Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Druid

A keeper of the old ways who speaks for forest and beast: hardy and patient, and uneasy in towns.

RoleDifficultyKey statsHit pointsManaSpells given
Caster, natureNormalToughness, Willpower4913, from level 1

Plays like: Staff and sling, spells of storm and frost, and beasts called to fight beside them.

Starts with: a quarterstaff (wielded); a sling (readied); 20 sling stones (quivered); a travelling cloak (being worn); an angelica root; 4 apples; 3 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).

See also: Magic and Allies.

How to play

You fight from the back with spells and a sling, and with the quarterstaff when something gets close. Cast Spark from the abilities menu (a), and rest to get your mana back. Beast-friend keeps the animals of the wild from attacking you until you attack one of their kind. From level 6 Call of the wild brings a wolf to fight beside you, and from level 12 Call lightning strikes under the open sky.

Levels

A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Wayfarer.

LevelAbilityEffect
1Beast-friendcreatures of animal factions are neutral to you until you attack one of that type
1Sparkthe spell Spark (level 1, a cast, 4 mana): 2d4 electricity damage
3Barkskinthe spell Barkskin (level 3, a cast, 4 mana): you are Barkskin (1)
6Call of the wildthe spell Call of the wild (level 5, a cast, 5 mana): calls +1 of wolf to your side for 5 minutes, 1 at most at once; +8 to the difficulty of learning it
6Water walkingthe spell Water walking (level 5, a cast, 5 mana): you are Water-borne (1)
9Bramblethe spell Bramble (level 8, a cast, 19 mana): everyone it reaches but you, friend or foe, suffers Webbed (2); only those on ground where things grow
12Call lightningthe spell Call lightning (level 11, a cast, 20 mana): 4d6 electricity damage; only under the open sky
15Rimethe spell Rime (level 9, a cast, 14 mana): 4d6 cold damage
18Nature’s wardwading never gives you a disease; Poisoned eases 100 % faster
20Galethe spell Gale (level 11, a cast, 20 mana): everyone on it, nearest first, is driven 1 cell on, unless held or blocked; it puts out the fires on its cells; it clears its cells of fire, foul cloud, darkness, smoke zones
25Call of the forestthe spell Call of the forest (level 20, a cast, 20 mana): calls +1 of bear to your side for 5 minutes, 1 at most at once; +10 to the difficulty of learning it
30Cloudburstthe spell Cloudburst (level 20, a cast, 20 mana): Under the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean.; only under the open sky
32Pack leaderevery summon spell’s call brings 1 more; calls last 50% longer; 1 more of each summon spell’s calls at once
40Call the elementsthe spell Call the elements (level 35, a cast, 35 mana): calls +1 of greater earth elemental or greater water elemental or greater air elemental or greater fire elemental to your side for 5 minutes, 1 at most at once; +12 to the difficulty of learning it
50Flame and frostthe spell Flame (level 12, a cast, 29 mana): 6d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls; the spell Frost (level 6, a cast, 14 mana): 4d6 cold damage; it freezes the water it reaches into ice 10 cm thick
60Lord of the wildcalls never lapse: they stay until slain; 1 more of each summon spell’s calls at once

Abilities

Call lightning answers only under the open sky. The druid’s calls bring wolves, bears, and elementals to fight beside them as allies.