Abilities and Spells (Druid):

%Roll: Druid Abilities and Spells: 18

01-30:   Animal Masteries: %Roll: Mastery spells:

                                              01-17:   Animal Ally          (Spell) Cause an animal's loyalty and protectiveness for the druid.
                                              18-34:   Animal Apathy     (Spell) Cause an animal to be neutral to your presence.
                                              35-51:   Animal Bind         (Spell) Animals become allied with the druid.
                                              52-68:   Animal Empathy  (Spell) Aense and feel what an animal feels.
                                              69-84:   Animal Harmony (Spell) Animal accepts and befriends the caster.
                                              85-00:   Animal Trust        (Spell)
Gives an animal class creature full trust in the druid.

 

31-35:   Animated Tree  (Spell) Causes a tree to animate; coming to life to serve the caster.
36-45:   Armor of Natur (Spell) A chain armor created from the energy and being of an oak tree.
46-55:   Blade of Natur  (Spell)
A sharp-edged weapon created from the energy and being of an oak tree.

56-65:   Camouflage       (Spell) Blend in with your current surroundings.

66-75:   Entangle            (Spell) Causes all vegetation to grasp at your target, attempting to subdue it.
76-85:   Familiar             (Spell) Summon a common black bear, forest cat, owl, raven, or wolf to be a companion.
86-95:   Green Wisps     (Spell)
Creates 8 green, fist-sized, flames that encircle the druid’s hand.

96-00:   Monster Masteries: %Roll: Mastery spells:

                                                 01-20:   Monster Ally         (Spell) Cause a giant animal class creature to accept the caster.
                                                 21-40:   Monster Apathy    (Spell) Cause giant animal class creatures to be neutral to you.
                                                 41-60:   Monster Empathy
(Spell) Sense what a giant animal class creature feels.

                                                 61-80:   Monster Harmony (Spell) A giant animal class creature accepts you.

                                                 81-00:   Monster Trust       (Spell) A giant animal class creature puts full trust in you.

 

     Druids are the caretakers of the woodlands and of the animal kingdom. One can say that a druid has nature at his or her fingertips. Amongst their many responsibilities, Druids are, at times, the ambassadors between civilized man and the uninhabited wilds. Druids have increasing power within woodland areas, especially if he or she be the permanent caretaker (or, in other words, claimed a forest).

 

 

Animal Ally (Adventurer Spell (levels 6+) Return to top

 

This spell will cause an animal class creature to feel a sense of loyalty and protectiveness for the druid.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : "Animal Apathy", "Animal Harmony", "Animal Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted animal class creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent

Effect Time:

Instant.

Explanation:

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This spell will cause one single animal class creature to become loyal and protective towards the druid (not unlike a loyal dog that protects its master (not the druid’s allies and friends).

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the animal will break this spell permanently (it can never be cast upon the animal again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened animals infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Animal Apathy (Adventurer Spell (levels 6+) Return to top

 

This spell will cause an animal class creature to be neutral to your presence.

Modification-Point Cost (M.P.C.): 4

Prerequisites --------------------------- : "Animal Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted animal class creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent

Effect Time:

Instant.

Explanation:

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This spell will cause one single animal class creature to become loyal and protective towards the druid (not unlike a loyal dog that protects its master (not the druid’s allies and friends).

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the animal will break this spell permanently (it can never be cast upon the animal again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened animals infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

4,000 white-gold

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Animal Bind (Adventurer Spell (levels 6+) Return to top

 

Draws all animals within the “Area of Effect” to be allied with the druid.

 

 

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

40 spaces (200') out in all directions from where caster is standing. If the caster moves, the “Area of effect:” will move with him or her.

Avoidance-Roll:

Yes: vs. “Magic” to step without the spell’s area of effect unless animal would be destroyed by staying within. Only one attempt can be made to exit the spell’s “Area of effect:”.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 fortnight (two weeks) in which the 9 spell-points used to cast this spell will not regenerate. When the spell’s duration is expired, or the caster wills the spell to expire, the spell-points will begin to regenerate.

Effect Time:

1 hour (720 turns). Within the hour one random animal will be encountered.

Explanation:

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This spell will cause all animals to be drawn into the “Area of effect:” by the power of the spell. Once within the spell the animal encounter will be an ally to the Druid.

 

If this spell is used to hunt it will draw the random animal encounter in, but then will be stripped (painlessly) from the druid’s mind after the first animal is hunted and slain. In other words, the spell-rune, “Animal Bind” must be found once again and successfully memorized in order to regain the spell.

 

See: "Spell-points to cast"

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only Animal Class creatures are effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster only.

Resting Time:

1 hour (720 turns).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5 spell-points cast for this spell will never regenerate.

Susceptibilities:

None.

Value:

30,000 white-gold

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Animal Empathy (Adventurer Spell (levels 6+) Return to top

 

This spell will empower the druid to sense and feel what an animal feels.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Harmony"

                                                                         "Animal Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted animal class creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will enable the druid to feel what the targeted animal feels physically, mentally and spiritually.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Monster class creatures in this field of druidic study are restricted to giant animals only (i.e., giant rat, wolf, etc.). Other monster class creatures, such as goblins are not effected in the least by this ability; rather, this ability enrages them.

Range:

Touch.

Resting Time:

1 turn (5 seconds) x the level of the animal (after the “Duration” of this spell is expired).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Animal Harmony (Adventurer Spell (levels 6+) Return to top

 

This spell will cause an animal class creature to accept the caster. An Animal under the power of this spell is easily befriended.

Modification-Point Cost (M.P.C.): 6

Prerequisites --------------------------- : "Animal Apathy", "Animal Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted animal class creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This spell will cause one single animal class creature to not only feel at ease in the presence of the caster, but easily trusted. This spell does not cause a bonding between the caster immediately, but this can be accomplished by the caster easily after this spell is in effect (not the druid’s allies and friends).

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the animal will break this spell permanently (it can never be cast upon the animal again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened animals infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Animal Trust (Adventurer Spell (levels 6+) Return to top

 

Gives an animal class creature full trust in the druid.

Modification-Point Cost (M.P.C.): 6

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One Animal class creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This spell will cause the targeted animal to trust the caster completely.

 

Any action or thought towards any animal under the influence of this spell, with the intention of harming any animal effected, in any manner, or round about way, will break the spell. If, after the trust of an animal has been broken, the same caster casts on any animal previously effected by this spell, it will have no effect.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

A Diseased and / or Sick animal is not effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Animated Tree (Adventurer Spell (levels 6+) Return to top

 

Causes a tree to animate; coming to life to serve the caster.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One tree.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None. See: “Animated Tree” in the A section of the Creatures book.

Duration:

3-D10 turns +1 per level of the caster.

Effect Time:

Instant.

Explanation:

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Animated Tree will cause a targeted tree to spring to life and serve as the druid commands.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Animated and living trees, such as the Natur and the Saga Natur are not effected.

Maximum Adjustment:

Not applicable.

Notes:

The armor-rank and damage-points of the tree will be strictly up to the G.M. (this depends upon the size and type of tree being animated.

Range:

Touch.

Resting Time:

3 turns (15 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

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Armor of Natur (Adventurer Spell (levels 6+) Return to top

 

A chain armor created from the energy and being of an oak tree.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One tree.

Avoidance-Roll:

None.

Casting Time:

12 turns (1 minute)

Damage:

None.

Duration:

Permanent.

 

See: "Spell-points to cast".

Effect Time:

Instant.

Explanation:

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The Armor of Natur is a set of chain armor created from the energy and being of an oak tree.

 

This armor has the exact same stats as a Krakkin-steel chain armor, yet has an increase damage-reduction of 6 versus physical attacks. It has an even more increased damage-reduction of 8 vs. the physical damage from organic creature attacks.

 

This armor can be endowed with magic and / or enchantments once created (just as a normal set of forged armor can).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only Animated and living oak trees which are willing to give the druid the Armor of Natur are effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

3 turns (15 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2   Spell-points used to create a set of this armor will never be recovered.

Susceptibilities:

None.

Value:

10,000 white-gold

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Blade of Natur (Adventurer Spell (levels 6+) Return to top

 

A sharp-edged weapon of the druid’s choosing created from the energy and being of an oak tree.

 

 

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One tree.

Avoidance-Roll:

None.

Casting Time:

12 turns (1 minute)

Damage:

None.

Duration:

Permanent.

 

See: "Spell-points to cast".

Effect Time:

Instant.

Explanation:

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The Blade of Natur is a sharp-edged weapon created from the energy and being of an oak tree.

 

This weapon has the exact same stats as a normal weapon of its kind, yet causes increased damage +1-D6 per 5 levels advanced. It has an increased damage of +2-D6 per 5 levels vs. organic creatures.

 

This weapon can be endowed with magic and / or enchantments once created (just as a normal forged weapon of its type).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only Animated and living oak trees which are willing to give the druid the Blade of Natur are effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

3 turns (15 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2   Spell-points used to create a set of this weapon will never be recovered.

Susceptibilities:

None.

Value:

10,000 white-gold

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Camouflage (Adventurer Spell (levels 6+) Return to top

 

Blend in with your current surroundings.

 

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1 target of the caster's choosing.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

1 hour (720 turns) (+1 hour per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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Camouflage will cloak you in the colors and shades of the background and surroundings you are currently in. You will gain a +60 on all checks to remain unseen, but you must also remain unmoving.

 

Once you move, you will not be camouflaged, but the "Duration" will still be in effect. Once you become motionless again, Camouflage will be in effect.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

2 spaces (10').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

10,000 white-gold

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Entangle (Adventurer Spell (levels 6+) Return to top

 

Causes all vegetation to grasp at your target, attempting to subdue it.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

15' radius (1 space and the next ring of spaces surrounding that space (15' x 15' circular pattern).

Avoidance-Roll:

Yes: vs. “Paralysis”

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1-D4 turns (+1-D4 turns per 7 levels advanced).

Effect Time:

Instant.

Explanation:

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When Entangle is cast, all living vegetation (i.e., tree branches, grass, flowers, bushes, etc.) will come to life and wrap the target of the spell, securing their victim firmly. The vegetation grasp will have such a good hold on the target that only an avoidance-roll vs. "Paralysis" will free the victim. But only one such roll can be made.

Hand Movement:

Two hands. Druid points at the surrounding vegetation.

Healing:

None.

Immunities:

Vegetation will not attack another Organic Creatures.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

20 spaces (100")

Resting Time:

None.

Special:

The G.M. will determine if any vegetation is located about the target of the spell. See: "G.M., Decisions of the:" in the G section of the Basic Rules Book.

Spell Preparation:

Target needs to be among lush vegetation.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Familiar (Adventurer Spell (levels 6+) Return to top

 

Druid can summon a common black bear, forest cat, owl, raven, or wolf to be a companion to him or her.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One full forested region.

Avoidance-Roll:

None.

Casting Time:

1 hour (720 turns).

Damage:

None.

Duration:

Instant. The familiar will become a lifelong companion and trusted ally of the caster.

Effect Time:

Instant.

Explanation:

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When this spell is cast the druid will send out a magical call to a black bear, forest cat, owl, raven, or wolf. This animal will come to the druid, serving as a permanent companion for the remainder of its life, or the remainder of the druid’s life.

 

There will be a 99% chance that this spell will be successful. If unsuccessful, the 5 spell-points to cast this spell will be forfeit willingly by the druid forever. See: “Special”.

 

See: “Notes”

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only animal class creatures can be effected by the power of this spell (not giant class animals (or monsters).

Maximum Adjustment:

Not applicable.

Notes:

A familiar will be able to communicate verbally with the caster. The caster can also see through the eyes of the familiar at will.

Range:

As “Area of Effect”

Resting Time:

None.

Special:

Spell-points used to cast this spell are willingly forfeited forever in trade for the familiar.

Spell Preparation:

Druid must meditate undisturbed for the “Casting time” of the spell.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Green Wisps (Adventurer Spell (levels 6+) Return to top

 

Creates 8 green, fist-sized, flames that encircle the druid’s hand. The flames can be cast upon a foe.

 

 

Modification-Point Cost (M.P.C.): 14

Prerequisites --------------------------- : Druid

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Up to 8 targeted creatures. This spell will create 8 green flames, each in the appearance of small fist sized comets. They can be hurled at single or multiple creatures simultaneously. Once they strike the intended target, each Green Wisp will explode in a shower of green sparks and vanish.

Avoidance-Roll:

None. Defender can attempt to block, dodge, or parry. Green Wisps are considered as a hurled weapon with a +1 to strike per level of the druid.

Casting Time:

2 turns (10 seconds).

Damage:

1-D6 x the level of the caster. Note: If this spell is cast within the visual presence of the organic creature, Saga Natur, the damage will be doubled.

Duration:

Caster’s level. Example: A 7th level caster can hold Green Wisps swirling about his or her hand for 7 turns (on the 8th turn, Green Wisps would then fade and need to be cast again).

 

When any of the Green Wisps strike a target, it will dissipate.

Effect Time:

Instant.

Explanation:

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When this spell is cast the druid will create 8 green, fist-sized, flames that will encircle his or her hand.

 

The Druid must roll to strike a target as he or she would normally using a weapon, yet there will be a +20 to strike.

 

This is not a burning flame, but the energy drawn from the forces of nature about the caster. Thus, protective armoring and gear will sustain damage before flesh.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Plant-life (including all species and types of ORGANIC creatures).

Maximum Adjustment:

None.

Notes:

None.

Range:

15 spaces (75')

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

7

Susceptibilities:

Undead will sustain x2 damage (x4 if Druid is within the presence of a Saga Natur).

Value:

14,000 white-gold

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Monster Ally (Adventurer Spell (levels 6+) Return to top

 

This spell will cause a giant animal class creature to accept the caster. A Monster under the power of this spell is

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Empathy"

                                                                         "Animal Harmony", "Animal Trust", "Monster Apathy"

                                                                         "Monster Harmony", "Monster Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted monster, animal, class creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

Permanent

Effect Time:

Instant.

Explanation:

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This spell will cause one single monster, animal, class creature to not only feel at ease in the presence of the caster, but easily trusted. This spell does not cause a bonding between the caster immediately, but this can be accomplished by the caster easily after this spell is in effect (not the druid’s allies and friends).

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the monster, animal, will break this spell permanently (it can never be cast upon the monster, animal, again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened monster, animal, class creatures infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

Monster class creatures in this field of druidic study are restricted to giant animals only (i.e., giant rat, wolf, etc.). Other monster class creatures, such as goblins, race types, ogres, etc., are not effected in the least by this spell.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Monster Apathy (Adventurer Spell (levels 6+) Return to top

 

This spell will cause giant animal class creatures to be neutral to your presence.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Empathy"

                                                                         "Animal Harmony", "Animal Trust", "Monster Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted monster, animal, class creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

Permanent

Effect Time:

Instant.

Explanation:

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This spell will cause one single monster, animal, class creature to not feel threatened by the presence of the druid (not the druid’s allies and friends), thus the monster, animal, will treat the druid with indifference.

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the monster, animal, will break this spell permanently (it can never be cast upon the monster, animal, again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened monster, animal, class creatures infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Monster Empathy (Adventurer Spell (levels 6+) Return to top

 

This spell will empower the druid to sense and feel what a giant animal class creature feels.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Empathy"

                                                                         "Animal Harmony", "Animal Trust", "Monster Ally"

                                                                         "Monster Apathy", "Monster Harmony", "Monster Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted monster, animal, class creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

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This spell will enable the druid to feel what the targeted monster, animal, feels physically, mentally and spiritually.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Monster, animal, class creatures in this field of druidic study are restricted to giant animals only (i.e., giant rat, wolf, etc.). Other monster, animal, class creatures, such as goblins, race types, ogres, etc., are not effected in the
least by this spell.

Range:

Touch.

Resting Time:

1 turn (5 seconds) x the level of the monster, animal, (after the “Duration” of this spell is expired).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Monster Harmony (Adventurer Spell (levels 6+) Return to top

 

This spell will cause a giant animal class creature to accept the caster. A Monster under the power of this spell is

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Empathy"

                                                                         "Animal Harmony", "Animal Trust", "Monster Apathy"

                                                                         "Monster Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted monster, animal, class creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

Permanent

Effect Time:

Instant.

Explanation:

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This spell will cause one single monster, animal, class creature to not only feel at ease in the presence of the caster, but easily trusted. This spell does not cause a bonding between the caster immediately, but this can be accomplished by the caster easily after this spell is in effect (not the druid’s allies and friends).

 

Any actions in any way, shape, or round about form, by the druid to bring harm to the monster, animal, will break this spell permanently (it can never be cast upon the monster, animal, again).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Cursed, diseased, and / or sickened monster, animal, class creatures infected with radical or violent-like infirmities are not effected by the power of this spell until cured.

Maximum Adjustment:

Not applicable.

Notes:

Monster class creatures in this field of druidic study are restricted to giant animals only (i.e., giant rat, wolf, etc.). Other monster class creatures, such as goblins, race types, ogres, etc., are not effected in the least by this spell.

Range:

1 space (5') x awareness of the druid.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Monster Trust (Adventurer Spell (levels 6+) Return to top

 

Gives a monster, animal, class creature full trust in the druid.

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : "Animal Ally", "Animal Apathy", "Animal Empathy"

                                                                         "Animal Harmony", "Animal Trust"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted monster, animal, class creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This spell will cause the targeted monster, animal, to trust the caster completely.

 

Any action or thought towards any monster, animal, under the influence of this spell, with the intention of harming any monster, animal, effected, in any manner, or round about way, will break the spell. If, after the trust of a monster, animal, has been broken, the same caster casts on any monster, animal, previously effected by this spell, it will have no effect.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

A Diseased and / or Sick monster, animal, is not effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x awareness of the druid.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Canopy (Seeker Spell (level 0 - 5th) Return to top

 

Create a dome that protects from weather conditions.

Modification-Point Cost (M.P.C.) - : 2

Prerequisites ----------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

15' diameter (1 space and all connecting spaces around that space).

Height at the zenith of the dome Canopy: 5'

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1-D8 hours (+1 hour per 3 levels advanced).

Effect Time:

3 turns (15 seconds).

Explanation:

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Forms foliage into a dome-like canopy that will do the following:

Common Rain and snow-block.

Shade.

Common wind-break.

Note:

If +5 spell-points are added, above the initial cost of the spell, it will give complete coverage from major winds, rain, sun, snow, hail, etc. This can be done multiple times, as mentioned in "Special".

Hand Movement:

Two hands

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

3 spaces (15').

Resting Time:

None.

Special:

If another Canopy is cast within 1 space (5') of another, they will connect by a foliage tunnel, thus expanding this spell's effect.

 

If another Canopy is cast directly on top of another Canopy, it will increase its height and diameter by 5'. This can be done multiple times to create a spacious shelter.

Spell Preparation:

Only that there is enough foliage to created Canopy.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

200 white-gold

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Color Scent (Seeker Spell (level 0 - 5th) Return to top

 

Color and Scent clay.

Modification-Point Cost (M.P.C.) - : 2

Prerequisites ----------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

Two handfuls of clay or mud.

 

Note:

If 10 spell-points are added into the initial casting of this spell, the "Area of Effect" will increace to 100 handfuls of mud or clay.

Avoidance-Roll:

None.

Casting Time:

Instant.

Damage:

None.

Duration:

3 hours (+1 hour per 5 levels advanced).

Effect Time:

Instant.

Explanation:

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Cast this spell on clay or mud and it will color and scent it as the Druid wishes, masking the natural scent of the one it is rubbed on.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

Only that there is enough mud or clay to cast this spell on.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

100 white-gold

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Compass (Seeker Ability (level 0 - 5th) Return to top

 

Have a good chance to know True North.

Modification-Point Cost (M.P.C.) - : 2

Prerequisites ----------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

2

Area of Effect:

Druid only.

Avoidance-Roll:

Yes: vs. "Wisdom".

 

If successful, this ability will enlighten the Druid as to which way is True North.

Casting Time:

Instant.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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After invoking this ability, if the Druid makes a successful avoidance-roll, he or she will know which way is True North.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

N/A

Notes:

None.

Range:

Druid only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

None. This is an ability.

Susceptibilities:

Not applicable.

Value:

50 white-gold

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Cub (Seeker Spell (level 0 - 5th) Return to top

 

Druid will have a chance of searching out and finding a lone bear or wolf cub.

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

See: "Range".

Avoidance-Roll:

None. See: "Explanation".

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The druid will have a 50% chance (+1% chance per level advanced) to receive an empathetic feeling, drawing him or her to a lone and helpless bear or wolf cub.

 

Chance for a lone and helpless bear or wolf cub to be within the "Range" of the spell: 10%

 

%Roll: Type of Cub located:

01-50:   Bear

51-00:   Wolf

 

Upon sighting the druid, this cub will bond with the druid, thus becoming, in essence, family. The Druid will have the following abilities to both understand and protect his or her cubs:

 

Language of the Cub:

One moon after bonding together the cub will begin to understand what the druid is verbally saying, and the druid will begin to understand what the cub is saying.

 

This communication will be simple at first (one word only).As each moon passes, an additional word will be added, so that more consecutive words can be stated and understood by both the cub and the druid.

 

While this communication seems normal to the cub and the druid, to others it will seem guttural and strange. This ability will not extend to any other than the Druid's personal Cubs.

 

Physical Advocate:

The druid may take damage for his or her own cub, but the cub must be within range if the Druid's power to assist it.

 

Amount of damage a Druid can take for his or her cub: 1-D6 +3 points (+1-D6 +3 points per 3 levels the druid has advanced).

                                

Range: 1 league (+1 league per 3 levels advanced).

Maximum Range: None.

 

When a Cub is wounded, or injured, the druid will feel the injury, and can take on the harm a Cub would suffer. The druid will not know the extent of the injury a Cub is about to take, but if the Cub would be slain by the injury, the Druid will not be able to take on the injury.

 

Note: Cubs will always stop just within the range of this powerful bond, to wait for the druid's consent to proceed outside the protective area. If consent is not given, cubs will not continue.

Hand Movement:

None.

Healing:

None.

Immunities:

Only an "Animal" class bear or wolf.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 league (3 miles).

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

 

Note:

The spell-point used to find this cub will be permantly lost (willingly given) in trade for the cub, but only if a cub is successfully located.  Once done, the 2 spell-points are forever gone (even if the cub dies).

Susceptibilities:

Not applicable.

Value:

300 white-gold

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Entangle (Seeker Spell (level 0 - 5th) Return to top

 

Cause the foliage to hinder the movement of another.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Druid

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1-D4 turns.

Effect Time:

Instant.

Explanation:

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Cause all the foliage in the immediate area to hinder the movement of the target of your spell. When this spell is cast the targeted will have a -2 movement per turn for the “Duration” of the spell.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Organic creatures are not effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x the caster's Awareness (i.e., If the caster has a 20 awareness, the range = 20 spaces).

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

800 white-gold

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Green Silk (Seeker Spell (level 0 - 5th) Return to top

 

Druid can create a thread-like strand to use as a marker.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Druid

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

1 league (3 miles) x the level of the Druid.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent until Druid wishes to cancel the spell. Other ways that Green Silk can be cancelled: Electricity and Fire will destroy this spell.

Effect Time:

Instant.

Explanation:

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This spell will enable the Druid to touch a finger to a spot on a tree and then to another tree. This will create a thin, luminescent, thread-like, strand visible only to a Druid who has this ability. This strand is used for traveling distances without getting lost.

Hand Movement:

One hand.

Healing:

Not applicable.

Immunities:

Not applicable.

Maximum Adjustment:

None.

Notes:

Green Silk can only be used if the "Range" can reach from one tree to the next, and can only be used on living trees.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2 While each Green Silk is in effect, spell-points used to create it will not regenerate.

Susceptibilities:

Not applicable.

Value:

200 white-gold

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Night Sounds (Seeker Ability (level 0 - 5th) Return to top

 

Create night sounds in an area.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Druid

Ability-Points to Invoke:

2

Ability Preparation:

It must be nightfall to cast this spell.

Area of Effect:

60 spaces (300') all about the caster.

Avoidance-Roll:

None.

Casting Time:

Instant

Damage:

None.

Duration:

1 minute (12 turns) (+ 1-D12 turns per scroll memorized.

Effect Time:

Instant.

Explanation:

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The Druid can create any sound he or she has heard before, but only when it is night.

 

The impact of Night Sounds will be situational and up to the decision of the G.M.

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

This spell will not work, unless it is night.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster. The caster will be the center-point of Night Sounds..

Resting Time:

None.

Special:

None.

Spell Preparation:

This is an ability.

Spell-points to cast:

This is an ability.

Susceptibilities:

Not applicable.

Value:

200 white-gold

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Scrub Food (Seeker Spell (level 0 - 5th) Return to top

 

Druid creates food from a handful of leaves, a few pine cones, or gathered twigs.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Druid

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

See: "Explanation".

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent. Scrub Food is permanent until eaten or destroyed.

Effect Time:

Instant.

Explanation:

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Create food from a handful of leaves, a few pine cones, or gathered twigs. The amount of food created will be enough to sustain an average sized Human for 1 day.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Only dead foliage can be transformed into Scrub Food.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

Leaves, pine cones and twigs are gathered and held by the Druid.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

300 white-gold

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Swiftmane (Seeker Spell (level 0 - 5th) Return to top

 

Increases the movement of the targeted for a time.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Druid

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

Caster or targeted creature.

Avoidance-Roll:

None. Unwilling targets are not effected by this spell.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 hour (720 turns) + 1 hour per 5 levels advanced.

Effect Time:

Instant.

Explanation:

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This spell will give the targeted a +1 movement, +1 movement per 3 levels advanced.

 

After the spell has worn off, the targeted must make an avoidance-roll vs. "Constitution" or suffer a -1 constitution for 24 hours (excluding the
caster).

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Only living targets can use this spell, with the exception of the caster.

Maximum Adjustment:

x2 movement of the creature Swiftmane is cast upon.

Notes:

None.

Range:

2 spaces (10')

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

800 white-gold

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Wild Message (Seeker Spell (level 0 - 5th) Return to top

 

Create a secret message from nature.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Druid

Ability-points to invoke:

N/A. This is a spell. See: "Spell-points to cast:"

Area of Effect:

1 space (5') will hold this message.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Permanent until the same spell is cast to reveal the message.

Effect Time:

3 turns (15 seconds) to form into the hidden message desired by the druid.

Explanation:

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When this spell is cast, the Druid will create a message that can only be discerned by the casting of the same spell within eyeshot of it.

 

This message can be anything the druid wishes.

 

Once this spell reveals this message, all foliage that created this message will return to its original place, and the message will be gone.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

N/A

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

Only that there is foliage to work with (it can be live or dead foliage).

Spell-points to cast:

2

Susceptibilities:

Fire will destroy this message. Anything that destroys, or displaces, the foliage in the "Area of Effect" will destroy Wild Message.

Value:

25 white-gold

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