Druids - Spells
Presence of the Mother
City -2d Winter -1d
Town -1d Fall +0d
Village 0d Spring +1d
Nature +1d Summer +2d
Verdant +2d
Standing Stones +1k0 on casting and channeling rolls
Stone Circles +2k0 on casting and channeling rolls
Inside Circle +3k0 on casting and channeling rolls
Fury of the Mother
Upon rolling doubles on the casting roll, the GM rolls a d100 on the following table, with a
+10 for triples and +20 for quadruples, and so on.
01 - 20 Eerie screams leave you stunned for 1 round
21 - 40 Eerie whispers distract, adding a half action to casting time
41 - 55 Eerie weeping, no casting for 1d10 rounds
56 - 70 Eerie silence, spell fails automatically
71 - 85 Eerie cackling, Spell fails automatically and suffer -1 WP for 1 minute
86 - 95 Cursed for 2d6 days
96 - 105 Minor Chaos Manifestation
106-115 Major Chaos Manifestation
116+ Catastrophic ChaosManifestation
Druids’ Marks
01-10 Metal Revulsion (RoS 177 Jade 7)
11-20 Plant growth (RoS 177 Jade 1)
21-30 Aged (RotIQ 111 Hag 6) Can be gained multiple times
31-40 Rapid White Hair Growth (RoS 176-177 Celestial 3 + Jade 3)
41-50 Dirty (RoS 175 Amber 3)
51-60 Small Friends (RoS 176 Amber 9)
61-70 Aura of Tranquility (RoS 177 Celestial 8)
71-80 Aura of Growth (Ros 177 Jade 8)
81-90 Long-lived (RotIQ 122 Hag 9)
91-100 Mark of Ogham (+1 to SAL Ogham tests)
Every time the character takes mana burn there is a 10% chance per point of damage that
the character gets a Mark. If so, roll 1d100 with a penalty if there were chaos manifestations
(-5 for Fury of the Mother, -10 for minor, -20 for major and -30 for Catastrophic) and the
result is gained.
Petty Spells
Casting Number: 8
Curse of Thorns Muddy Ground
Mana cost: 6 Mana cost: 7
Casting time: 1 Half action Casting time: 3 Half actions
Focus: a Thorn Focus: Marsh mud
Duration: Instant Duration: 1 hour
Description: You cause a thorny vine to Description: You turn a patch of ground
grow around the chest of one character equal to (2+MAG)² squares into a difficult
within 36m (18sq), wracking them with terrain, requiring double movement for each
excruciating pain. For 1d10+MAG turns they square to travers and in addition forcing
suffer 1 WND and must succeed in a WP anyone in it or passing through it to succeed
test difficulty 8+MAG or suffer a -2 on all in an Athletics skill check difficulty 10+MAG
tests for the round. or fall prone.
Heal Vegetation Resist Corruption
Mana cost: 6 Mana cost: 7
Casting time: 1 Full action Casting time: 1 Full action
Focus: Manure Focus: Mark target’s forehead with your
Duration: Instant blood
Description: All vegetation within 10m of Duration: 1 hour
the caster will recover from drought, poison, Description: You utter an invocation to the
blight, parasites, the ‘Wilt Vegetation’ spell, spirits to grant protection against the
etc within a couple of minutes. However if Ruinous Powers. One target, whose
the cause is not removed, they will begin to forehead you must touch gains a +1 bonus
wilt again the following day. to any test to resist Chaos, including
mutation and Chaos Magic.
Marsh Lights
Mana cost: 8 Sense Unnatural
Casting time: 1 Full action Mana cost: 4
Focus: Firefly Casting time: 1 Half action
Duration: 1 hour Focus: Any natural herb
Description: You create 8 floating lantern- Duration: 1 hour
like lights within 100m. You can direct up to Description: For the duration, you can use
your MAG of them at a time (within your line your Magical Sense skill to detect any
of sight) as a Simple Action, afterward each mutated plants or beasts in your vicinity.
will continue in its last given direction,
following paths and corridors without need
to be overseen. They move at 4+MAG
squares per round.
Sounds Wilt Vegetation
Mana cost: 4 Mana cost: 4
Casting time: 1 Half action Casting time: 1 Half action
Focus: Reed Focus: Dry dirt or sand
Duration: Instant Duration: Instant
Description: You create a phantom noise, Description: All vegetation within 10m of
choosing its volume ranging from a whisper the caster withers and wilts in a couple of
to a roar. The spell can produce any natural minutes, as if exposed to a long drought.
sound, except speech. The vegetation does not die and will begin
to recover the following day if it has access
Verdant Step to enough water and fertile ground or
Mana cost: 6 immediately if subjected to the ‘Heal
Casting time: 1 Full action Vegetation’ spell.
Focus: Fern
Duration: 1 hour
Description: You leave no visible tracks,
no matter what type of natural terrain you
walk through.
Verdant Tracking
Mana cost: 6
Casting time: 1 Full action
Focus: Intact spider’s web
Duration: 1 hour
Description: You can sense what passed
through a wild area, allowing you to track
using your Magical Sense, but only in wild
areas.