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Druidic Magic

For the Druid career see: http://forum.blackindustries.com/topic.asp?TOPIC_ID=7927

Note: Although the Old Faith is a religeon and therefore The Old Faith should be
considered a Divine Lore, it predates the arrival of the newer Gods, and is a worship of
the power of nature rather than the worship of an actual nature ‘diety’. Also, unlike other
religeous Magic, the Druids of the Old Faith actively draw upon the Winds of Magic,
through the sacred standing stones. Therefore, in reality the Magic of the Druids has
more in common with Arcane magic, and for the purposes of rules should be considered
an Arcane Lore (therefore the Armoured Casting Talent may not be used with it, an
Tzeentch’s Curse is used rather than Wrath of the Gods). However, a wizard may not
take The Old Faith as an Arcane Lore, although Witches may take spells from this Lore
using their Witchcraft Talent.

Elemental Mystical Cardinal


Natures Salve Tongue of the Wild Tongue of the Wild
Ironwood Staff Fish’s Breath Ironwood Staff
Snaking Vines Caring Hand Snaking Vines
Call Lightening Summon Swarm Summon Swarm
Spirit of Nature Thunder Thunder
Swamp Fog Robust Health Swamp Fog
Tree Step Hedge of Thorns Hedge of Thorns
Decompose Stone Passage Decompose
Quake Power of the Weren Quake
Call Natures Champion Force of Nature Force of Nature

Natures
Salve
Casting
Number -
4
Time – half
action
Componen
t – a drop
of honey
(+1)
Negates
the effects
of all
poisons on
a single
touched
target. If
used on a
dead
character,
purges all
trace of
the poison,
but does
not return
the target
to life.
Tongue of
the Wild
Casting
Number -
4
Time – one
and a half
action
Componen
t – tongue
of a beast
(+1)
For ten
minutes,
you can
communic
ate with an
understan
d a single
animal
within 12
yards. In
addition,
receive
+20% to
Charm
Animal
tests
against
this
animal.

Ironwood
Staff
Casting
Number -
6
Time – half
action
Componen
t – a green
sapling
(+1)
For one
minute
you
magically
imbues a
Quartersta
ff, granting
it the
Magic
quality.
You also
receive a
+10%
bonus to
WS while
wielding
the staff.

Fish’s
Breath
Casting
Number -
7
Time – one
action
Componen
t – a fish’s
scale (+1)
A single
touched
target can
breathe
freely
underwate
r for one
hour.

Snaking
Vines
Casting
Number -
8
Time – one
action
Componen
t – a vine
cutting
(+1)
Center the
large
template
upon the
caster. All
creatures
caught
within
must make
a Agility
test each
round or
be caught
in the
vines that
burst out
of the
ground or
from the
trees. If
caught
they must
make a
strength
test if they
want to
move. A
successful
test allows
the target
to move at
half rate.
This lasts
for one
minute.

Caring
Hand
Casting
Number -
9
Time – half
action
Componen
t – a rose
(+1)
Heals d10
wounds to
a human,
elf, dwarf,
halfling, or
natural
(non
monsterou
s) animal
on touch.
If the spell
is used to
heal a
human,
elf,
Halfling, or
Dwarf, the
caster
suffers half
the
number of
wounds
healed. In
addition, if
used on an
animal,
the caster
gains a
permanent
+20% to
Charm
Animal
tests on
that
specific
animal.

Summon
Insects
Casting
Number -
10
Time – one
action
Componen
t–a
handful of
compost
(+1)
A mass of
small
animals
and insects
swarm
about you
for a
number of
minutes
equal to
your Magic
characteris
tic. Centre
the large
template
on
yourself.
Anyone
else in the
area
(friend or
foe)
suffers a
Strength 1
hit to the
legs each
round.

Call
Lightenin
g
Casting
Number -
10
Time – half
action
Componen
t–a
lightening
struck
branch
(+1)
A bolt of
lightening
streaks
from the
sky,
striking an
enemy
within 36
yards,
inflicting
Strength 5
hit to the
head. This
spell
obviously
may not
be cast
indoors or
undergrou
nd.

Robust
Health
Casting
Number -
11
Time – one
and a half
actions
Componen
t–a
bundle of
medicinal
herbs (+2)
Negates
the effects
of all
diseases
on a single
touched
target if
the target
passes a
Toughness
test. If
used on
someone
already
deceased,
removes
the visible
signs of
the
disease
from the
corpse.
Thunder
Casting
Number -
12
Time – one
action
Componen
t – pair of
leather
gloves
(+2)
A peal of
thunder
sounds
out. Place
the large
template
within 48
yards. All
within
must pass
a
Toughness
test or be
stunned
for 1
round.
This spell
can be
heard for a
mile.

Swamp
Fog
Casting
Number -
12
Time – one
and a half
action
Componen
t – a dew
covered
leaf (+2)
Anywhere
within the
casters
line of
sight,
summons
a cloud of
fog
represente
d by the
large
template
for d10
rounds. It
cannot be
seen or
fired
through,
and
anyone
passing
through it
(including
those who
started
within it)
need to
pass a
Willpower
test or
move out
of it in a
random
direction.

Spirit of
Nature
Casting
Number -
12
Time – two
actions
Componen
t – wooden
stake
coated in
the blood
of an orc
or
beastman
(+2)
Summons
forth a
Dryad
from a tree
within 12
yards for
d10
minutes.
Note that
Dryads are
capricious
creatures,
and the
spell
grants no
measure of
control
over the
summoned
Dryad,
who might
take
exception
to being
summoned
for trivial
(the
Dryads
interpretati
on)
reasons. A
worshipper
of Ahalt
the
Drinker
summons
a Wicker
Man (see
http://foru
m.blackind
ustries.co
m/topic.as
p?
TOPIC_ID
=7356)
instead.

Tree Step
Casting
Number -
14
Time – one
action
Componen
t – an oak
stave (+2)
Can step
into a tree,
reappearin
g out of
another
tree (at
the base)
within 48
yards. The
caster
must have
line of
sight to or
be familiar
with the
second
target
tree.
Hedge Of
Thorns
Casting
Number -
14
Time – one
action
Componen
t – a thorn
that has
ripped
flesh (+2)
Place the
large
template
within 48
yards for a
number of
minutes
equal to
your Magic
characteris
tic. Anyone
within the
area has
their
movement
halved,
and suffers
a Strength
4 hit is
they
attempt to
move.

Decompo
se
Casting
Number -
16
Time – half
action
Componen
t–a
fungus
infected
branch
(+2)
A single
target
within 6
yards must
pass a
Willpower
test or all
wood,
leather,
and cloth
on them
rots to
dust.

Stone
Passage
Casting
Number -
16
Time – half
action
Componen
t–a
naturally
cracked
stone (+2)
Can create
a 4 yard
wide
passage
through
stone,
rock, or
earth (but
not man
made
substances
like brick
or
concrete),
that is
magically
supported
for one
minute.
The spell
automatica
lly fails if
the
passage
does not
exit into
an open
area within
40 yards.
Anyone
still within
the
passage
when the
spell
expires
suffers a
Strength 8
hit
ignoring
Armour
and
Toughness
, and is
expelled
out the
nearest
end. The
passage
may be
sloped or
curved at
the casters
will,
though
severe
slopes may
result in
the caster
falling, or
have to
use Scale
Sheer
Surfaces
to
transverse.

Quake
Casting
Number -
18
Time – half
action
Componen
t – a stone
inscribed
with a
dwarven
rune (+2)
Place the
large
template
within 48
yards. All
within are
knocked
down,
taking a
Strength 3
hit, and
must pass
a
Toughness
test or be
stunned
for 1
round.
Power of
the
Weren
Casting
Number -
20
Time –
three
actions
Componen
t – vial of
werewolf
blood (+2)
For one
hour, the
caster
gains the
ability to
transform
freely (as
a full
action)
between
human,
wolf, and
werewolf.
All carried
items are
discarded
as part of
the
transforma
tion
(unless
suitably
secured).
The caster
cannot
communic
ate or cast
spells in
wolf or
werewolf
form.

Call
Natures
Champion
Casting
Number -
22
Time – two
actions
Componen
t – head of
an orc or
beastman
shaman
(+3)
Transforms
a tree
within 12
yards into
a Treeman
for d10
minutes.
Note that
Treemen
are
powerful
and resent
any
violation of
nature,
and that
the spell
grants no
measure of
control
over the
summoned
Treeman,
so both
the Druid
and his
allies had
best be on
their best
behavoir.

Force of
Nature
Casting
Number -
24
Time –
three full
Componen
t – Eye of
a fimir
meargh
(insert
suitable
alternative
if Fimir are
not used in
your
campaign)
(+3)
Creates a
Fenbeast
within 12
yards of
the caster.
A Druid
may only
be
accompani
ed by a
single
Fenbeast
at once.
This spell
may be
recast
upon the
Fenbeast
to heal it
d10
wounds.

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