Druid

All druids gather their magics from Pelagia, the nightrain realm under the shadows of staircases and other hidden places. Feared as they are, most are allowed to carry their bruised and bloodied business so long as the mess is reasonably excusable.   As part of the druid's domain, they gain the following ability and spells:   Rule of Spells Refresher
All spells cost energy to cast. Some spells allow special uses of energy, such as using additional energy to make a spell longer, or using a number of energy to cool a particularly cool effect that is still a part of the spell. All spells do Magical damage. All Spells ask for a players to roll to hit, or attack checks. Some spells will additionally cause status effects which some are allowed saves for. Spells then specify a range (touch, engaged, nearby, far away, distant, or variable), who they target (self, area of effect such as a zone or a part of a zone, single target, chosen target(s), or blast), and if how long they last (instantaneous, duration, sustained, dismissed). No caster can have more than one effect at a time; the only kind of spell you can cast while maintaining a duration, sustained, or dismissed spell is an instantaneous spell. Any effects that have a set duration, are sustained, or haven't been dismissed must be ended by the caster (which is a free action) in order to cast another duration, sustained, or dismissed spell.
  Bloodwitch (passive): You can cast spells using your health instead of energy.  

Rank 1 Spells

Call - (single target, variable, instantaneous):  You call upon any person you know regardless so long as they are on the same plane as you. If they are not on the same plane as you, roll a to-hit check to see if the spell is successful. Half-passes give back the energy spent, but the spell is unsuccessful. On hit or if the target is on the same plane as you, they feel compelled to see you, but can choose to reject or accept this effect without a save.   Snap- (single target, nearby, instantaneous):  Roll to hit. On pass, you do damage equal to energy spent + Luck Modifier (minimum 2).   Shepherd- (chosen targets, nearby, instantaneous):  You target and command a group of beast and plant creatures to calm and obey you. So long as it will not cause obvious harm and the spell is not done in malicious intent, the beasts will obey the spell without a save. If done to cause obvious harm or with malicious intent, the spell automatically fails. The command given to them is equal to or up to five words and one gesture.   Mimic- (self, variable, dismissed):  You copy the sounds of nature, everything from a babbling brook to the sounds of animals, perfectly. A person’s voice cannot be mimicked with this ability. You can only speak in the sound you are mimicking until the spell ends. The spell ends when dismissed.  

Rank 2 Spells

Whisper- (self, engaged, duration):  For minutes equal to your luck modifier, you can hear the minute voices of nature; trees speak and know of all things that have happened directly near them; animals speak of their days and ongoing and vividly remember dangerous moments; water speaks but the player must walk next to it to speak to it about the memories it carries from any who have touched that specific spot or bled into the water; and rocks themselves speak, recalling the first instances from where they formed and how they got to where they are now. All speakers require some amount of respect and may still be secretive or even hostile depending on GM’s discretion and if people interact with them often.   Thorn- (blast, nearby, duration):  You call upon the thorned stems and sharp roots of plants around you to harass your foes. Several targets in the same zone as yourself (roll a 1d10), make a physical save. On success, they take half damage, 3; on fail, they take full damage, 6, and are trapped until the start of their next turn.   Warden- (area, nearby, dismissed):  You ward a zone so that aimless and wandering creatures will avoid the area and not see you. Creatures actively searching for you, however, are unaffected by this spell. This spell lasts until dismissed.   Calm- (single target, nearby, instantaneous):  Ends the shivering, addiction, nauseous, and sweaty effects for one target in the same zone as you. For the rest of the day, these effects cannot affect the target.  

Rank 3 Spells

Repot- (blast, nearby, sustained):  a number of targets (Roll a 1d10) in the same zone as you must make a social save or be turned into very pretty potted plants. They can jump around in a limited capacity and move only as part of their quick action, but they are otherwise silenced, trapped, and lose all access to their equipment until they turn back into their normal forms after rounds equal to energy spent.   Leech- (self, nearby, sustained):  For rounds equal to energy spent, you gain the regenerate effect. Add +1 per time the player character attacks an target in the same zone on their turn.   Wick- (single target, nearby, instantaneous):  You immediately end an elemental effect on a single target in the same zone as you: Drenched, Electrified, Sweaty, or Shivering, and make the target immune to the effect for the day.   Breath- (Self, nearby and far away, sustained):  Detect all and any breathing creatures in the same zone as you and adjacent. Does not end invisible status effect, but reveals their location to you and only you. Lasts for minutes equal to energy spent.  

Rank 4 Spells

Oxeye- (self, nearby, dismissed):  You designate a plant nearby to act as your eyes, you perceive through leaves, the center of a flower, or the “eyes” as the knots on the trunk of a tree. If you use one from your hit point maximum, you can permanently designate these plants as your eyes such that you do not need to spend energy to cast the spell near them even when the spell is dismissed. The spell otherwise and still lasts until dismissed.   Scrape- (chosen targets, nearby, sustained):  You grant yourself and allies within the same zone as you advantage to hit targets that are bloodied for rounds equal to energy spent.   Catnap- (chosen targets, nearby, instantaneous):  You designate as many targets nearby as equal to energy spent. They all gain the benefits of a short rest as an action. For the purposes of Exhaustion, this rest counts as the hours required to avoid exhaustion.   Rush- (chosen target, engaged, duration): You give haste to a wiling and allied target you are engaged with. Lasts for rounds equal to Luck Modiifer.  

Rank 5 Spells

Transform- (self, variable, sustained):  You become a beast that you have seen before whose health is equal to your fitness score. You can change any part of the animals appearance to exactly fit another animal. You stay transformed for hours equal to energy spent, or until dismissed.   Malice- (self, touch, duration):  You cast the berserk effect on yourself for rounds equal to Your Luck Score. You can dismiss it as a reaction. For every round you keep it active after the first, you gain +1 damage.   Forage- (self, variable, instantaneous):  You immediately know the where the closest source of fresh water is, and where food is abundant and safe. For travel rolls, you advantage if going in a direction toward these sources, for the role of the hunter, you auto-succeed if the resources are close.   Tongues- (chosen target, nearby to far away, dismissed):  Select a target nearby to far away, either you or a target. You can cause yourself to be understood by all, or you can roll to hit and cause the target to be understood by all. This lasts until dismissed.


Cover image: Art Chimera by Madeline M

Comments

Please Login in order to comment!