Druid
A keeper of the old ways who speaks for forest and beast: hardy and patient, and uneasy in towns.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Caster, nature | Normal | Toughness, Willpower | 4 | 9 | 13, 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).
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.
| Level | Ability | Effect |
|---|---|---|
| 1 | Beast-friend | creatures of animal factions are neutral to you until you attack one of that type |
| 1 | Spark | the spell Spark (level 1, a cast, 4 mana): 2d4 electricity damage |
| 3 | Barkskin | the spell Barkskin (level 3, a cast, 4 mana): you are Barkskin (1) |
| 6 | Call of the wild | the 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 |
| 6 | Water walking | the spell Water walking (level 5, a cast, 5 mana): you are Water-borne (1) |
| 9 | Bramble | the 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 |
| 12 | Call lightning | the spell Call lightning (level 11, a cast, 20 mana): 4d6 electricity damage; only under the open sky |
| 15 | Rime | the spell Rime (level 9, a cast, 14 mana): 4d6 cold damage |
| 18 | Nature’s ward | wading never gives you a disease; Poisoned eases 100 % faster |
| 20 | Gale | the 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 |
| 25 | Call of the forest | the 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 |
| 30 | Cloudburst | the 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 |
| 32 | Pack leader | every summon spell’s call brings 1 more; calls last 50% longer; 1 more of each summon spell’s calls at once |
| 40 | Call the elements | the 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 |
| 50 | Flame and frost | the 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 |
| 60 | Lord of the wild | calls 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.