaff
Spell
level:
Druidic 3
Magic
Points:
3
Range:
Personal
Duration:
1 hour
Ingredients:
a club or staff
This
spell allows the Druid to enchant the ordinary oaken cudgel that is the spell's
ingredient. The resulting Stoutstaff has no special powers, but counts as a
magical weapon for the purposes of hitting creatures only affected by magical
weapons. The spell effect will last for one hour, at the end of which the cudgel
will revert to its non-magical state, but will not be consumed by the spells
casting.
Summon
Swarm
Spell
level:
Druidic 3
Magic
Points:
8 per hour
Range:
48 yards
Duration:
1+ hours
Ingredients:
A preserved part of the type of creature summoned
This
spell allows the Druid to command natural creatures. The Druid can summon a
swarm of either beetles, snakes and lizards, spiders, rats, frogs and toads,
ants, ticks, scorpions or bats (see the Bestiary). The Swarm appears within 48
yards of the
Summoner
and will follow simple instructions.
The
Swarm remains for 1 hour but may be kept beyond that time by the expenditure of
8 magic points per hour.
Tap
earth power
Spell
level:
Druidic 3
Magic
Points:
3
Range:
personal
Duration:
variable
Ingredients:
a stone circle
This
spell can only be cast while in a stone circle (see Religion and Belief - The
Old Faith). It enables the caster to draw upon the earth-power of the stone
circle and use it for spell casting. The caster regains D4 magic points per
round while in the stone circle, though the circle will not increase magic
points above the Druidic Priest's Power Level. Magic points can be regained in
this way for as long as the caster remains within the circle.
Zone
of purity
Spell
level:
Druidic 3
Magic
Points:
3
Range:
Personal
Duration:
1 hour
Ingredients:
A bronze dagger
The
spell creates a 12-yard diameter Zone centred around the caster. The Zone lasts
either for 1hour, or until it is destroyed, or until the caster moves. Druidic
Priests and normal animals may enter and leave the Zone freely; everything else
must make a successful Will Power test or be excluded. The following modifiers
apply:
Elves,
giant animals 0%
Rangers
0%
Humans,
Haffling -10%
Dwarves
-20%
Everything else -40%
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