DRUID Garb: Brown robe, sash, or belt. Magical symbols and devices are encouraged. Weapons: Any non-hinged melee weapon except "red class" weapons types and/or slashing type polearms, shortbow. Note that the use of weapons will deduct from the Druids available magic points. Armor: None. Shield: Small. Note that it will deduct from the available magic points. Magic: May cast spells and enchantments. Levels: See on magic. WEAPON COSTS FOR DRUIDS (from available spell points) cost per 10 points of magic: Druid dagger 0 short (3 ft.) 2 long (4 ft.) 4 spear 4 staff 2 shield 4 MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. DRUID MAGIC Additional abilities, notes, etc.: 1st level - 3 total lives 2nd level- 1 additional life (total 4) 3rd level- Pass without trace 4th level- Immune to Poison 5th level- Immune to Woodland and bardic Charm 6th level- Immune to Sleep Notes: 1) Pass without trace- say thrice "Pass without trace". Druid disappears, and is granted unhindered travel back to home base. Usable twice per game. This and other Druidic level abilities are non magical in nature. Magic name type uses cost max 1st level Cancel S unlimited 0 - Cure poison E/S 1/life 1 4 Entangle S 1 bolt/u 1 4 Heal S 1/life 1 6 Heat Weapon S 1 /life 1 4 Shillelagh E 1/game 1 4 Warp wood S 1/life 1 4 2nd level Barkskin E 1/game 1 4 Cure Disease S 1/life 1 4 Magical projectile E 1/game 1 4 Mend S 1/life 1 4 Paralyzation E 1/game 1 4 Thornwall FE 1/game 1 4 3rd level Ambidexterity N unlimited 2 - Confusion S 1/game 1 2 Extension N 1/game 2 4 Plant Door S 1/life 1 4 Protection from disease E 1/game 2 4 Protection from flame E 1/game 1 4 4th level Call lightning S 1/game 1 4 Commune S unlimited 2 - Flamewall FE 1/game 1 4 Silence FE 1/game 1 4 Shatter S 1/game 1 4 Stoneskin E 1/game 2 4 5th level Flameblade E 1/game 2 2 Flesh to Stone S 1 bolt/u 1 4 Passplant E 1/game 1 4 Stone to flesh S 1/game 2 4 6th level Finger of death S 1/game 1 4 Feeblemind S 1/game 2 2 Fire trap FE 1/game 1 4 Reincarnation E 1/game 2 2 1st Level (Druid) Cancel T: spell I: repeat 2x "I cancel my magic." R: 50 ft. E: negates magic. L: may only be used on own magics. Cure poison T: Enchantment/Spell M: yellow cloth I: touch person. repeat 10x "Cure Poison". tie cloth on person. E: makes person immune to the first poison attack used against him/her, or can be used to cure pioson on a person within a 100 count of being poisoned. Entangle T: spell M: padded brown "entangle" ball I: hold ball in left hand, repeat 5x "Entangle." E: a direct hit to a person or their equipment will entangle them in place for a count of 300. or until they are freed by a fireball or dispel magic. They may neither fight nor be harmed. Two fireballs will kill them. N: barbarians are immune to this spell. Heal T: spell M: wounded person I: touch person and say once "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow lab, let the white light of healing stop thy spilling blood. Sword cut, spear stab. mace smash, arrow jab, let the white light of healing mend thy bones. Sword cut, spear stab, mace smash, arrow lab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab. let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow lab, the white light of healing hath healed thou." E: person's wound is healed. N: may be used on self. Will alter the effects of druid flesh to stone to those of an iceball. Will repair one point of berserk barbarian body armor on any one specific body area. May not heal enchantments. Heat weapon T: spell I: repeat 2x "By the power and might of the sun I heat that (weapon)" R: 20 ft. E: the weapon is considered useless for a 300 count (or 5 minutes). L: works only against weapons, not armor or shields. N: mend spells will not restore the weapon, however a new one may be obtained from Nirvana or the base. Shillelagh T: enchantment M: wooden weapon, yellow cloth I: repeat 10x "Harden this weapon", tie cloth to weapon. E: if the weapon is normally a blue weapon, it is treated as a red weapon; if it is normally a red weapon, it takes four points off armor and in two hits destroys a shield and an arm. L: only works on non-edged weapons. Warp wood T: spell I: repeat 2x "By the power of nature I warp that (object)." R: 20 ft. E: Item is considered useless until mended, dispelled, or taken back to base and replaced. L: only works on objects made of wood (arrows, bows, spears, etc.). 2nd level (Druid of the Outer Circle) Barkskin T: enchantment M: person, yellow cloth, piece of bark I: touch person with bark and repeat 5x "May nature protect you", attach cloth. E: will give person 1 point armor on all parts of the body. L: It is possible to gain 4 points of armor by this spell. The protection is only from physical aftacks and cannot be used with other armor. Shields may be used. It is not invulnerability. Cure disease T: spell M: affected person I: touch person, repeat 5x "I cure thy illness" E: person is cured of any disease. N: includes turning diseased creatures back to human. Magical projectile T: enchantment M: projectile (arrow, javelin, rock, etc.), yellow cloth I: hold projectile in left hand, repeat 5x "May this projectile strike true", tie cloth to projectile weapon. E: for each level of this enchantment, it will do one more point of damage than normally done by the projectile type. Will destroy a shield with 3 hits if a 5 pt. projectile, will act as a bladesharped red weapon if a 6 pt. projectile, etc. L: monks may still block projectiles with no penalties. N: destroyed magical projectiles may be mended. Mend T: spell I: touch broken item with left hand, repeat 10x "Make this item whole again." E: Item is no longer damaged or destroyed. May repair one point of armor in one location. N: if an enchanted item is mended, its enchantment is intact. Paralyzation T: enchantment M: yellow cloth I: hold yellow cloth in left hand, repeat 10x "Paralyzation" E: If bearer of enchantment touches someone they are paralyzed for a 150 count if touched on the body, 400 if an a limb. Effects are similar to a subdual. L: Will not work through armor, shields and weapons, or through magics that stop magic. Barbarians are immune. Thornwall T: fIxed enchantment M: brown cloth 10 ft. long, leaves I: lay cloth in straight line, raise hand in air, repeat 10 x "Thorns come forth", crush and sprinkle leaves. E: creates 10 ft by 10 ft impassable wall of sharp thorns. L: this wall can be destroyed by dispel magic, 10 hits with a red or blue weapon, or a fireball. If hit by a fireball or flameblade the wall is treated as a flame wall for a count of 100. N: disappears when the caster dies. 3rd Level (Druid of the Inner Circle) Ambidexterity T: neutral E: may cast magic with either hand. Confusion T: spell I: repeat 5x "By the power of my mind I will you to be confused." R: 50 ft. E: 1) barbarians will automatically go berserk and attack the druid for a 100 count. 2) warriors and fighter types will attack nearest creature(s) for a 100 count. 3) magic casters may not cast magic for a 100 count. L: monsters are immune. Barbarian berserk does not count towards their normal berserk. Extension T: neutral I: say "Extension" loudly prior to starting magic E: doubles range of magic for one use. If magic has no range it gives spell a 20 ft. range. N: is not used up unless the accompanying magic is fully cast. Plant door T: spell M: tree I: touch tree with both hands, repeat 5x "Open up and receive a loyal protector of the forest" E: druid is assumed to be inside tree. He is considered protected and hidden by the tree. May cast magic, but must touch tree or spell ends. L: If the tree is hit 10 times by a red or blue weapon, or if hit by a fireball it is destroyed, and the druid is no longer protected. Druid may not fight with weapons when spell is in effect, and may be affected by verbal magic while he is casting magic. Protection from disease T: enchantment M: yellow cloth I: touch person, repeat 5x "I protect thee from disease", tie cloth onto person. E: person is immune to any form of disease. L: is not effective versus poison. Protection from flame T: enchantment M: yellow cloth I: hold cloth in left hand, repeat 10x "Protection from the element of fire", tie cloth on person. E: protects against all forms of flame, including lightning, treat Sword of Flame and flameblade as normal hit. N: negates a fireball's negation of iceball and healer/druid entangle. 4th Level (Druid of the Center) Call lightning T: spell I: raise both hands, repeat 3x "(person) I call lightning to strike thou." R: 20 ft. E: person is fried, dead, crispy critter. L: is negated by protection from flame. Commune T: spell M: tree I: touch tree with left hand, repeat 5x "Commune", sit down with back touching tree. E: druid may not be harmed, or harm others within a 20 ft. radius L: must be humming or chanting "commune" and cannot be holding a weapon or the magic is broken. Cannot be closer than 20 ft. to a base or flag. Flamewall T: fixed enchantment M: red cloth 10 ft. long, sand or glitter to represent sulfur I: lay cloth in straight line, raise hands, repeat 5x "By the might of nature, I call forth a flaming wall. Sprinkle sulfur. E: creates a 10 ft. by 10 ft. impassable wall of flame. Anyone not protected who touches or crosses it will be incinerated. L: can be dispelled by a dispel magic. Wall will not stop projectile weapons or spells. Wall disappears when caster dies. N: protection from magic will not protect from this. Silence T: fixed enchantment M: 25 ft. measure, markers for 25' radius I: set up markers, stand In middle with both hands above head and repeat 5x "May no form of sound, speech or noise be heard in this place. E: No speech(talking), no magic casting is allowed in the enchantment's radius. L: may be dispelled. Disappears when the caster dies. Shatter T: spell 1: repeat 3x "By the power of nature, I destroy that (object)" R: 20 ft. E: object is completely destroyed. L: may only be repaired by a dispel magic or mend. Does not affect bases, relics, game items, hardened items, enchanted shields, or enchantments. Stoneskin T: enchantment M: person, yellow cloth, small polished stone I: touch person with stone, repeat 5x "May nature protect you from all forms of attack" E: for each level of this enchantment (simulcast up to 4 times) it will give 1 point of invulnerable armor to all areas of the body. L: cannot be used with other armor. Shields may be used. The area of stoneskin destroyed by an opponent's verbal magic must be specified by the attacker. 5th Level (Arch Druid) Flameblade T: enchantment M: red and yellow cloth, edged weapon, sand or glifter to represent sulfur. I: tie cloth to weapon, repeat 10x "Flameblade", sprinkle sulfur over weapon. E: equal too bladesharpe spell, with fire abilities. Negates iceball and druid/healer entangle effects by touch, and the weapon itself is impervious to fireball and heat weapon magics. Flesh to stone T: spell M: grey padded "petrify" ball I: hold ball in left hand, repeat 5x "Petrify." E: person is turned to stone. L: spell stays in effect until a dispel magic or the reverse of this spell is cast. If the ball hits the Shield of Reflection the druid is turned to stone. Barbarians are immune. Heal spell alters the effects to those of healer/druid entangle. Passplant T: enchantment M: departure tree, arriving tree I: repeat loudly 5x "Passplant", repeat loudly 5x "arriving" E: person is transported from one tree to one other tree within game boundaries. They may not be harmed during transfer. L: must have location in mind and must tell reeve if asked. Must go straight to destination unless being watched or followed, then may take round-about path. Equivalent to teleport. 6th level (Great Druid) Feeblemind T: spell I: point at victim, repeat 3x "By the power of my mind I confuse and erase yours." R: 50 ft. E: victim may not cast magic or use any abilities of their class except fighting (primeval instinct). L: death or dispel magic removes effect Finger of Death T: spell I: point at victim, repeat 5x "I call for your death." E: person dies L: 5th level monks are immune. Fire Trap T: fixed enchantment M: 10 ft. diameter red cloth, sand or glitter to represent sulfer I: lay cloth, repeat 5x "May the power of nature and the fire of the earth protect this area from intrusion," sprinkle sulfer. E: anyone who is not protected who enters area is killed. L:may be dispeled. Disappears when caster dies. Reincarnation T: enchantment M: dead person, monster handout, appropriate garb I: repeat 3x "I call thy spirit back from the realm of death, inherit this new form and serve me until your destruction." E: person sacrifices 4 lives to play as a monster for 1 life. L: only certain monsters are used. These are: lizard man, dryad, unicorn, giant, siren, troll, centaur, brownie. N: may be dispeled.