Druid Spells

Tier I

Offensive

Thorn Whip

TIER I
Flora
Offensive
Range: 4m
EXPERTISE 1/2/3
Vegetation / Staff Spell
PA WIL
Cost: 1 MP
The druid grows a whip-like branch from their staff, a shrub, or a tree and lashes a foe.
EFFECT:
1/2/3d6 Sharp
On hit: Poisoned 1.

Defensive

Barkskin

TIER I
Flora
Defensive
Range: 16m
CONCENTRATION
SUPPORT
SURECAST
Cost: 1 MP
The target’s skin hardens like bark.
EFFECT:
WT+3; counts as Slowed.

Utility

Regrowth

TIER I
Flora
Utility
Range: 8m
HEAL
EXPERTISE 1/2/3
Vegetation / Staff Spell
SURECAST
Cost: 2 MP
Nearby plants (or the staff) release soothing pollen to spur the target’s natural regeneration.
EFFECT:
Target gains Regeneration 1/2/3.

Grasping Vines

TIER I
Flora
Utility
Range: 16m
Radius: 2m
CONTROL
FIELD
CONCENTRATION
DC WIL vs DEX
Cost: 2 MP
Summons a patch of grasping vines that greatly impede movement.
EFFECT:
Each square entered in the area causes Slowed and Off-Balance.
SAVED:
No Off-Balance.

Theriomorph: Aspect

TIER I
Fauna
Utility
CONCENTRATION
Soul Anchor
SURECAST
Cost: 1 MP
Adopt a single aspect of an anchored beast’s soul; the corresponding body part partially transforms (e.g., Bear/STR: arms; Hare/DEX: legs; Eagle/PER: eyes; Boar/CON: skin).
EFFECT:
Replace one of your own attribute MODs with that of the beast soul; gain the beast’s crude natural weapons if applicable.

Wildgrowth

TIER I
Flora
Utility
Range: 16m
Radius: 2m
CONTROL
CONCENTRATION
EXPERTISE 1/2/3
Vegetation
SURECAST
Material:
Plant seeds
Cost: 1 MP
Causes plants to sprout in the area.
Seeds are not required if the species is native to the area.
EFFECT:
I: Grass, Moss, Herbs
II: Shrubs, Brambles
III: Trees

Root Grip

TIER I
Flora
Utility
Range: 8m
CONTROL
CONCENTRATION
Vegetation / Staff Spell
DC WIL vs DEX
Cost: 2 MP
A root erupts beneath the target and coils around its ankles.
EFFECT:
Target is Restrained.
SAVED:
No effect.

Ritual

Rooting

TIER I
Flora
Out of Combat
RITUAL
Material:
???
Cast Time: ???
Deep meditation sprouts spiritual roots to commune with local flora, transfer vitality, or interpret their alien impressions.
EFFECT:
Effect, duration, and any costs are negotiated; enables Freecasting.

Anchor/Release Beast Soul

TIER I
Fauna
Out of Combat
RITUAL
Material:
Trophy
Cast Time: 2 Phases
An ancient rite to bind the soul of an honorably hunted animal to a trophy, or to release it.
EFFECT:
Anchor: Binds the soul to the trophy.
Release: Frees the soul from the trophy.

Tier II

Offensive

Locust Swarm

TIER II
Fauna
Offensive
Range: 16m
Radius: 3m
AFFLICTION
CONCENTRATION
ZONE
EXPERTISE 2/3
DC WIL vs CON
Material:
Insect Eggs
Cost: 2 MP
A swarm of locusts spawns in the target area, completely devouring all vegetation smaller than trees, as well as all food items not hermetically sealed.
Other creatures in the area suffer from impaired vision and the gnawing bites of ever-starving insects. The locusts always target the worst-armored zone.
Eggs are required only if there are no insect populations in the vicinity.
EFFECT:
Blinded 1
2/4d4+Fauna Sharp
EFFECT+10:
Bleeding 2/3
SAVED:
Damage halved.
SAVED+10:
No Damage.

Stranglevine

TIER II
Flora
Offensive
Vegetation / Staff Spell
SA WIL vs CON
Cost: 1 MP
Murderous vines wrap around the neck of a target already restrained or slowed by vegetation.
Only works on targets that need to breathe in some form. Adjust flavor as necessary.
EFFECT:
2d6 Absolute
SAVED:
Damage halved.
SAVED+10:
No Effect.

Whirl of Thorns

TIER II
Flora
Offensive
Radius: 4m
EXPERTISE 2/3
Vegetation / Staff Spell
PA WIL
Cost: 2 MP
A whip-like branch lashes all foes within the radius.
EFFECT:
2/3d6 Sharp
On hit: Poisoned 1.

Defensive

Thorn Mantle

TIER II
Flora
Defensive
CONCENTRATION
EXPERTISE 2/3
Staff Spell
SURECAST
Cost: 2 MP
A mantle of thorns grows around the druid, harming melee attackers.
EFFECT:
1/2d6 Sharp (Arms)
On hit: Poisoned 1/2.

Root Wall

TIER II
Flora
Defensive
Range: 12m
CONTROL
TERRAIN
CONCENTRATION
Vegetation / Staff Spell
SURECAST
Cost: 2 MP
A massive root rapidly sprouts from the ground.
Can be used to create cover, build bridges, barricade hallways…
EFFECT:
Root dimensions:
max. Length [Flora+WIL-MOD]m
Height 1–2m
Width 1–2m

Utility

Ant Hill

TIER II
Fauna
Utility
Range: 16m
AFFLICTION
FIELD
DC WIL vs DEX
Material:
Insect Eggs
Cost: 2 MP
An ant colony spawns at the target square, continually expanding by one meter at the beginning of each combat round to a maximum radius of [Fauna] meters. All creatures designated hostile by the druid are viciously attacked by the ants, causing toxin buildup as well as armor erosion.
Hostile creatures going prone in the area instantly suffer the enhanced (+10) effects and have to pass an additional WIL save or become panicked.
Creatures currently affected by Burning, Chilled or similar effects are immune.
The druid may recast this spell on an existing ant colony to immediately expand its radius by one stage.
Eggs are required only if there are no insect populations in the vicinity.
EFFECT:
Poisoned 1
Brittle 1 (Legs)
EFFECT+10:
Brittle 1 (all zones)
SAVED:
Not Poisoned.
SAVED+10:
No effect.

Breaking Vine

TIER II
Flora
Utility
Vegetation / Staff Spell
DC WIL vs DEX
Cost: 1 MP
Relentless vines try to break the armor of a target already restrained or slowed by vegetation.
The affected hit zone may be freely chosen.
EFFECT:
Brittle 2
SAVED:
Brittle 1
SAVED+10:
No Effect.

Crawling Infestation

TIER II
Fauna
Utility
Range: 16m
AFFLICTION
EXPERTISE 2/3
DC WIL vs WIL
Material:
Insect Eggs
Cost: 2 MP
A large number of small venomous insects spawn all over the target's body, greatly unsettling most sentient creatures. The druid may choose whether they use their toxins on the target or its armor.
The spell fails if the target is currently subjected to intense temperatures (e.g., thermal magic, Burning/Chilled) or underwater.
Eggs are required only if there are no insect populations in the vicinity.
EFFECT:
Poisoned 2/3 or Brittle 2/3 (all zones)
Frightened
EFFECT+10:
Panicked instead of Frightened
SAVED:
Not Frightened.
SAVED+10:
No Effect.

Field of Flowers

TIER II
Flora
Utility
Range: 16m
Radius: 2m
HEAL
ZONE
CONCENTRATION
EXPERTISE 2/3
Vegetation
SURECAST
Material:
Seeds
Cost: 4 MP
A bed of flowers releases restorative pollen.

Field of Thorns

TIER II
Flora
Utility
Range: 8m
Radius: 2m
CONTROL
FIELD
CONCENTRATION
Vegetation / Staff Spell
DC WIL vs DEX
Cost: 3 MP
Thorny brambles fill the area.
EFFECT:
2d6 Sharp (Legs)
On hit: Poisoned 1
Slowed
SAVED:
No damage.
SAVED+10:
No effect.

Panic

TIER II
Fauna
Utility
Radius: 4m
DC WIL vs WIL
Cost: 2 MP
An animalistic scream unnerves nearby foes.
EFFECT:
Frightened and Confused.
SAVED:
Prevents Frightened.
SAVED+10:
No effect.

Poison Vine

TIER II
Flora
Utility
Vegetation / Staff Spell
DC WIL vs CON
Cost: 1 MP
Poisonous vines try to pierce the skin of a target already restrained or slowed by vegetation.
EFFECT:
Poisoned 2
SAVED:
Poisoned 1
SAVED+10:
No Effect.

Theriomorph: Hybrid

TIER II
Fauna
Utility
CONCENTRATION
Soul Anchor
SURECAST
Cost: 2 MP
Partially transform into a beast; you keep a humanoid form with animal traits.
EFFECT:
Adopt all attribute MODs and values of the beast that exceed your own, except INT-MOD, WIL-MOD, EN, MP.

Toxidermis

TIER II
Flora
Utility
CONCENTRATION
SUPPORT
SURECAST
Cost: 2 MP
Your skin exudes a toxic film that poisons on contact.
EFFECT:
Direct touch inflicts Poisoned 2.
Unarmed basic attacks inflict Poisoned 2 on hit.

Root Field

TIER II
Flora
Utility
Range: 8m
Radius: 2m
CONTROL
CONCENTRATION
Vegetation / Staff Spell
DC WIL vs DEX
Cost: 4 MP
Multiple roots burst beneath foes in the area, wrapping their ankles.
EFFECT:
Targets are Restrained.
SAVED:
Slowed 1.
SAVED+10:
No effect.

Ritual

Soulbond

TIER II
Fauna
Out of Combat
RITUAL
Material:
Soul Anchor
Cast Time: 1 hour
Petition a wild beast’s soul to become your familiar; the soul chooses freely.
EFFECT:
Beast soul becomes a familiar if it accepts; it no longer needs a Soul Anchor and, if slain, regenerates within the druid’s astral body instead of returning to the Eternal Wilds. Pact may be ended by either side at any time.

Tier III

Offensive

Thorn Fury

TIER III
Flora
Offensive
Range: 16m
Radius: 4m
CONTROL
CONCENTRATION
EXPERTISE 3
Vegetation / Staff Spell
SURECAST
Cost: 4 MP
A thorny vine grows from a tree, root, or staff and strikes all enemies who enter its reach or start their turn within it.
EFFECT:
3d6 Sharp
On hit: Poisoned 2.

Defensive

Thornroot Wall

TIER III
Flora
Defensive
Range: 12m
CONTROL
Terrain
CONCENTRATION
Vegetation / Staff Spell
SURECAST
Cost: 6 MP
A massive thorny root erupts to form a natural wall; place along any map hex borders.
EFFECT:
A large, thorny root rises (Length 8m, Height 2m, Width 2m); provides full cover.
Touching the wall deals 3d6 + Flora Physical; on hit: Poisoned 3.

Utility

Theriomorph: Total

TIER III
Fauna
Utility
CONCENTRATION
Soul Anchor
SURECAST
Cost: 6 MP
Fully transform into a single anchored beast.
EFFECT:
Adopt the beast’s entire stat block except INT-MOD, WIL-MOD, EN, MP. Wounds are not shared between forms.

Ritual

Tier IV

Offensive

Whipping Willow

TIER IV
Flora
Offensive
Range: 16m
Radius: 8m
CONTROL
FIELD
CONCENTRATION
Vegetation / Staff Spell
SURECAST
Cost: 12 MP
A willow-like growth lashes all foes who enter the area or start their turn within it.
EFFECT:
3d6 Sharp
On hit: Poisoned 3.

Defensive

Utility

Theriomorph: Chimera

TIER IV
Fauna
Utility
CONCENTRATION
Soul Anchor
SURECAST
Cost: 4 MP
Transform into a hybrid of two beasts.
EFFECT:
Adopt the higher attribute MODs and values from both beasts; exceptions: INT-MOD, WIL-MOD, EN, MP. Wounds are not shared between forms.

Wildgrowth: Grove

TIER IV
Flora
Utility
Range: 16m
Radius: 6m
CONTROL
CONCENTRATION
Vegetation
SURECAST
Material:
Plant seeds
Cost: 8 MP
Causes any plants in the area to sprout.
EFFECT:
Plants immediately grow to full size.

Ritual

Tier X

Ranger

Living Arrows

TIER X
Ranger
Fauna / Flora
Out of Combat
SP Cost: 20
RITUAL
Cost: 1 MP, Cast: ½ Phase
Craft arrows from the bones of a freshly hunted creature or the wood of a living plant. Make a Flora or Fauna check vs 10; each point over 10 yields one arrow of that type.
Fauna: Requires a creature of size Medium or larger. Limit: Medium – 1 use; Large – 3 uses.
Flora: Requires a plant of size Shrub or larger. Limit: Shrub – 1 use; Tree – 3 uses.
EFFECT:
Thorn Arrow:
1d6 + Flora Arrow
On hit: Poisoned 1.
On explosion: +Poisoned 1.
Counts as Shrub for Druid spells. If it causes a serious wound, the target has Disadvantage 1 on all Saves against Druid Control spells.
Bone Arrow:
1d6 + Fauna Arrow
On hit: Bleeding 1.
On explosion: +Bleeding 1.
Serrated barbs hinder all saves against Bleeding caused by this arrow by [Fauna]. Severe wounds cause permanent Bleeding 1 until the wound is healed.

Wildkeeper

Summon Beast

TIER X
Wildkeeper
Fauna
Utility
Soul Anchor
SP Cost: 20
SURECAST
Cost: 1 MP
The Wildkeeper calls out to the soul of a beast kept inside an anchor. A spectral form of the beast materializes next to them, ready to fight at their side.
Only one beast can be summoned at a time. The beast must be no more than five levels higher than the Wildkeeper for the spell to work.
EFFECT:
The beast is controlled directly by the Wildkeeper, like any other summon. Its initiative is equal to that of the Wildkeeper.