Druid

Description: Druids are the Priests of Nature who cast spells and engage in combat equally well. Druids garb themselves in woodland colors as a symbol of their class. They are restricted to Leather Armor (AC-2) and using a round shield. Weapons permitted are white sword, club, bow, quarterstaff, spear, javelin, and dagger. Druids have a great love for nature, and may be offended, even hostile if they see anyone abusing/destroying anything of the natural world.


Magical Abilities:

Rank 1 - Feign Death - Battle Spell
Length: 15 words - Cost: 1 points
Range: Caster - Duration: Special
Material: Magic symbol - Area Effected: None
The Druid draws on the power of nature to slow his heartbeat and breathing. This Spell is memorized and can be cast without reading from a Spell Book. The Druid cannot move or speak or the Spell is broken.

Rank 2 - Mending Wood/Leather - Battle Spell
Length: 50 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Mending Dust - Area Effected: 1 wooden/leather item
This Spell allows the Druid to bind, restore, and repair any wooden or leather items (i.e., weapons, armor, etc.). A suit of armor is considered a single item, and 20 arrows may be considered a single item. This spell will not mend any hits done to a ship during a ship battle. Dispel Magic does not negate the effect of a Mending Spell. Any items that are affected by Warp Wood can be mended as well as leather armor, but not studded. This spell restores hits taken to barkskin.

Rank 2 - Light Type - Adventure Spell
Length: 85 words - Cost: 1 point
Range: Caster - Duration: 30 minutes
Material: Flashlight - Area Effected: 10 foot radius
When cast the light must remain on for a full 30 minutes or the spell must be recast. The light can only be direct down at the ground within a ten-foot radius. A small flashlight should be used, no spotlights.

Rank 2 - Detect Traps (Woodland) - Adventure Spell
Length: 50 words - Cost: 1 point
Range: Caster - Duration: Instant
Material: Y shaped branch - Area Effected: 10 foot radius
This allows the caster to detect any sort of trap within a ten-foot radius around the caster. This does not reveal the nature of the trap, only it's location. The Elder of the event determines the exact information.

Rank 3 - Cure Light Wounds - Battle Spell
Length: 175 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Magic Symbol - Area Effected: 1 creature
With this Spell the Druid is able to cure one light wound for anyone.

Rank 3 - Protection from Lightning - Battle Spell
Length: 113 words - Cost: 1 point
Range: Special - Duration: Special
Material: Blue Cape - Area Effected: Special
This spell allows the Druid to protect himself, others at 5th rank, and objects at 7th, from one lightning or electrical based attack. This spell does not hinder any of the Druids other magic while in effect.

Rank 4 - Call Lightning - Battle Spell
Length: 88 words - Cost: 1 point
Range: Throwing distance - Duration: Instant
Material: Blue spellball - Area Effected: 1 creature
This Spell calls forth a Bolt of Lightning, which causes Black Damage and automatically destroys shields. A Lightning Bolt that lands in water, without hitting anything else, affects everything in the water up to a three foot radius. To invoke the Spell: "I, [Name] Call Nature's Lightning!"

Rank 5 - Barkskin - Battle Spell
Length: 125 words - Cost: 1 point
Range: Caster - Duration: Special
Material: Brown Headband with White Circle - Area Effected: None
This spell allows the Druid to increase his armor class by one level. The spell is broken upon the Druids death and can be dispelled by Dispel Magic. Mending will restore Barkskin.

Rank 5 - Neutralize Poison - Adventure Spell
Length: 88 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Magic symbol - Area Effected: 1 creature
This spell allows the caster to neutralize the effects of most poisons or toxins. The Elders/Hosts of the event should determine the exact effectiveness of the spell.

Rank 6 - Warp Wood - Battle Spell
Length: 150 words - Cost: 1 point
Range: Throwing distance - Duration: Permanent
Material: Grey spellball - Area Effected: 3 foot radius
The Spell warps all man-sized wooden objects in a 3-foot radius making them unusable (I.e. shields, bows, planks, and non-magical chests). If larger then man-sized, such as a castle door, there is no effect. A "Mending Spell' can repair the warping. To invoke the Spell: "I, [Name] call Nature's Warp!"

Rank 7 - Cure Disease - Adventure Spell
Length: 75 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Magic Symbol - Area Effected: 1 creature
When cast this spell may counter such things as leprosy, consumption, rabies, lycanthropy, plagues, etc., cleansing the recipient of the spell of most diseases. The Elders/Hosts of the event should determine the actual effectiveness of this spell.

Rank 7 - Commune with Nature - Adventure Spell
Length: 150 words - Cost: 1 point
Range: Special - Duration: 3 Questions
Material: A Leaf or Piece of Foliage - Area Effected: Casters Surroundings
The spell allows the Druid to speak with plants and animals within his immediate surroundings in order to determine the events that have taken place there. An Elder will determine the exact effectiveness of the spell. The Druid can ask 3 questions which the Elder will answer with either Yes or No. Only information concerning the current adventure may be given. The Elder cannot divulge information regarding the actions of other players (such as assassinations).

Rank 8 - Entangle Type - Battle Spell
Length: 150 words - Cost: 1 point
Range: Throwing distance - Duration: Permanent
Material: Brown spellball - Area Effected: 3 foot radius
This spell causes thick brambles and vines to grow, holding firm anyone in the area. The creature can be freed by any cutting weapon by touching the limb and saying "I am freeing you!" An Entangled creature can be attacked freely. Burning Hands and Dispel Magic will free the Entangled creature. If used in an area with little vegetation (i.e., open field, indoors, stream bed) then the Area is one creature. A Shield cannot block this Spell. To invoke the spell: "I [Name] Invoke Natures Entangle!"

Rank 9 - Cure Serious Wounds - Battle Spell
Length: 250 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Magic symbol - Area Effected: 1 creature
This spell cures all light wounds on anyone.

Rank 10 - Nature Love - Adventure Spell
Length: 250 words - Cost: 1 point
Range: Throwing distance - Duration: 5 minutes
Material: Green spellball - Area Effected: 1 creature
By casting this spell, the Druid may cause any one creature to become utterly enchanted and enthralled by nature and must seek out the closest tree or bush and profess their undying love and devotion. The creature hit cannot fight or bear arms, for they are so obsessed with nature they cannot think such things. Druids are immune to this spell. Nature Love is dispelled by Dispel Magic or upon death of the character effected. The invocation line is "I [Name] summon Nature's Love."

Rank 10 - Magical Stone - Adventure Spell
Length: 500 words - Cost: 2 points
Range: Caster - Duration: Special
Material: Small rock or stone - Area Effected: One stone
This spell allows the Druid to store a spell for later use. Once the Magical Stone is cast, the spell to be stored is cast, using the energy cost for both. To evoke the stored spell, the caster simply holds the stone in his hand and says the invocation line of the stored spell. Only one magical Stone can be cast at any given time and only one spell can be stored. The caster cannot invoke this spell if mortally wounded or if they have a light wound on both arms.