Druid Spells
Poultices
The Druid may use Foraging and Faith to create a poultice. First they pick if they want to Boon, Bless, Curse, or Aid (as per Faith), and either an Intent or a Skill, Attribute, or Stat (so you can make a Poultice to help someone Find Love, Overthrow a Tyrant, or so on, or you may make one for Power or Firebuilding). When picking the type of bonus and how it is applicable, the Druid can also pick the form it takes (a cake of herb, a tea, a bottle of potion, a slime applied to a blade).
They then roll Foraging at an Ob equal to one of:
- Boon: Ob2
- Blessing: Ob3
- Curse: Ob3
- Aid: Ob4
Terrain is a common source of advantage and disadvantage.
This tests acts as a Linked Test with the much later Faith roll. The Druid must spend all Day's Light (or One Hex Crawling action) Foraging to roll the Foraging test. Once that is completed they may use a Herbalism or Apothecary kit to create a poultice, roll the Die of Fate to see if the kit is exhausted.
The Druid must pick one of: - The refuse to show anyone their workings and hide - The demand aid from their fellows, forcing them to find certain plants and detritus (see heading Bullshit to Find) and allowing them to help
Once the poultice is created, it can be used quickly (one fight action), and the Druid rolls their Faith to see if it worked when it is used.
Blossoms, Lembas, and Oatcakes
The Druid may use these to create Elven Bread, Blood Blossoms, Honeyed Oat Cake, or similar, rolling their Baking or Farming as necessary instead of Foraging, and skipping the Faith roll.
Bullshit to find!
- An animal footprint
- Fur caught in a thorn
- Mistletoe
- Water basked in moonlight
- Dirt from the bottom of a pool
- Hair
- A large rat
- Kingsfoil
- A purple flower
- Monkshood
- Wolfsbane
- Willowbark
- A mint leaf touched by fall's first frost
- A vial of water from a flowing freshwater river
- A bat wing
- Eye of Newt
- Deer antler
- Snake Eggs
- Toad legs
- An empty red eared slider turtle shell
- Madragora
- The hair of a wildcat
- Honey made from nectar collected at the full moon
- two headed snakeskin
- 7 pointed antler
- water from a stream where a faun drank
- albino squirrel pelt
- acorn ichor
- stick shaped like gnome
- double chestnut (like a double yolked egg but a chestnut)
Plants
The Druid can use certain rituals with Plants. These most commonly cause the plants to change or obey the Druid.
Entangle: Someone touching a plant may be wrapped up in that plant, which is suddenly iron strong. Escaping the plant has a Power or Escape Artist Ob equal to the Druids successes on a simple Faith test. The obstacle decreases by one every Fight action.
Demand: The Druid may roll their Faith to move a plant, using their Faith as Power.
Know, Ob5: The Druid can learn anything that has happened within the root system of a plant. +1 Ob for each month since it happened, -1 Ob for things happening right now.
Sanctity of Woods Ob5: You can drive spirits away (up to Strength 5) as long as they are shaded by a plant.
Sacred Grove Ob6: You can select a series of trees equal to your Faith Attribute, and create a shape that encompasses all of them as verticies. No magical being may enter unless their Will is greater than your Faith attribute.
Goodberry Ob7: The Druid may turn any berries into a Ration (per Hex Crawling) which adds +1D to one Health test that day. They last only one week.
Phenomenon
Fog Ob3: Fog can obscure and make it hard for others to search an area. Add +1 Ob to any visual Observation or Perception rolls.
Thundercrack Ob2: The Druid may use their Faith to open end Conspicuous.
Travelling Weather Ob 5: The Druid may open end and add +1D to Hardship rolls due to weather (see the advanced Terrain rules in Hex Crawling)
Freeze Ob5: The Druid can freeze or melt any body of water up to the size of a small lake.
Ignore Weather Ob5: The Druid may cause up to Faith people ignore the effects of harmful or annoying weather, from lashing rain to desert heat.
Earthquake Ob8: The Druid may cause a massive earthquake, knocking over buildings and people.
Create Disease Ob5: The Druid may cause someone to become sick, extra successes can add additional people (multiply by 2 for every additional success), or increase the type of disease (use the Wounded modifiers in the Anthology, with the default being Fever).
Cure Poison/Diseas Ob4: The Druid can cure diseases and poisons, giving +1 to +3 as per Aid to Health tests.
Animals
Speak to Animals Ob5: The Druid may learn one language in the Low Speech for the duration of a conversation.
Sleep Animal Ob6: An animal is put to sleep!
Summon Animal Ob5: The druid may bring forth an animal nearby, it will protect the druid, and if possible, speak to them.
Heal Animal Ob4: The Druid may add 1D to an animal's health, as per Aid.
Swarm Ob9: The Druid may devestate a region's fields and civilized lands, the area of effect is one hex.