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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