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Treasure Awaits! Druids
Guidlines for indruducing Druids to TA!
Contributor: Salvatore m. *Created: Feb 11, 2012Modified: Jan 13, 2019System: Treasure Awaits!

The following document introduces a new vocation to AO:TA!: the Druid. Note that this additional vocation is taken from the upcoming Wilderness Awaits!* document which should be submitted to the Collaborative shortly. Druids are spellcasters whose magic is centered on nature and the elemental forces of the world. Unlike their wizardly counter-parts, druidic magic relies on awareness as opposed to reasoning. As such, awareness is used instead of reasoning to determine starting spells (see AO:TA! p.11), casting spells (see AO:TA! p.20-21), and to determine the effects of a failed spellcasting roll (see AO:TA! p.21). Druids will not use metal weapons or armor and as such are limited to slings, clubs, staves, shields, leather armor, and wooden armor. NOTE: Because druidic lore is an oral tradition, there are no druidic scrolls. 1.Ability Ratings Use the table below.
 Roll  Druid Abilities 
 1  2-4-2 
 2  3-3-2 
 3  2-5-1 
 4  2-3-3 
 5  4-3-1 
 6  3-2-3 
2.Pursuits Choose from Alchemy, Archery, Melee, Spellcasting, Stealth, Wood-Lore**. 3.Weapons Sling Staff Club 4.Armor
 Roll  Armor 
 1  None 
 2  Leather 
 3  Leather 
 4  Leather 
 5  Shield 
 6  Wood Armor*** 
5.Spells Same as Wizards but use Awareness instead of Reasoning. Like the Wizard, only Grade 1 spells may be chosen at this point (choices shown on the following table).
 Begining Spells  Begining Spells 
 Animal Speak  Bark Skin 
 Beast Shape: 1st Grade  Beast Sight 
 Controle Beast: 1st Grade  Inflame 
 Purify  Tangleweeds 
 Throw Stones  Wind Shield 
6.Additional Notes The following rules apply to characters that choose the Druid vocation. *Areas vs Threshholds -Note that Wilderness Awaits! introduces the concept of Areas. An area is the equivalent of a dungeon’s Chamber or Room, but is applied to outdoor environments. **New Pursuit: Wood Lore -WOOD LORE is identical to the Foraging pursuit but is used in outdoor environments. **New Armor: Wood Armor -Wood armor, as its name implies, is armor crafted from wood. Wood armor offers the same protection as brigandine (1). Druid Spells Animal Speak GRADE: 1 DURATION: Variable TARGET: 1 non-magical animal EFFECTS: Allows the druid to speak and converse with the target animal. Bark Skin GRADE: 1 DURATION: Variable TARGET: The caster EFFECTS: Identical to Armored Skin. (See AO:TA! p.26) Beast Shape: First Grade GRADE: 1 DURATION: Variable TARGET: caster EFFECTS: Allows the druid to assume the shape of a creature (usually an animal). The first grade version of Beast Shape will allow the druid to transform himself into any creature, provided the creature possesses scores of no more than 2 (or less) in fitness and awareness, and is of a size no greater than tiny. While beast shaped, the druid retains his reasoning rating and may make use of any special ability normally possessed by the creature. While in beast shape, the druid cannot use any of his pursuits (including spellcasting) but may make use of any pursuits usable by the creature whose shape is assumed. With the end of this spell’s duration, the druid reverts back to his original form. This transformation inflicts 1 injury upon the druid. Beast Sight GRADE: 1 DURATION: Variable TARGET: 1 creature EFFECTS: Allows the druid to see through the eyes of one target creature. Usually used in conjunction with Control Beast and/or Animal Speak. Control Beast: First Grade GRADE: 1 DURATION: Variable TARGET: 1 creature EFFECTS: Allows the druid to control the actions of 1 creature (usually an animal). The target creature must be in the same location (chamber or area) as the druid when this spell is cast. The first grade version of Control Beast will only affect creatures with scores of 2 or less in each of the three abilities, and of a size no greater than tiny. Inflame see wizard spell of the same name (AO:TA! p.27) Purify see wizard spell of the same name (AO:TA! p.27) Tangling Weeds GRADE: 1 DURATION: Variable TARGET: Any character or creature. EFFECTS: Entangling weeds spring up to grasp a foe. Effects identical to the Slow spell. (See AO:TA! p.27). Thrown Stones GRADE: 1 DURATION: Momentary TARGET: Any character or creature. EFFECTS: The druid may magically hurl any nearby rocks or stones at an enemy target. Available stones, rocks, or pebbles must be present in order for this spell to take effect. Otherwise effects are identical to the Magic Punch spell. (See AO:TA! p.27). Wind Shield GRADE: 1 DURATION: Variable TARGET: Any character or creature EFFECTS: Creates a gust of wind around the target which protects the target from ranged attacks. Identical to Blurred Target. (See AO:TA! p.27) Air Shield GRADE: 2 DURATION: Variable TARGET: Caster EFFECTS: Identical to the Magic Shield spell (see AO:TA! p.28). Beast Shape: Second Grade GRADE: 2 DURATION: Variable TARGET: Caster EFFECTS: Allows the druid to assume the shape of a creature (usually an animal). The second grade version of Beast Shape will allow the druid to transform himself into any creature, provided the creature possesses scores of no more than 3 (or less) in fitness and awareness, and is of a size no greater than small. While beast shaped, the druid retains his reasoning rating and may make use of any special ability normally possessed by the creature. While in beast shape, the druid cannot use any of his pursuits (including spellcasting) but may make use of any pursuits usable by the creature whose shape is assumed. With the end of this spell’s duration, the druid reverts back to his original form. This transformation inflicts 2 injury upon the druid. Note that the duration of this spell is measured in hours if the druid uses the second grade version of beast shape to assume the shape of a tiny animal (with fitness and awareness of 2 or less). Control Beast: Second Grade GRADE: 2 DURATION: Variable TARGET: 1 creature EFFECTS: Allows the druid to control the actions of 1 creature (usually an animal). The target creature must be in the same location (chamber or area) as the druid when this spell is cast. The second grade version of Control Beast will only affect creatures with scores of 3 or less in each of the three abilities, and of a size no greater than small. Elemental Invulnerability GRADE: 2 DURATION: Variable TARGET: Caster EFFECTS: Negates any damage incurred from one of the four elemental types (earth, air, water, or fire). The exact elemental type this spell affects must be stated at the spell’s casting. Flight GRADE: 2 DURATION: Variable TARGET: Any living character or creature EFFECTS: Identical to the Flight spell (see AO:TA! p.27). Icy Ground GRADE: 2 DURATION: Variable TARGET: Directly in front of the caster. EFFECTS: Identical to the Icy Ground spell (see AO:TA! p.28). Overgrowth GRADE: 2 DURATION: Variable TARGET: A number of characters equal to the druid’s spellcasting rating. EFFECTS: Creates a dense magical overgrowth of vegetation. Targets caught in the overgrowth are considered acting under cramped conditions (See AO:TA! p.23). An awareness/athletics task is required for the targets to disengage from the overgrowth (with an impact of +1DIFF due to being cramped). Violent Gust GRADE: 2 DURATION: Variable TARGET: Any character or creature EFFECTS: Creates a violent gust of wind that negates the target’s ability to fly. Wall of Fire GRADE: 2 DURATION: Variable TARGET: Directly in front of the caster. EFFECTS: Identical to the Wall of Fire spell (see AO:TA! p.28). Winter’s Frost GRADE: 2 DURATION: Variable TARGET: Any character or creature EFFECTS: Freezing cold numbs the target penalizing him or her with a +2DIFF to reaction tasks. Beast Shape: Third Grade GRADE: 3 DURATION: Variable TARGET: Caster EFFECTS: Allows the druid to assume the shape of a creature (usually an animal). The third grade version of Beast Shape will allow the druid to transform himself into any creature, provided the creature possesses scores of no more than 4 (or less) in fitness and awareness, and is of a size no greater than normal. While beast shaped, the druid retains his reasoning rating and may make use of any special ability normally possessed by the creature. While in beast shape, the druid cannot use any of his pursuits (including spellcasting) but may make use of any pursuits usable by the creature whose shape is assumed. With the end of this spell’s duration, the druid reverts back to his original form. This transformation inflicts 3 injury upon the druid. Note that the duration of this spell is measured in days if the druid uses the third grade version of beast shape to assume the shape of a tiny animal (with fitness and awareness of 2 or less), and in hours if assuming the shape of a small animal (with fitness and awareness of 3 or less). Control Beast: Third Grade GRADE: 3 DURATION: Variable TARGET: 1 creature EFFECTS: Allows the druid to control the actions of 1 creature (usually an animal). The target creature must be in the same location (chamber or area) as the druid when this spell is cast. The third grade version of Control Beast will only affect creatures with scores of 4 or less in each of the three abilities, and of a size no greater than normal. Decay GRADE: 3 DURATION: Momentary TARGET: 1 item EFFECTS: Will rapidly decay the effectiveness of 1 targeted item. Weapons or armor will see their damage or armor rating reduced by 1 (if a reduction brings the rating to 0, the item is rendered useless). Other items may also be affected by Decay (such as traps, poisons, potions). This will either reduce the effectiveness by 1 (as in the case of a poison’s damage or a healing potion’s recuperative effects) or incur an impact of -2DIFF (such as for dealing with a trap’s Intricacy) as the director sees fit. Elemental Blast GRADE: 3 DURATION: Momentary TARGET: A number of characters or creatures equal to the druid’s spellcasting rating. EFFECTS: Creates an elemental blast (either air, earth, fire, or water, which must be determined by the druid at the spell’s casting) that inflicts damage equal to the druid’s spellcasting rating. This damage is increased by +1 when affecting creatures associated with an elemental type opposite to the blast’s elemental type (for example; a fire elemental being struck by a water blast). In addition to inflicting damage, elemental blast may be used to produce other logical effects (such as an air blast putting out a torch) with the director’s approval. Elemental Summons GRADE: 3 DURATION: see below TARGET: Directly in front of the caster. EFFECTS: Elemental Summons isn’t a spell in the usual sense, but a ritual preformed by the druid which takes several days to complete. This ritual is made up of three parts: Calling, Defining, and Binding. Calling: Calling allows the druid to define the elemental’s abilities. The druid performs the ritual of calling for one full day, after which a spellcasting task is performed and any overkill is applied to the elemental’s abilities. The ritual of calling may be performed over several consecutive days. A failed spellcasting roll (at the default difficulty of 7), in addition to potentially causing the druid harm, will invalidate the calling and the druid must start anew. An elemental’s abilities may not be set higher than 5. Once the druid is content with the elemental’s attribute, he/she may proceed to Define the elemental. Defining: Defining is similar to calling but is used to define the elemental’s pursuits (through overkills, like calling does for abilities). No pursuit may be increased above 3. Defining follows calling consecutively and also requires a daily spellcasting roll (with the same results for failure). Spellcasting rolls for defining are made against a difficulty of 3 + the reasoning and spellcasting ratings of the elemental (as opposed to the default of 7 required for calling). Once the druid is satisfied, he may proceed to binding the elemental. Binding: Binding also requires a day long ritual. At the end of the day, a spellcasting roll is made (as with calling and defining) with any overkill generated being the number of days the elemental will reside upon this plane. Binding may be performed over several consecutive days to increase the length of time. Spellcasting rolls for binding use 3 + the elemental’s reasoning + spellcasting as a difficulty. Failure means the elemental is unbound and will act under it own will (either simply returning to its plane, or even attacking the summoning druid!). Once the elemental is bound for the period of time the druid wishes, the druid may end the ritual and the elemental is bound to do the druid’s bidding until the binding period ends (after which, the elemental returns to its home plane). Every 1D6 days, the elemental is afforded a chance to break free of the druid’s binding by succeeding in a reasoning + spellcasting roll versus 3+ the druid’s awareness + spellcasting. Should the elemental succeed, it will no longer be bound to the druid and will no longer be under his control. Even if the elemental breaks free, it must still wait for the binding time to elapse before returning to its home plane. Rushing Wind GRADE: 3 DURATION: Variable TARGET: Directly in front of the caster. EFFECTS: Identical to the Rushing Wind spell (see AO:TA! p.29). Stone Walk GRADE: 3 DURATION: Variable TARGET: The caster. EFFECTS: The druid is able to walk through stone at his or her normal rate of movement (if movement rates are used). If the spell’s duration ends while the druid is within stone, the druid dies. Verdant Teleport GRADE: 3 DURATION: Momentary TARGET: The caster. EFFECTS: Similar to the wizard’s Teleport spell (see AO:TA! p.29), but the druid is teleported from one tree to another. The trees teleported into and out of must be of a girth capable of encompassing the druid’s size. Wall of Stone GRADE: 3 DURATION: Variable TARGET: Directly in front of the caster. EFFECTS: Identical to the Wall of Stone spell (see AO:TA! p.29).

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