Druid
Level 4
Animate
Rock
Spell
level:
Druidic 4
Magic
Points:
3
Range:
12 yards
Duration:
1 turn
Ingredients:
crushed quartz
With
this spell, the Druid causes a single stone object of up to 20 cubic feet to
move. It has no intelligence or volition of its own, but it follows the Druid's
instruction exactly as spoken - attacking, breaking objects, blocking and so
forth until the end of the spell's duration. Note that only one set of
instruction for one single action (the whole being simply worded and very brief
-12 words or so) can be given to the annimated rock.
While
the exact details of the animated rock are decided by the GM, as a general rule
it should have a Toughness of 5-9 (depending on the type of stone used); Wounds
equal to its volume and Strength equal to its Volume divided by 3. Thus a
man-sized statue or boulder would have a Toughness of 7, 12 Wounds and Strength
of 4. Animated rock generally has a Movement of 1.
Edged
and pointed weapons such as swords, pole-arms, spears and arrows will not affect
the animated rock and will in fact break if the wielder makes a successful
Strength test. Axes and weapons enchanted to inflict extra damage are the
exception to this and will attack normally, as will blunt weapons.
Control
Weather
Spell
level:
Druidic 4
Magic
Points:
10
Range:
Personal
Duration:
See below
Ingredients:
druid’s holy symbol
This
spell brings the Druid into close harmony with the forces of nature in the
surrounding area, allowing him to alter the current weather conditions. The
precipitation, temperature and wind may all be changed, but not too radically -
partly cloudy weather can clear up, become more cloudy or start to lightly rain,
but a thunderstorm is out of the question. By the same token, a cool day can
become warm or cold but must have already been cold to reduce the temperature to
an arctic chill.
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 weather will gradually change to what the Druid desires and
will remain that way until the expiration of the spell, at which point the
weather will gradually revert to its natural state.
Note
that due to the changes wrought by this spell, the Druid will earn great
disfavour if it is used for whimsical purposes.
Create
bog
Spell
level:
Druidic 4
Magic
Points:
6
Range:
48 yards
Duration:
3 turns
Ingredients:
A ball of mud
The
caster may create an area of soft and marshy ground up to 48 yards away. This
spell can only be cast out of doors, on areas of bare ground; it has no effect
on rock or stone. The bog covers an area of up to 48 square yards, and counts as
difficult ground (see movement). It lasts for 3 turns before drying out and
hardening back to normal ground. Any creature in the mire when it hardens will
become trapped unless it makes a successful test against Strength. Trapped
creatures count as prone targets and need to be dug out before they can move
again.
Create
sacred grove
Spell
level:
Druidic 4
Magic
Points:
4 per day
Range:
None
Duration:
Variable
Ingredients:
A suitable location and a golden sickle
Sacred
Groves are the temples of the Druidic Priests and a full description can be
found in Religion and Belief - The Old Faith. This spell allows the Druidic
Priest to create a Sacred Grove, or to re-dedicate one that has been desecrated.
Before this spell can be cast, the area must be marked out using the 3rd level
spell Zone of Purity. The Druidic Priest then performs various dedication
rituals, starting at the full moon and lasting for a full lunar month.
Sacred
Grove created or re-dedicated by means of this spell functions as described in
the Old Faith. (See religion and belief)
This
spell may also be used to re-dedicate stone circles that have been desecrated,
and return them to working order.
Drawing
Down the Moon
Magic
Points:
12
Range:
96 yards
Duration:
1 turn
Ingredients:
Two moonstones (value 10gp each)
In
casting this spell, the Druid calls down a form of moon madness upon the
creatures in the area of effect. One creature, or a group, may be affected. The
spell may only be cast when moonlight is present, so the Druid must be outdoors
on a night that does not have total cloud cover - even a weak glimmer of light
from a new moon is sufficient for the spell to be cast. Assume that there is a
90% chance of such moonlight being available during darkness hours or 10% if it
is raining when the spell is cast.
The
target creature(s) are surrounded by glowing motes of moonlight that weakens
their resolve and very quickly drive them insane. Affected creatures lose -1
from both S and T (with no Magic test permitted to negate the effects). Further,
they experience hallucinations and suffer a -20 penalty to WS and BS.
Affected
creatures must also make a Magic test each round, failure indicating they must
move randomly; random movement is carried out using a d12 clock face for
direction - distance is determined using a suitable die, depending on the
creature's Movement characteristic. A Magic test must be made to permit
successful spellcasting by an affected creature.
Finally,
at the end of the spell duration, affected creature(s) must make a Magic test or
gain d4 Insanity Points. This spell cannot affect creatures with Int less than
6, or creatures that are immune to psychological effects, such as Undead and
Demons.
Entanglement
Spell
level:
Druidic 4
Magic
Points:
8
Range:
96 yards
Duration:
d6+1 turns
Ingredients:
A pinch of dung and a sprig of Bloodsedge
This
spell may e centred on any point within 96 yards of the Druid. Vegetation will
erupt from the chosen point, irrespective of the terrain type, instantaneously
covering an area 24 yards in diameter and turning the terrain into difficult
ground, with movement being affected accordingly. Creatures caught within the
area of effect are entangled for the first round, and for each round thereafter
that they fail an S test with a -10 penalty. Entangled creatures may not move,
suffer a -20 penalty to missile fire, a -10 penalty to melee combat, and may not
cast spells or use magic items to create spell-like effects. The spell duration
is unaffected by subsequent actions by the Druid.
Quench
Fire
Spell
level:
Druidic 4
Magic
Points:
4
Range:
96 yards
Duration:
1 hour
Ingredients:
A flask of water gathered from the dew formed within a stone circle
This
spell will completely smother all magical and non-magical fires within a 96-yard
radius, extinguishing everything from candles to blazing forests. While this
effect is instantaneous, the spell remains in force for an hour, preventing any
form of fire from being lit and any fire-cased spells from being cast within the
area of effect. All Fire Elementals below Wisentlich status will be reduced in
size by 1 for each round that they remain within the area of effect. Magical
items that cause a fire effect will be neutralised until they are removed from
the area of effect.
Rainbow
Bridge
Spell
level:
Druidic 4
Magic
Points:
8
Range:
Special
Duration:
4 turns
Ingredients:
A wooden miniature sculptured bridge, painted with the colours of the
Rainbow
This
spell may only be cast if a rainbow appears within the vision of the Druid. As a
rule of thumb, if there is rainfall in sight, there is a 10% chance that a
rainbow will occur.
When
the spell is cast, the Druid and any group (of up to 8 characters and/or natural
animals) accompanying him may step onto the rainbow and be transported by the
Rainbow Bridge. It takes 1 round for the Druid to bring the rainbow to his feet
and 1 round (minimum) for his friends to step onto it. When all are on the
Rainbow Bridge, the group travels at the rate of 1 mile per round (600 mph).
They can be conveyed a maximum distance of d10+20 miles, in any direction he
desires. The Druid may have himself (and his group) set down at any point along
the maximum distance of the bridge. If a group is accompanying the Druid, they
must all leave at the same place he does. Creatures hostile to the Druid must
make a successful Magic test when they step onto the bridge, and for every
succeeding round they remain on it, or fall to their death.
However,
they may safely disembark at the location that the Druid has disembarked.
Anyone
who remains on the bridge at the end of 4 turns will fall to his death. The
Rainbow Bridge is not affected by the Dispel magic spell.
Sunbeam
Spell
level:
Druidic 4
Magic
Points:
12
Range:
96 yards
Duration:
Instantaneous
Ingredients:
A 1" diameter disc of burnished copper
When
casting this spell, the Druid calls down a roaring column of fire from the
heavens, which affects all creatures within an 8-yard diameter circle. The spell
may only be cast if sunlight is present. The chance of this occurring during
daylight hours is as follows:
Spring
50%
Summer
75%
Autumn
50%
Winter
25%
Most
creatures will suffer 2d6 Wounds at S8, while flammable targets suffer 4d6
Wounds at S8. Flammable objects will be set alight. This spell also has great
power against Undead, which are blinded for d4 round and must make an
Instability test immediately (if applicable). Any control exercised over the
Undead is immediately broken and must be re-established by the controller. Note
that this may result in other tests having to be made (e.g. uncontrolled
Skeletons are subject to stupidity).
Wall
of Thorns
Spell
level:
Druidic 4
Magic
Points:
12
Range:
48 yards
Duration:
6 hours
Ingredients:
A live hedgehog
With
the casting of this spell, a wall of thorns sprouts instantly from the ground
anywhere within 48 yards of the caster. The wall may take the form of a 2-yard x
24-yard strip or a circle of radius 6 yards. The Wall of Thorns can be made to
grow up in front of, around or even on top of groups of creatures if the caster
wishes. The wall is made of magic thorns, which grow so quickly; they can easily
trap and kill anyone whom they touch. Each creature within the area of thorns
receives 3d6 wounds at S5, modified by Toughness and leg armour only. In
addition, movement is reduced to a maximum of 2 yards per round.
Once created, a Wall of Thorns cannot be dispelled. It is
flammable and counts as a single section with 15 damage points (see Destroying
Buildings). Note that the casting of this spell does not harm the hedgehog
required as an ingredient.
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