Druid: Base Class
The Druid is a formidable warrior, summoning magic found deep within the wilds of nature; weaving spells to enhance their weapons, or unleashing claws as the need arises. In addition, Druids are able to communicate with the animals and plants that inhabit the area. Through these interactions, they might track their quarry by relying on the many eyes and ears of the forests, or learn of imminent attacks upon the lands they call home.
Druids place nature at the center of their beliefs, drawing their spells and abilities from a mystical bond with the earth itself. Even though some may not worship any deities at all, reserving their devotion only for the natural world, they are not forbidden from doing so, and those who do, find that the balance between the two brings them a sense of calm.
Fiercely protective of the lands they have chosen to protect, few can withstand the fury of an enraged Druid: fearsome claws, vines that bind and tear, and elemental blasts of fire and ice make the Druid a force to be reckoned with.
Note: Some Druid powers reference a Form, which all druids have availability to as they level. Base Class Druids have access to Form of the Rising Sun and Form of the Waning Moon, and Powers that reference these forms are tagged Rising Sun or Waning Moon. Druids also have access to spells that grant a Beast Shape, which are tagged as Beast Shape.
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
Level | Cantrips | Spell Book* | Spell Preparations | Spell Slots | Class Bonuses |
1 | 0 | 1 | 1 | 1/0/0/0 | Commune with Nature, Forms of the Land |
2 | 1 | 2 | 2 | 1/0/0/0 | Innate Bonus Cantrip: Cancel, Nature’s Understanding, Form of the Rising Sun, |
3 | 1 | 3 | 3 | 2/0/0/0 | Message of the Flowers |
4 | 2 | 4 | 3 | 3/0/0/0 | The Dance of the Dawn and Dusk |
5 | 2 | 5 | 4 | 4/0/0/0 | - |
6 | 3 | 6 | 5 | 4/1/0/0 | - |
7 | 3 | 7 | 5 | 5/1/0/0 | One With Nature |
8 | 4 | 8 | 6 | 5/2/0/0 | - |
9 | 4 | 9 | 7 | 5/3/0/0 | - |
10 | 4 | 10 | 7 | 5/3/0/0 | Celestial Zenith |
* This does not include the four other spells granted by the Basic Faith skill. Additionally, only spells you are able to cast can be added to your spellbook.
Note: Archetype Druids gain 1 additional Cantrip and Novice Spell Slot per the Primary Training Archetype Power.
Note: Life Points and Maximum Spikes can be found in the Character Level Table.
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey.
By spirits of the fallen leaf, from Autumn fires’ ashen grief.
By torrent’s chill and dying light, from howling storm and Winter’s bite…”
Requirement: Druid Level 1
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Refresh
This Power gives the Druid a limited ability to Refresh spent spell-slots. The Druid can spend a Short Rest in prayer, either alone or with others, re-focusing on their faith and the Greater power to whom they owe fealty.
Between Long Rests, the Druid can refresh a number of Divine Novice spell-slots equal to two times their total levels in their Divine-casting Classes. This power may be used to refresh spells from any of this character’s Divine spellcasting classes, but this power does not stack with similar powers from those classes.
This can be done in any increment and the Druid can refresh a Divine Adept spell-slot in the place of two Divine Novice spell-slots. Greater spell-slots take the place of three Novice spell-slots, and Master spell-slots take the place of four Novice spell-slots.
Additional benefits come if this Power is used in an area of sacred faith (such as consecrated ground), with a personal rite (determined by the Druid). Up to three times per Long Rest, if the Druid uses this Power in that way, they can Refresh a Divine Novice spell-slot that does not count toward the total Refresh limit between Long Rests. This may occur in addition to Refreshing other spell-slots as normal.
Requirement: Druid Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
As the path of the Druid unfolds, they are granted a number of Forms - aspects of the land and environment they inhabit that they can take within themselves and express as newfound abilities. Each of these Forms are mutually exclusive with each other, and no character can have more than one Form active at any one time. By default, Forms expire on Long Rest, when the Druid resurrects, or if the Druid is hit by a Dispel effect specifically targeting a Form.
Note: If the Druid changes or loses Form (such as with Metamorphosis), all Spells, Effects, and Conditions granted by Druid Powers “to Self” from the Druid Class expire.
Requirement: Druid Level 2
Incantation: RP - Slow 300 spent in a rite dedicating oneself to nature
Call: “Grant Form of the Rising Sun”
Target: Self Duration: Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
The Druid gains the ability to take on the Form of the Rising Sun.
Requirement: Druid Level 2
Incantation: RP - Slow 300 spent in a rite dedicating oneself to nature
Call: “Grant Form of the Waning Moon”
Target: Self Duration: Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
The Druid gains the ability to take on the Form of the Waning Moon.
Requirement: Level 2 Druid
The Druid gains an additional Cantrip from the Druid Class list and an additional Novice Spell Slot.
Requirement: Druid Level 2
Incantation: "By dawning growth that blooms in Spring I would know the denizens of the wood.”
Call: “[Name or Description] Subtle Discern [to Animal/Beast] [Question]”
Target: Individual Duration: Special
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Discern
This power allows the character to determine if a targeted creature is a beast of nature, and its intent. The power lasts until the Druid moves their right foot or takes a Short Rest, whichever comes first. Until it ends, the Druid can ask any of the following questions as often as desired of any number of targets that they can see, but may only ask each target each question once.
Requirement: Druid Level 3
Incantation: None
Call: None
Target: Bloom or Night Prize Patch Duration: Event
Delivery: None Refresh: Immediate
Accent: None Effect: None
The Druid may leave a note locked with a black key sigil and "Has Foraging Skill" on it at any Bloom or Night Prize Patch.
Requirement: Druid Level 4
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Maximum Life Points, Grant Maximum Spikes
While in the Form of the Rising Sun, the Druid gains +1 Bonus Maximum Life Points. In addition, the Druid may alter existing Accents to Flame by expending a Spike.
While in the Form of the Waning Moon, the Druid gains +1 Bonus Maximum Spikes. In addition, the Druid may alter existing Accents to Ice by expending a Spike.
Requirement: Level 6 Druid, 0 Levels in any other Base Class
The Druid gains an additional Cantrip from the Druid Class list and an additional Novice Spell Slot.
Requirement: Druid Level 7
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Plus Armor, Grant Spike Damage
Bound to the cycles of nature and time, the Druid can feel the forces of the world bend and shape them to its will.
While in the Form of the Rising Sun, the Druid gains a +1 Bonus Natural Armor, conversely while in the Form of the Waning Moon, the Druid gains +1 Bonus Spike Damage.
Requirement: Druid Level 10
Incantation: None
Call: “Grant Protect vs Packets to Self”, “Piercing [X]”
Target: Self Duration: Until Used, Instantaneous, Passive
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Protect, Piercing
While in the Form of the Rising Sun, the Druid’s may Focus for a Quick 100 and expend a Spike to Grant themselves a Protect vs Packets a number of times per Long Rest equal to their Maximum Life Points.
Conversely, while in the Form of the Waning Moon, may convert a Wounding Effect to Piercing once per Long Rest.
Regardless of Form, the Druid gains the Inherent Type: Beast, and is affected by all Spells, Powers, and Effects that target that Type.
Requirement: Druid Level 2
Incantation: “By dawning growth that blooms in Spring I ask the forest for a path forward.”
Call: “Short Grant Tracking to Self”
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Tracking
Upon using this power, the character may ask the trees what they have seen, and follow specific paths. They can see and follow green flags marked with a white circle (called a “Halo”) until they have finished a Short Rest. This Power must be cast while within Touch range of a tree of any size, but its benefits may be used anywhere.
If the Druid later purchases the Tracking Skill, they may refund this skill.
Requirement: Druid Level 2
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: Self Refresh: None
Accent: None Effect: Grant Claw(s)
Early in every Druid’s life comes the time in which they must defend themselves, whether from the natural denizens of forest, or the “civilized” of the cities. Many learn that always having a means of defense at a moment’s notice can mean the difference between life and death. The Druid may gain up to two Short Claws as Natural weapons. These Claws should be no longer than 36” long.
If the Druid has Long Weapon proficiency, the Druid may gain a Long Claw (a single claw up to 48”) and a Short Claw (up to 36”) instead.
If the caster is currently in the Form of the Rising Sun, and they have Great Weapon proficiency, they may gain a single Sharp Great Claw. This Claw should have a length between 48”- 90.”
Switching between any of these options may be done at the completion of a Short Rest.
Requirement: Druid Level 6
Incantation: Focus Quick 30
Call: “Grant Insubstantial to Self”, “Dispel Insubstantial”
Target: Self Duration: Special
Delivery: None Refresh: Long Rest, Short Rest
Accent: None Effect: Grant Insubstantial, Dispel Insubstantial
The Druid may protect themself from harm by drawing a camouflaging cloak about them and melding with the forest. They are empowered to seek shelter within the wood of a tree, becoming Insubstantial to the real world so long as they do not move.
After spending two Spikes, the Druid must gather their naturally-colored hooded cloak around them, Focus for a Quick 30, and call out "Grant Insubstantial to Self." They will retain the Insubstantial Condition until they choose to move, are knocked out of Insubstantial form by an Effect, or Dusk comes.
Once the spell is ended, by whatever means, they must Dispel their Insubstantial Condition by calling "Dispel Insubstantial." Remember that when Insubstantial, the player has a duty to inform anyone that inspects, closely interacts with, or plans to attack the character.
If the Druid is in the Form of the Waning Moon, the power costs no Spikes to activate, and may be done once per Short Rest.
Requirement: Druid Level 7
Incantation: RP - Slow 300 spent in a rite re-dedicating oneself to nature.
Call: "Dispel Form", "Grant Form of [Rising Sun or Waning Moon]"
Target: Self Duration: Instantaneous, Long Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Form
The Druid may alter their Form with this power after performing a rite to renew their dedication to nature and regain its blessings. This rite grants the Druid any Form they have access to from the Druid Base Class. The Commune with Nature Innate power may be used in conjunction with this power.
Incantation: “By dawning growth…”
Incantation: “... I shield myself from nature's sting.”
Call: “Grant Protect vs Poison”
Target: Self Duration: Until Used
Delivery: None Refresh: Focus Quick 100
Accent: None Effect: Grant Protect
The Druid throws calls on nature to protect themselves from poisons. This gives the caster one Protect from Poison.
Incantation: "... I reclaim my power.”
Call: None
Target: Packet (Spell-Ball), Self Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Refresh
This minor cantrip takes the power out of a spell-ball (or multiple spell-balls) that has already been charged and returns that power to the caster. The spell-ball becomes inert, and the caster refreshes the spell-slot that was used to charge the spell-ball. If the spell charges more than one spell-ball, all the spell-balls must still be charged in order to cancel the spell.
Incantation: "... I stay the hands of decay.”
Call: “Stabilize”, “Heal 1 to Dying”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Quick 100
Accent: None Effect: Stabilize, Heal
A simple trick taught by Druids of the past to prevent the transition to death, the caster can Stabilize the dying. If the Druid is in the Form of the Rising Sun, they may instead call “Heal 1 to Dying.”
Note: This Call may not be altered.
Incantation: "... I enkindle a lash to disarm my foes.”
Call: “Disarm [Weapon] by Disease”, “Quick Disable [Arm] by Disease”
Target: Individual Duration: Instantaneous, Quick 100
Delivery: Weapon Refresh: Focus Quick 100
Accent: Disease Effect: Disarm, Disable
By calling the toxic wrath of nature the Druid can lash out disarming foes that seek to harm them. By Sacrificing one Life Point, the caster may call “Disarm [Weapon] by Disease.”
If the Druid is in the Form of the Waning Moon, they may expend a Spike instead to call “Quick Disable [Arm] by Disease.”
Incantation: "... I tap into the flowing weave of life.”
Call: “Heal [X] to Living”
Target: Individual (Other than Self) Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Heal
The Druid can heal damage to an Individual by drawing life from nearby flora, represented by their Life Tap pool.
This Cantrip only works if the Druid is outside. If the character is inside they must be touching a tree with a trunk of at least four inches wide, a character under the effects of an Arboreal Transformation, or a plant creature with one hand to cast the spell. This spell will not work on the caster themself.
The Life Tap pool is a number representing how much more the Druid can heal for that Long Rest. Every time this Cantrip is used, the Druid can heal another individual up the Druid's class-level, subtracting the healing from the Life Tap Pool.
The Life Tap Pool resets to the Druid's class-level at the end of a Long Rest. If they enter the Form of the Rising Sun, they may immediately add twice their Druid class-level to their Life Tap Pool. However, when they leave the Form of the Rising Sun, they must immediately subtract twice their Druid class-level to their Life Tap Pool - this can make the Pool become negative, and must be tracked accordingly.
Incantation: "... I draw out the toxic, and purify the body.”
Call: “Cure [Poison or Disease]”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Cure
From the deep lore of the woods, Druids have found ways to cure any number of poisons, toxins, and venoms with ease. Out of combat, the Druid may incant, and then call “Cure [Poison or Disease].”
If the Druid is in the Form of the Rising Sun they may cast this cantrip in combat.
Incantation: "... I strike with the wrath of the forest.”
Call: “[X] Poison”, “2 Poison”, “Wounding 2 by Poison”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Immediate
Accent: Poison Effect: Grant, Wounding
The Druid’s next un-Accented weapon attack gains the Poison Accent as the weapon seeps poisonous liquid.
If the Druid is currently in the Form of the Waning Moon and using a Claw weapon, they may call “2 Poison” on their next basic attack. If they expend a Spike while doing so, the call is altered to “Wounding 2 by Poison.”
Incantation: "... I sap the water from the flesh.”
Call: “1 to Living” or “Wounding 2 to Living”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Immediate
Accent: None Effect: Wounding
The Druid is able to sap the life out of the others through dark nature magics of the woods. When casting this spell they may inflict “1 to Living.”
If the caster is currently in the Form of the Waning Moon, the caster may expend a Spike to make this effect Wounding. The appropriate call in that case is “Wounding 2 to Living.”
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting…”
Incantation: "... I call forth the earth's wellspring to give life”
Call: "Transformation", “Transformation Down”
Target: Self Duration: Special, Long Rest
Delivery: None Refresh: Spell
Accent: None Effect: Special
While this spell is active, and the Druid has their feet planted, the Druid gains the Plant Type and may count for any tree size requirements for spells for the caster and other character’s requirements. Keep in mind that the caster is not to be touched without consent, and that a Touch range spell can be cast with a packet in hand at 6.” If the caster moves after the spell is cast, the spell immediately ends.
If the caster is currently in the Form of the Rising Sun, they are Inherently Slowed for the duration of the spell, and the spell only ends when the character takes a Long Rest, or calls “Transformation Down.”
Incantation: "... I soothe what ails you.”
Call: “Heal 3” “Cure [Root, Disable, or Weakness]”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: None Effect: Heal, Cure
The Druid heals the target of the spell for 3 Life Points.
If the Druid is in the Form of the Rising Sun they also may Cure one of the following conditions of the target of the heal: Root, Disable, Weakness. The appropriate call for this is “Cure [Root, Disable, or Weakness]”
Incantation: "... I summon a hide of the strongest bark.”
Call: “Long Grant 2 Natural Armor to Self”
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: None Effect: Grant Natural Armor
Pulling the protection of the forest around them, the Druid hardens their skin with bark, Sacrificing a Maximum Life Point for a Short Rest, giving them two points of Natural Armor. The process of growing the bark is an agonizing one, as shards of rough wood manifest beneath the skin.
If the Druid is in the Form of the Rising Sun, they may instead Sacrifice a Life Point to grant themself two points of Natural Armor.
Incantation: "... I anoint you with the essence of the Great Oak.”
Call: “Grant Protect vs Poison and Disease”
Target: Individual Duration: Until Used
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant Protect
The Druid may bestow the blessings of the mighty oak to bolster their allies' fortitude granting a Protect against Poison and Disease. The Druid may expend a Spike to add one additional Target.
If the caster is currently in the Form of the Rising Sun, the Druid may refresh one point of their Life Tap pool, if they have one. If the caster has the Peacecaster skill, instead the caster will add two points into their Life Tap pool if they have one.
Incantation: "... I harvest the bounty of the land.”
Call: “Counter, Land’s Bounty”
Target: Self Duration: Long Rest
Delivery: Self Refresh: Spell
Accent: None Effect: Special
The Druid knows how to take from the land without ruining its natural beauty or despoiling its resources permanently. In return for this treatment, the land is kinder to the Druid. Until the Druid's next Long Rest, the next time the Druid would suffer negative consequences of gathering, the character may avoid them. The character can ignore the negative effects of Scavenging a creature, Prospecting, or Foraging until their next Long Rest. The appropriate call for preventing this negative effect is “Counter, Land's Bounty.”
Additionally, if the spell is cast with an Adept spell-slot, the character can put back a card and re-draw when Prospecting once, or alternatively, if the Druid has the Foraging skill, the Druid may take a single Bloom from an Ash Bin.
If the caster is currently in the Form of the Rising Sun, the Druid may add two points of their Life Tap pool, if they have one. If the caster has the Peacecaster skill, instead the caster will add three points into their Life Tap pool if they have one.
If the Druid is in the Form of the Waning Moon, they may, once per event, instead take a Night Prize from an Ash Bin rather than a Bloom.
If the Ash Bin does not have any of the appropriate resources and the Druid chooses not to gain any other results such as Life Tap pool from this spell, the spell slot is refunded.
Incantation: "...I charge this weapon with shocking power.”
Call: “Short Disable [Arm] by Acid”, “Short Disable [Limb] by Ice”
Target: Individual Duration: Short Rest
Delivery: Weapon Refresh: Spell
Accent: Acid, Ice Effect: Disable
The caster can release a blast of power through a melee weapon that they are holding. When the caster strikes another creature or their equipment, they can release the energy causing “Short Disable [Arm] by Acid.”
If the Druid is in the Form of the Waning Moon, they may call “Short Disable [Limb] by Ice” instead.
Incantation: "...I summon a corrosive bolt.”
Call: “Wounding 2 by Acid”, “Wounding 3 by Acid”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball), Weapon Refresh: Spell
Accent: Acid Effect: Wounding
Casting this spell, the Druid infuses the packet with the destructive power of Acid. The spell does Wounding 2 by Acid.
If the Druid is in the Form of the Waning Moon, they may channel the Acid through their weapon by expending a Spike to charge a melee attack with “Wounding 3 by Acid.”
Incantation: "... I ensnare your legs.”
Call: “Short Root by Poison”, “Short Root by Ice”
Target: Individual Duration: Short Rest, Quick 100
Delivery: Weapon Refresh: Spell
Accent: Poison, Ice Effect: Root
When this spell is cast, the Druid empowers a weapon strike with the toxic flora of the forest, causing the victim to take a “Short Root by Poison.”
If the weapon used for this strike is a Natural weapon (such as a Claw), the wielder of the weapon may use this call twice before the spell ends.
If the Druid is in the Form of the Waning Moon, they may instead call “Quick Root by Ice” twice.
Incantation: “... I call for entangling vines.”
Call: “[Name or Description] Quick Disable [Leg] by Poison”, “[Name or Description] Quick Root by Poison”
Target: Individual Duration: Quick 100
Delivery: Verbal Refresh: Spell
Accent: Poison Effect: Disable, Root
Venomous thorns reach up from the underbrush, or through the cracks in the stones, striking at the legs and feet of the Druid’s enemies to disable their foe’s leg.
If the Druid is in the Form of the Rising Sun, the vines that are drawn forth are covered in venomous barbs, and Druid may call “[Name or Description] Quick Root by Poison” instead.
Incantation: "... I see with the eyes of the crow.”
Call: “Short Eyes of the Crow”, “Mend 1 to Self”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Special, Mend
Instead of searching a target, the Druid can quickly size up a helpless or willing creature and determine where to search. Please note that, like searching, this should not include any actual touching without express pre-negotiated consent. The caster can search instantaneously, by calling “Instruction: Give me your loot”, rather than waiting the Quick 100. This ability refreshes when loot is collected or the target indicates they have none.
If the caster is currently in the Form of the Waning Moon, they may Mend 1 armor to themselves the first time they receive at least one Coin while looting a downed creature.
Incantation: "... I slow your stride with frostbite.”
Call: “Quick Slow by Ice”
Target: Individual Duration: Quick 100
Delivery: Weapon Refresh: Spell
Accent: Ice Effect: Slow
The Druid is able to call forth the freezing cold of winter to hinder their enemy. After casting they may do two melee attacks for “Quick Slow by Ice.”
If the Druid is in the Form of the Waning Moon, they may call this effect a number of times equal to their Maximum Life Points.
Incantation: "... I land with the grace of the Cat.”
Call: “Cat’s Grace”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Special
While under the effects of Cat’s Grace, the character can Counter the Damage and Effects from falling by Sacrificing two Life Points. When using this power, the Druid should call ‘Cat’s Grace’.
If the caster is currently in the Form of the Waning Moon, the Druid may expend a Spike instead of Sacrificing the two Life Points.
Incantation: "... I accept the obscuring embrace of nature.”
Call: “Short Obfuscate vs Expose”, “Long Obfuscate vs Expose”
Target: Self Duration: Short Rest, Long Rest
Delivery: None Refresh: Spell
Accent: None Effect: Obfuscate
The Druid is able to cloak themselves from those that wish to find them. By calling for nature’s aid this spell will protect them from the Expose effect. While touching a tree or laying in grass, the Druid has Obfuscated vs Expose.
If the Druid is in the Form of the Waning Moon, the Duration is instead Long Rest, and may be used at any time while the Druid is fully surrounded by shadow.
Incantation: "... I cleanse your flesh with purifying flame.”
Call: “Cure [Condition] and 1 by Flame”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Flame Effect: Cure
When casting this spell, the Druid infuses their touch with the burning purity of the sun. They may call “Cure [Condition] and 1 by Flame” with a touch cast.
If the Druid is in the Form of the Rising Sun, they may add two points of their Life Tap pool when casting this spell. If the caster has the Peacecaster skill, instead the caster will add three points into their Life Tap pool if they have one.
Incantation: "... I become one of the pack.”
Call: “[Name or Description] Short Charm to [Animal or Beast] by Will”, “[Name or Description] Short Sleep to [Animal or Beast] by Will.”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Spell
Accent: Will Effect: Charm, Sleep
The Druid is at home with the creatures of the forest, and is able to soothe even the most dangerous of natural beasts. They may make a verbal call to a creature known to be an Animal or Beast and call “[Name or Description] Short Charm to [Animal or Beast] by Will.”
If the Druid is in the Form of the Rising Sun, they may expend a Spike to instead call “Short Sleep to [Animal or Beast] by Will.”
Incantation: "... I fill my foe’s lungs with water.”
Call: “Short Silence by Ice”, “2 Ice”
Target: Individual Duration: Short Rest, Instantaneous
Delivery: Weapon Refresh: Spell
Accent: Ice Effect: Silence
This spell charges the Druid’s melee weapon to curse the victim with a drowning death. Once cast, the Druid may do a single melee attack for “Short Silence by Ice.”
If the Druid is in the Form of the Waning Moon, then the Druid may follow up with a single swing of ”2 Ice” against the target of the Silence effect, even if the Silence was Countered.
Incantation: "...I hone this edge with the thorn.”
Call: “Grant Plus 1 Bonus Spike Damage”, "Short Grant Poison", "Short Grant Disease"
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: Poison, Disease Effect: Grant Plus Spike Damage, Grant Accent
While using melee weapons, the caster gains +1 Bonus Spike Damage for their next swing, and adds the Poison Accent to Unaccented swings until their next Short Rest
If the Druid is in the Form of the Waning Moon, they may add or change the Accent of their melee strikes when doing Spike Damage to “Disease”
Incantation:
“By dawning growth that blooms in Spring, from budding earth and insect sting.
By Summer’s heat in brightest day, from stalking beast and fleeing prey…”
Incantation: "... I call forth glacial cold.”
Call: “Wounding 2 by Ice”
Target: Individual Duration: Instantaneous, Short Rest
Delivery: Weapon Refresh: Spell
Accent: Ice Effect: Wounding
The caster can coat their melee weapon with rime from the highest peaks. When the caster strikes another creature or their equipment, they can call “Wounding 2 by Ice.” This casting produces enough rime to use twice, though they need not be consecutive, however the spell (and all charges) expire at the end of a Short Rest.
If the Druid is in the Form of the Waning Moon, the caster may swing with this effect three times.
Incantation: "... I cauterize the wounded.”
Call: “Heal 2 by Flame”
Target: Individual Duration: Instantaneous, Special
Delivery: Weapon Refresh: Spell, Immediate
Accent: Flame Effect: Heal
Upon casting this spell the Druid may keep their right foot planted, while doing so, they may charge a weapon strike with “Heal 2 by Flame” a number of times equal to their Maximum Life Points.
If the Druid is in the Form of the Rising Sun, and using Claws, they may charge a weapon strike with “Heal 2 by Flame” a number of times equal to their Druid class-levels.
Incantation: "... I envenom your blood, ensuring your death.”
Call: “Short Taint by Disease”, “Short Taint by Disease Final”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Spell
Accent: Disease Effect: Taint
Coating their melee weapon with vile toxins and ravaging disease, the Druid can lash out and corrupt the blood of their foe. When the caster strikes another creature or their equipment, they can release the energy causing “Short Taint by Disease.”
If the Druid is in the Form of the Waning Moon, the call is instead “Short Taint by Disease Final”
Incantation: "... I curse you for what you have done to this land!”
Call: “Long Obey by Fear: Do not [Prospect/Forage/Scavenge] without my permission”, “Long Obey by Fear: Do not Prospect, Forage, or Scavenge without my permission”
Target: Individual Duration: Long Rest
Delivery: Packet (Spell Ball) Refresh: Spell
Accent: Fear Effect: Obey
Woe unto the enemy of the Druid who takes from the land in a way unsustainable. The Druid may charge a spell-ball with a powerful curse that prevents the individual from gathering from the land and using either their Prospecting, Foraging, or Scavenging skill until the next Long Rest or until the Druid that cast the spell removes the curse from them, usually requiring a quest.
If the Druid is in the Form of the Rising Sun, they may add four points of their Life Tap pool when casting this spell. If the caster has the Peacecaster skill, instead the caster will add five points into their Life Tap pool if they have one.
If the Druid is in the Form of the Waning Moon, they may instead call “Long Obey by Fear: Do not Prospect, Forage, or Scavenge without my permission” instead of having to choose a single harvesting skill.
Incantation: "... to ooze acid from my pores.”
Call: “Charged”, “[Name or Description] 2 Poison”
Target: Self, Individual Duration: Short Rest, Instantaneous
Delivery: None, Verbal Refresh: Spell
Accent: Poison Effect: None, only damage
Until the Druid’s next Short Rest, each time the caster deals Poison accented damage by melee weapon delivery on a conscious foe and the target doesn’t Prevent it, the caster may call "Charged."
Then the next time the Druid is hit by a melee attack they may spend a charge to verbally call against the creature that hit them "[Name or Description] 2 Poison.” You may have charges equal to your level in Druid at a time.
Incantation: "... I bolster your strength with the essence of the forest.”
Call: “Refresh One Spike to Self and Mend 2 to Self”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: Refresh Spike, Mend
The Druid is able to call upon the feral nature of the wild beasts of the wood. Upon casting this spell the Druid will be able to Refresh one Spike and Mend 2 Armor.
If the Druid is in the Form of the Rising Sun they may add three Life Tap pool. If the caster has the Peacecaster skill, instead the caster will add four points into their Life Tap pool if they have one.
Incantation: "... I move as those of the sea do.”
Call: “Short Grant Shape of the Weird”, “Long Grant Shape of the Weird”
Target: Self Duration: Short Rest, Long Rest
Delivery: None Refresh: Spell
Accent: Will Effect: Grant
By taking on aspects of a creature that is the embodiment of the sea, the Druid becomes amphibious and able to swiftly swim, breathe water through newly erupted gills, and even skim along the surface of the water for short distances.
While under the effects of this spell, the Druid is able to breathe water indefinitely, walk or run in water-based environments without restriction, and may expend a Spike to take ten steps on the surface of the water. While skimming the top of the water, if the Druid is unwilling or unable to expend further Spikes, they fall into the water, and may continue swimming from there.
Note: This does not prevent environmental effects from hazardous liquids, either by touch or immersion, but may mitigate some of their effects.
If the Druid is in the Form of the Rising Sun, the duration of this effect is extended to Long Rest.
Incantation: "... I rebuild your broken form through flame and pain.”
Call: “Grant Life by Flame”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Flame Effect: Grant Life
This powerful spell washes the target in flame and magical life. If the target is a corpse, it will bring it back to the living with 1 Life Point. If used on an Undead, it will cause the creature to immediately discorporate and take Spirit Form. Upon casting this spell the Druid suffers a Death Final effect. This spell can only be used to bring one corpse back from the dead once per Long Rest. If a power refreshes a Long Rest ability, it can target the “one per Long Rest” limitation of this spell, allowing one more individual to be brought back to life by this spell. Casting this spell adds seven points to the Druid’s Life Tap pool if they have one.
If the Druid is in Rising Sun form instead of suffering a Death Final, they receive 10 Piercing by Flame Final to Self.
Incantation: "... I wear the hide of the Rhino.”
Call: “Long Grant 3 Natural Armor”, “Grant Protect vs Weapon”
Target: Self Duration: Long Rest, Until Used
Delivery: None Refresh: Spell
Accent: None Effect: Grant Natural Armor, Grant Protect
The Druid is able to tap into some of the deeper energies of the forest to become more bestial in nature. This spell will give the Druid three points of Natural Armor.
If the Druid is in the Form of the Rising Sun, the caster may grant themselves a Protect vs Weapon.
Incantation: "... I infest the flesh of my foes.”
Call: “Piercing 1 by Disease”, “Piercing 2 by Disease”
Target: Individual Duration: Instantaneous, Short Rest
Delivery: Weapon Refresh: Spell, Immediate
Accent: Disease Effect: Piercing
Upon casting this spell the Druid must expend a Spike, which causes the caster to gain two charges of “Piercing 1 by Disease” deliverable by melee weapon. These charges may be used at any time the Druid wishes, but all charges expire at the next Short Rest. The accent on this power may not be altered.
If the Druid is in the Form of the Waning Moon, the call for each swing is instead “Piercing 2 by Disease.”
Incantation: "... I graft the strength of nature to you.”
Call: “Short Grant +1 Maximum Life Points by Will”
Target: Other Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: Will Effect: Grant Maximum Life Points
This spell augments the target, increasing the life essence within, increasing their Maximum Life Point total by one. The Druid may not cast this on themselves.
If the Druid is in the Form of the Rising Sun, the caster adds three points to their Life Tap pool, if they have one. If the caster has the Peacecaster skill, instead the caster will add four points into their Life Tap pool if they have one.
Incantation: "... I envenom my strikes.”
Call: “Short Weakness by Poison”
Target: Individual Duration: Short Rest
Delivery: Weapon Refresh: Spell
Accent: Poison Effect: Weakness
After casting this spell, the Druid may do a single melee attack for “Short Weakness by Poison” anytime before they take a Short Rest. If the Druid uses claws, the number of charges goes up by one.
If the Druid is in the Form of the Waning Moon, the base number of charges is two.
Incantation: "... I strike the intangible.”
Call: “2 to Insubstantial”
Target: Individual Duration: Instantaneous
Delivery: Weapon Refresh: Spell
Accent: None Effect: None, only damage
The Druid can use this spell to briefly cause their melee weapons to pierce the veil between this world and the next. The Druid gains a number of charges of “2 to Insubstantial” equal to their Maximum Life Points.
If the Druid is in the Form of the Rising Sun, the Druid may call “2 to Insubstantial” at-will until their next Short Rest.
Incantation: "... I wield a driving scourge.”
Call: “Wounding 2 by Fear”, “Counter”
Target: Self, Individual Duration: Short Rest, Instantaneous
Delivery: Weapon, None Refresh: Spell, Immediate
Accent: Fear Effect: Wounding, Counter
While wielding a staff and calling upon the power of the darkest night, the Druid’s staff is covered in writhing ethereal tendrils. The Druid can expend a Spike to do “Wounding 2 by Fear”, or alternatively, can expend a Spike to Counter any Effect that hits the staff by calling “Counter.”
While this spell is active, the staff counts as a Claw for the requirements of Druid powers and spells.
Incantation: "... I wield the Thorn of Ruin.”
Call: “Wounding [X]”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: Wounding
Vines with deadly thorns extend from the Druid’s hands and wrap around their melee weapon, causing pain but bringing power. When casting this spell, the Druid must Sacrifice a Life Point. After casting the Druid may expend a Spike to add the Wounding effect to their next blow. This may be done a number of times equal to half the Druid’s class-level. Additionally, the spell ends when the Druid is reduced to zero Life Points.
If the Druid is in the Form of the Waning Moon, the number of charges changes to the Druid’s class-level.
Incantation: "... I stoke the flames of the mountain within you.”
Call: “Short Grant Ice Resistance By Flame”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: Flame Effect: Grant Resistance, Special
The character will not suffer ill effects from in-game cold environments. Although the player should be aware of the dangers of actual cold temperatures, this will allow the character to travel through freezing cold areas, even other planes, without harm from the ambient cold, as long as they are wearing appropriate clothing, and can even melt ice by touch without ill effect to themself.
The character is warm enough to gain Ice Resistance a number of times equal to their Maximum Life Points.
If the Druid is in the Form of the Rising Sun, the number of resists is instead the Druids class-levels, if that is greater than their Maximum Life Points.
Incantation: "... I dance the steps of the Weasel.”
Call: “Short Grant Resistance to Root and Slow”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Grant Resistance
The Druid is able to tap into some of the deeper energies of the forest to become more bestial in nature. This spell will give the Druid the ability to resist the snares and traps that would slow or pin them down. The Druid may spend a Spike to Resist Root and Slow effects.
If the Druid is in the Form of the Waning Moon, instead of expending Spikes to resist these Root and Slow effects, the character instead gains a number of resists equal to their Maximum Life Points.