Druid Ritual Power

Invocation List

Bark Skin 6 - 8
Cure Wounds 6 - 8
Ensnare 7, 8
Goodberry 6 - 8
Mass Entangle 6 (Must learn Entangle 2, 4)
Nature's Healing 6
Obscurement 7
Protection from Elements 6 - 8
Shillelagh 6 - 8
Totem 6
Transmute Metal to Wood 8
Turn Wood 7
Warp Shield 6

Invocation Descriptions

Bark Skin 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The casters skin becomes as hard as wood granting the following physical armour class:

Rank Physical Armour Class
6 12
7 14
8 16

The protection afforded by a Bark Skin will stack with armoured dexterity to provide improved protection. It will not combine with the protection of physical armour but the recipient will gain the benefit of the higher physical armour class provided by either the physical armour plus skills, or the Bark Skin. Bark Skin will render unarmoured dexterity unusable. The recipient gains only the armour class of the Bark Skin, even if your dexterity would have normally provided a higher armour class.

Cure Wounds 6 - 8

Range Touch

Duration Instant

Extendable? N/A

Description The caster calls upon the Neutral Sphere to cure his wounds. Cure Wounds will restore the following amount of lost life up to the targets usual maximum.

Rank Player Life Cured (per Hand) Monster Hits Cured
6 50 (25) 30
7 100 (50) 50
8 150 (75) 70

Ensnare 7, 8

Range Touch (7), 20 ft (8)

Duration 15 Minutes

Extendable? N/A

Description The caster summons quick growing vines to hold the target fast to the ground. The target may not move their feet and their dexterity is halved whilst they are affected by the Ensnare.

If the target has "Double Strength" then they may pull out of the Ensnare at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, are touching the ground only the feet are affected. See the skills descriptions page for further details on Double Strength.

It is not uncommon to see undead creatures pulling out of Ensnares even if they lack double strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required. Ensnare may only be cast on targets outside. It will have no effect within a building of any sort.

Goodberry 6 - 8

Range Touch

Duration 15 Minutes

Extendable? Yes

Description The caster encourages the plants around where he casts to sprout berries which, when consumed, will cure injuries. Each berry will cure 48 points of player life damage when consumed. The amount of berries produced varies with the rank of the invocation as shown below:

Rank Berries Produced
6 1
7 2
8 3

The summoned berries may be consumed at any time within the next fifteen minutes. The caster must provide an appropriate physical representation of the berries (such as grapes). The caster may choose to extend the invocation as normal; a Rank 8 Goodberry cast to an effective Rank 6 would produce 1 berry with a duration of 4 hours for example. Goodberry may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.

Nature's Healing 6

Range Self Only

Duration Special

Extendable? N/A

Description The caster becomes closer to the healing aspect of nature. Whenever the caster casts a Neutral Cure Wounds invocation of Rank 1 - 5 on himself, or another person with a Nature's Healing in effect, the Cure Wounds invocation will take effect as a Good Sphere Cure Wounds invocation of the same rank.

For example; a Druid with Nature's Healing casts a Cure Wounds 5 on himself which would normally cure 30 points of lost life. However because of Nature's Healing the invocation will have the same effect as a Cure Mortal Wounds (Good Sphere Cure Wounds Rank 5), curing back 48 points of damage instead. The same would be true if the cure was cast upon them by their Druid friend who also had Nature's Healing in effect.

Note that the cures do not become Good Sphere invocations; they merely have the same effect.

Nature's Healing can only be cast at the Druid's grove before the character leaves for an adventure. Once in effect however it will remain in effect permanently (meaning that the character will always be "out" 6 power) unless he chooses to end the invocation or not to cast it before the adventure begins. Even death will not end a Nature's Healing as the spirit of the grove will maintain it.

Obscurement 7

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The casters summons Nature's protection to blend into the background becoming harder to hit with damaging effects. Obscurement provides additional physical, magical and power armour class as shown on the table below.

Rank Additional Armour Class
7 +4

The armour class of Obscurement will stack with any other armour class regardless of source; except another Obscurement. Obscurement may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.

Protection from Elements 6 - 8

Range Self Only

Duration 15 Minutes

Extendable? Yes

Description The caster summons a shield of druidic power about them to stave off elemental attacks. Protection against Elements provides armour class against one colour of magic, chosen when the invocation is cast, as shown below;

Rank Magical Armour Class
6 6
7 7
8 8

The caster may have more than one Protection against Elements in effect at a time but each must protect against a different colour of magic.

The magical armour class provided by a Protection against Elements will stack with armoured dexterity but not with the magical armour class provided by magical skins or unarmoured dexterity, in each case only the higher magical armour class is used.

Shillelagh 6 - 8

Range Touch

Duration 15 Minutes

Extendable? Yes

Description The caster may empower a wooden weapon so that it inflicts power damage as shown below. Shillelagh may not be cast on a weapon made from any other material than wood nor may it be cast upon an ensorcelled weapon of any kind.

Rank Power Damage
6 Power 3
7 Power 4
8 Power 5

Totem 6

Range Touch

Duration Special

Extendable? N/A

Description The caster dedicates himself to a chosen Totem Animal, Plant or other natural phenomena. Before departing on an adventure the caster prepares his Totem at the Druids Grove. Once cast the Druid may release his Totem, through the use of a unique and consistent shout, ("I unleash the strength of the Bear", for example). The Totem will remain stored within the caster indefinitely unless released. A Totem will have a variety of effects depending on what Totem the caster has chosen to dedicate themselves to.

The caster is 6 power out for the Totem until it is triggered. Totem may only be cast a Druids Grove and as such it would not be possible to cast Totem on a normal adventure. Some examples of Totems are given below;

Totem Effect
Cat Caster Gains +4 Dexterity for 1 Hour
Wolf Immunity to Fear and the ability to cast the Evil Sphere invocation Fear as a Neutral Sphere invocation for 1 Hour.
Bear Caster Gains Double Strength as per the skill for 1 Hour
Hedgehog Any Bark Skin that the caster has in effect upon themselves provides power armour class equal to its physical armour class for 1 Hour.
Oak Caster gains 50 points of temporary life for 1 Hour. The caster effectively gains the benefit of the Grey High Magic Spell Endurance 8.

These Totems are merely examples. Druids are encouraged to think of their own Totem and its effects. The examples are included to show what sort of effects would be possible. If you intend to choose a Totem please send your ideas to SFB for approval; even if it is listed here.

Transmute Weapons to Wood 8

Range 20 ft long cone 90 degrees to the caster's front

Duration 15 Minutes

Extendable? No

Description All metal weapons in the area of effect count as being wooden for the duration of the invocation. The damage inflicted with the weapons does not change and the invocation will affect ensorcelled or empowered weapons.

Turn Wood 6 - 8

Range Self only

Duration 15 Minutes

Extendable? No

Description Turn Wood protects the caster from all weapon blows, melee and ranged. It provides the following armour classes:

Rank Physical Armour Class Power Armour Class Magical Armour Class
6 20 0 0
7 20 20 0
8 20 20 20

Turn Wood provides protection from the blows of wooden weapons only. It provides no armour class against metal weapons, claws or any sort of attack that does not involve being hit with a weapon

Turn Wood does not provide AC against invocations or spells that are delivered by a weapon; only against the weapon blow itself.

All weapons are assumed to be made of metal unless obviously wooden (brown with wood grain texture usually). Staffs with a small decorative metal band around the top are wooden weapons; maces with wooden handles but a metal head are not.

Warp Shield 6

Range 20 ft

Duration Permanent (see below)

Extendable? No

Description Warp Shield will instantly render useless one shield targeted by the caster. It will work on Empowered or Ensorcelled Shields but this will reduce the duration from Permanent to 15 minutes. A warped shield may be repaired through the use of a Mend Spell but only after 15 minutes has elapsed from the warping.

Lay Power : Ritual Power : Cosmic Power : Common Lay Invocations : Sect Invocations : Good Invocations : Neutral Invocations : Evil Invocations