Druid Spell Book - High Druid

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OFFENSIVE DRUIDRY



Game Information: all slots Reduced Endurance (1/2 END, 1/4); all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).

1) Cynthia’s Knot

Cynthia’s Knot is composed of vines, branches, weeds and tall grasses which envelope the target.
Power: Entangle
Target: Target’s DCV
Casting Modifiers:
Duration: Instant
Range: See text
Energy (END): 5

Game Information: Entangle 5d6, 5 PD/5 ED (62 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OAF (-1), Requires Sufficient Vegetation (-1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Limited Range (50m, -1/4), Incantations (-1/4). Cost: 12 points

2) Cynthia’s Spore Cloud

Power: Drain (DEX)
Target: Area
Casting Modifiers:
Duration: Instant
Range: 400m
Energy (END): 1

Game Information: Drain DEX 4d6, Area Of Effect (4m Radius, 1/4), Reduced Endurance (1/2 END, 1/4), Personal Immunity (1/4), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath, 1/2) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances, -2 1/2), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OAF (Staff, -1), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Limited Power Only Where Plants Grow (-1/4), Incantations (-1/4). Cost: 12 points

3) Cynthia’s Wasp Swarm

Power: Blast (PD)
Target: Area
Casting Modifiers:
Duration: Constant
Range: See text
Energy (END): 0

Game Information: Blast 4d6, Penetrating (1/2), Attack Versus Alternate Defense (Force field type armor, 1/2), Constant (1/2), Reduced Endurance (0 END, 1/2), Area Of Effect (10m Radius, 1 1/4), Mobile (1m per Phase, 1/2) (85 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Arrival of Wasp Swarm takes 1 full phase after the spell is cast (-1), Conditional Power Power Only Works Outside (-1/2), OIF (Totem of a wasp, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Have to be able to see the target (not LOS power) (-1/4), Swarm of Wasps can be destroyed by area effect attacks (treat like a dispel) (-1/4), Incantations (-1/4). Cost: 14 points

4) Cynthia’s Wraith

Cynthia’s Wraith is a lightning bolt which comes from a storm cloud and strikes the target
Power: Killing Attack – Ranged (ED)
Target: Target’s DCV
Casting Modifiers: Extra Time (Full Phase)
Duration: Instant
Range: See text
Energy (END): 5

Game Information: RKA 3d6, Indirect (Source Point is always in the sky above the target, path is from Source Point to target, 1/4) (67 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Only Works During Storms (-1), Extra Time (Full Phase, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Limited Range (100m, -1/4), IIF (Pouch with wood struck by lightning, -1/4), Incantations (-1/4). Cost: 12 points


OFFENSIVE DRUIDRY – Animal Characteristics


Game Information: all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).
1) Control Animal

Power: Mind Control (Animal)
Target: ECV
Casting Modifiers:
Duration: Instant
Range: See textes
Energy (END): 8

Game Information: Mind Control 8d6 (Animal class of minds) (40 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Eye Contact Required (-1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Only Simple commands (-1/4), Stops Working If Druid Is Knocked Out (-1/4), Incantations (-1/4). Cost: 9 points

2) Cynthia’s Gift of Claws

Power: Killing Attack – Hand-To-Hand (PD)
Target: Target’s DCV
Casting Modifiers: Focus (OIF)
Duration: Instant
Range: None
Energy (END): 5

Game Information: HKA 2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END, 1/4), Time Limit (1 Minute, 3/4) (60 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OIF Expendable (Claws from large predator; Very Difficult to obtain new Focus, -1), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 13 points

3) Bear Hug

Power: STR
Target: Target’s DCV
Casting Modifiers:
Duration: Constant
Range: None
Energy (END): 3

Game Information: +30 STR (30 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Only with grab and choke hold (-1), OIF (Bear Totem, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 6 points

4) Lion Roar

Power: PRE
Target: Self Only
Casting Modifiers:
Duration: PERSISTENT
Range: None
Energy (END):

Game Information: +25 PRE (25 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Only to Create Fear Only to create Fear (-1/2), OIF (Totem of a Lion, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Only while roaring (-1/4), Incantations (-1/4). Cost: 5 points


DEFENSIVE DRUIDRY


Game Information: all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).
1) Cynthia’s Tree Skin of Protection

Cynthia’s Tree Skin of Protection covers the druid with a thick barklike substance which aids in the protection of the druid against attacks.
Power: Resistant Protection (Defensive)
Target: Self Only
Casting Modifiers:
Duration: PERSISTENT
Range: None
Energy (END): 0

Game Information: Resistant Protection (5 PD/5 ED) (15 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OIF (Totem of a tree, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 4 points

2) Cynthia’s Briar Patch

Cynthia’s Briar Patch creaes a large wall of thorns, brambles, and thorn covered bushes.
Power: Barrier (Defensive)
Target: Area
Casting Modifiers: Extra Time (Full Phase)
Duration: Instant
Range: See text
Energy (END): 5

Game Information: Barrier 8 PD/6 ED, 14 BODY (up to 10m long, 3m tall, and 1m thick), Reduced Endurance (1/2 END, 1/4) (62 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Extra Time (Full Phase, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), IIF (Medicine Pouch with thorns, -1/4), Limited Range (50m, -1/4), Incantations (-1/4). Cost: 14 points


MOVEMENT DRUIDRY


Game Information: all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).
1) Cynthia’s Burrowing Creatures

When a druid casts Cynthia’s Burrowing Creatures a huge number of small burrowing creatures arrive and begin to dig a tunnel for the druid.
Power: Tunneling, x4 Noncombat, +5 PD, Fill In
Target: Self Only
Casting Modifiers:
Duration: Constant
Range: None
Energy (END): 3

Game Information: Tunneling 4m through 6 PD material, Fill In, x4 Noncombat, Reduced Endurance (1/2 END, 1/4) (39 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OIF (Totem of earthworms, -1/2), Limited Medium Soil & rocks in a natural environment. Won’t work on stone walls or stone floors (-1/2), Need to wait for burrowing creatures to arrive (Full Phase, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Leaves A Trail (-1/4), Earthworms and other small burrowing creatures can be attacked by area effect attacks (treat as a dispel) (-1/4), Incantations (-1/4). Cost: 7 points

2) Cynthia’s Plant Lore

This power allows the druid to determine the properties of a particular plant or tree through physical contact. This information can include whether parts of the plant are edible or poisonous, any health effects, what types of objects the plant is suitable for constructing, and so on. Any skills associated with plant knowledge is complementary.
Power: Discriminatory Touch Group
Target: Self Only
Casting Modifiers: Gestures, Incantations
Duration: PERSISTENT
Range: None
Energy (END): 0

Game Information: Discriminatory with Touch Group (10 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 2 points

3) Cynthia’s Steed

Cynthia’s Steed makes any animal it is cast upon a very fleet footed animal.
Power: Aid (Running)
Target: Target’s DCV
Casting Modifiers:
Duration: Instant
Range: None
Energy (END): 5

Game Information: Aid Running 8d6, Reduced Endurance (1/2 END, 1/4) (60 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Only to Aid Others (-1/2), Only Works On Animals (-1/2), OIF (Totem of a Horse, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 12 points

4) Run like a cheetah

Power: Compound Power
Target: N/A
Casting Modifiers:
Duration: Instant
Range: None
Energy (END): 2

Game Information: (Total: 31 Active Cost, 8 Real Cost) Running +12m (24m total), Reduced Endurance (1/2 END, 1/4) (15 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OIF (Cheetah Totem, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4) (Real Cost: 4) plus Leaping +6m (10m forward, 5m upward) (Accurate, x4 Noncombat), Reduced Endurance (1/2 END, 1/4) (16 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OIF (Cheetah Totem, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4) (Real Cost: 4). Cost: 8 points


SENSORY DRUIDRY


Game Information: all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).
1) Cynthia’s Eyes

Cynthia’s Eyes allows the druid to enter into the minds of willing animals to sense whatever those animals are sensing at the moment.
Power: Mind Link Specific Group of Minds, Number of Minds (x128) (Animal)
Target: Area
Casting Modifiers:
Duration: PERSISTENT
Range: LOS
Energy (END): 0

Game Information: Mind Link, Animal class of minds, Specific Group of Minds, Number of Minds (x128), Area Of Effect (512m Radius, 2) (135 Active Points); INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Only to use target’s senses (no communication) (-1), OIF (Fetish necklace of animals, -1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Incantations (-1/4). Cost: 26 points

2) Communion with Animal Companion

Power: Mind Link One Specific Mind, Unlimited range in this dimension, Psychic Bond (Animal)
Target: ECV
Casting Modifiers:
Duration: PERSISTENT
Range: LOS
Energy (END): 0

Game Information: Mind Link, Animal class of minds, Single Animal Companion, Psychic Bond, Unlimited range in this dimension, Difficult To Dispel (x16 Active Points, 1) (30 Active Points); Feedback STUN and BODY (-2), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 5 points


MISCELLANEOUS DRUIDRY


Game Information: all slots INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4).
1) Cynthia’s Plant Servants

Cynthia’s Plant Servants can be in the form of an Ent, large meat eating plants, or Shambling Mounds
Power: Summon (monstrous plant)
Target: N/A
Casting Modifiers: Extra Time (1 Minute)
Duration: Instant
Range: None
Energy (END): 21

Game Information: Summon 300-point monstrous plant, Expanded Class of Beings (monstrous plants, 1/4), Loyal (1/2) (105 Active Points); Extra Time (1 Minute, -1 1/2), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OAF (-1), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 17 points

2) Cynthia’s Animal Companions

Cynthia’s Animal Companions allows the druid to summon animals commonly found in nature (no monsters).
Power: Summon, x4 Number Of Beings (animals)
Target: N/A
Casting Modifiers: Extra Time (1 Minute)
Duration: Instant
Range: None
Energy (END): 21

Game Information: Summon 4 300-point animals, Expanded Class of Beings (animals, 1/2) (105 Active Points); Extra Time (1 Minute, -1 1/2), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OAF (-1), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 15 points

3) Cynthia’s Command of the Skies

Cynthia’s Command of the Skies allows the druid to manipulate weather.
Power: Change Environment, Varying Combat Effects, -6 Temperature Level Adjustment, +6 Temperature Level Adjustment
Target: Area
Casting Modifiers: Extra Time (5 Minutes)
Duration: Constant
Range: 460m
Energy (END): 0

Game Information: Change Environment (+6 Temperature Level Adjustment, -6 Temperature Level Adjustment, Varying Combat Effects), Area Of Effect (4m Radius, 1/4), Reduced Endurance (0 END, 1/2), MegaScale (1m = 1 km, 1) (126 Active Points); Extra Time (5 Minutes, -2), INT Minimum 16 (Cannot Add/Subtract Damage, -1 1/4), OAF (-1), Gestures (Requires both hands, -1/2), Requires A Roll (Faith Skill roll, -1/2), Incantations (-1/4). Cost: 19 points

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