Druid:

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Lure Monster: (Spell, Adventurer (level 6+)

 

    Lures one monster class (giant animal) creature to the area where this spell is cast.

 

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Mark of Admiration: (Spell, Adventurer (level 6+)

 

     Increased 1st glance reaction by +1 x the level of the caster when dealing with animals.

 

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Mark of Antipathy: (Spell, Adventurer (level 6+)

 

    Causes all within the AoE to focus on the caster.

 

Note:

     When this spell is cast, check to see how each creature within the AoE reacts. The higher the roll, the more each creature will be drawn to the druid (add +1 to the % roll per level advanced).

 

     After this spell is cast, each point of damage the druid has caused on a creature within the AoE will give a bonus of +1 to the % roll.

 

     This spell does not have to be cast in conjunction with luring all animal and monster class animals to the druid in a negative way (i.e., attack the druid). It can be cast to bring them to him or her for other reasons.

 

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Mark of Apathy: (Spell, Adventurer (level 6+)

 

    Causes all within the AoE to ignore the caster. If the caster has damaged creatures in the AoE, this spell will reverse, working as "Mark of Antipathy".

 

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Mark of Serenity: (Spell, Adventurer (level 6+)

 

    Causes all animal and monster class animals in the AoE to trust the caster, as if he or she has known them for years.  Any betrayal, even in a round about, manipulative, way will break this spell, causing all effected to distrust the caster completely.

 

Special:

If the caster has been charmed, or is under the control influence of another, and commanded to betray this power, all creatures will turn on the one who is controlling the Druid. If compeled by threat, the Druid does not have to give in to doing his or her enemy's bidding (so this only works if the caster has no choice in the matter).

 

 

Clusters to organize:

Animal Bind:
Animals cannot step without the spell’s area of effect. Avoid vs. “Magic” unless it is in the best interest / health of the targeted.

 

Animated Tree:
Animates a living tree, which will uproot and serve the caster.

 

Arial Sphere:
Creates a large moving bubble of solid air around targeted that will hold physical matter. This sphere can be controlled by the caster in that it can levitate and fly at a slow pace.

 

Autums Cloak:
Causes all dead leaves to rise and swirl about the caster or other. This will give the Druid or other a 30% chance of being missed by a successful weapon-strike (71+ roll).

 

Bark Armor:
Armor made from bark.

 

Barrier:
Hinders or stops the progress of others into a forest he/she has claimed. All organic life will move (unseen by the naked eye) to block trespassers. Trespasser = Any who the Druid generally names as not fit to enter the forest (i.e., dragon kind, undead, mankind, etc.). This can be a specific person or creature-type as well.

 

Blanket of Green:
Healing of 1-D4 in all areas for animal wounds only. Duration 1-D6+1 turns. No poisonous animals, and insects, etc. can enter the "Area of Effect". Camouflage while within "Area of Effect"

 

Brambles and Briars:
Armor made from Brambles and briars.

 

Call of Honor: All manner of animals, birds, reptiles and amphibians will perceive a faithful druid with the following titles: Druid Child, Druid Prince, Druid Princess, Druid King, Druid Queen and Druid Guide. These creatures called will serve the druid in what ways they can.

 

Shinarian Battle Thicket:

Will not allow water to pass through quickly (like if a tidal wave hits (but it will fill with water at 1' per turn. Thicket causes prickly dam. of up to 25 points per turn in 1-D6 +1 (roll 1 D-6 +1) area of targeted. It will effect any form of armor.

 

Champion:
Cast on the region. Ten creatures come before the Druid or other, Druid takes first pick; druid's enemy must choose another. the two fight. The creature that wins the skirmish. Druid's enemy cannot touch Druid while in this magic is in effect, or damage inflicted: x3 against him or her. Note: the druid must have a means of bringing the creatures back to life, should they be slain, or this spell cannot be successfully cast. If, after life has been restored, Dithinoth comes, make up another creature besides dwarf, elf, etc., comes to claim the creature. . . . Druid must bargain with or defeat it.

 

Compass:
Tells the Druid which way is north.

 

Containment:
This spell will make it so that debris will not be hurled from swirling winds (i.e., tornado, dust devil, etc.).

 

Dremmin:
Will reveal (with a feeling) where the nearest Dremmin-wood Tree is.

 

Dremmin Coat:
Dremmin-wood Tree will give fragments of itself to create for the druid a chain coat of Dremmin-wood.

 

Dremmin Staff:
Dremmin-wood Tree will give a large shard of itself. Quarter Staff.

 

Druid’s Eye:
Can see through fog and mists of nature.

 

Druid's Keep:
Calls a random creature, most powerful of 3 rolls, to the area from where the Druid casts the spell. Creature will stay in that area. Duration = 72 hours.

 

Druid’s Mark:
Druid causes a rune to appear upon the forehead of the targeted. When this is done, Animals (and Druid allies, not character types) will not attack that creature.

 

Druid’s Myst:
Creates a mist that blinds others.

 

Druid’s Ring:
Expended D.P. in every area of the body to create this ring. Charges: 1-D100 +20 (roll 1 D-100 + 1 D-20).

 

Expended
D.P.: Power of the ring:
1 Evergreen: One small area remains green year round.
4 Greenwood: Winter has 25% effect on woods (entire forest).
9 Illumination: Dusk is the darkest it gets in woods.
16 Healing of Nature: While Druid resides in a certain area, he or she will be healed.
25 Defenders of the Realm: Plants hinder any who seek to harm the Druid.
36 Venom: All poisonous insects and creatures defend forest.
49 Wildcall: Animals of woodland defend woods.
64 Web of Roots: All roots come alive and defend / attack any who seek to harm the woods or druid.
81 Wallwood: Trees form a wall-barrier around the edges of the forest.
100 Earth-Strike: Fists, faces, etc. are shaped from the plant life and are animated.
121 Natur Dragon: Dragon created from the living materials of the woodlands.

 

Druid’s Sight:
Will reveal any breed of ANIMAL. Range: 1 space (5') / point of Intelligence (30 Int. = 30 spell-points). Note: Claiming a forest as one’s own cannot be done at this level.

 

Ellieness’s Travel:
10-60% (roll 1 D-6) of the time it takes to travel anywhere will be eliminated. This spell can be cast on up to 32 creatures +1 per level above 32nd.

 

Embrace:
Trees defend caster and attack.

 

Extract:
See: "Tap".

 

Fantasian:
Creates an enchanted forest (slowly). Attracts fairy-kind and the like of all enchanted and organic and nature-like creatures (of all realms).

 

Flurry:
Snow whips up and freezes target for cold damage.

 

Flux:
Detects the slightest changes in a shift of air. Druid must successfully avoid vs. “Awareness, Difficult” to sense a shift if the air currents. Example: Druid casts Flux on a building. While druid in within the structure a door is opened. The Druid will feel the shift in air currents, even if they are ever so slight. Perceived allies of the caster do not cause this spell to Flux.

 

Fogstrathe:
+1 to +12 spell-points / turn running on fog (L#8: +1, L#9: +2, etc. up to +12 spell-points/turn move).

 

Force of Nature:
Causes a tree to animate long enough to act as a catapult and launch an object at target Druid points at (use Druid's to-hit page).

 

Frost-bitten:
Will cause one random cold-dwelling creature to be encountered. The encounter will be:

 

%Roll: Cold Encounters:
01-50: Abominable Snowbeast
51-00: Winter Dragon
Etc.

 

Gargan:
Super huge beast made up on the surrounding nature. Just the creation of this beast will kill 10-40% (roll 1 D-4) of the surrounding plant-life, but the plant-life destroyed will be the weakest of all in the area of effect (thus this spell is actually good for the eco system.

 

Attacking S.L.: 40
Defending S.L.: 10
D.P.: x3 that of a Ykor
Attacks / turn: 1
Attack-damage: Up to 4,200 in 1-4 +1 areas (roll 1 D-4 +1).

 

Gathering: Druid calls upon all animals to do something that is within their power to do. The Druid will only be heeded by those animals which could aid efficiently, as would be their natural ability to do whatever the Druid desires. Note: While the ability is in effect, Druid will be enabled with full communication with the animals.

 

Grandfather:
Will communicate to a forest that the caster is confederate (ally, friend, etc.).

 

Granite Sphere:
Creates a large moving bubble of solid air around targeted that will displace rocken’ material. This sphere can be controlled by the caster in that it can levitate and fly at a slow pace. Within this sphere, one can see through solid masses of rock.

 

Green:
Can cast a ball of green-flame or touch a weapon to have it ignite in a green flame. Duration: Ball = one throw, weapon 1-D4 turns +1 per 10 levels above 6th. "Area of Effect" is 1 space and 2 more spaces out all the way around that space if on a one time cast. 25' radius blast... on a weapon it will last for 1 turn x your level and cause 1-D6 extra damage +1 damage per level advanced after gaining this spell. does not burn foliage... does not combust plant and tree materials, but burns foes.
Modification Point cost: 6
Spell-points to cast: 3

 

Green Breath:
Gives healing and Strength. (caster level = + points given to STRENGTH.) to organic creature.

 

Green Haze:
Causes Green of surrounding to become overwhelming with a smell, thus causing nausea and no offensives for 1-D6 turns +1 per 5 levels of the caster. -5 on all defense as well. Avoid vs. “Sense of Smell”.

 

Green Light:
Will heal all organic plant life within area of effect. This spell is similar to Speed Healing.
Modification Point cost: 7
Spell-points to cast: 3

 

Herald’s Eye:
Same as DL#2 “Druid’s Eye” yet can see through fog and mists of a magical nature as well as natural.

 

Keel:
Creates an invisible reenforcement that protects the bottom of water vessels from being damaged by underlying shallows and debris. It does not keep vessels from striking, or being landed, on such obstacles.

 

Leech:
Pulls blood through the surface of the skin. Good for extracting. Relieves poisons and other matter from further effecting targeted by 20-90% (roll 1 D-8+1 x10).

 

Lesser Raged:
Animal cannot go beyond the boundaries of spell’s "Area of Effect".

Living Armor:
Armor made from living foliage.

Magika:
Same as the DL#28 “Fantasian”, yet magical creatures (not enchanted).

Mana:
Causes long arm-like tentacles to grow out of the ground and release 1-D10 small green balls (10 can fit in hand). One can sustain a person with food and water nourishment for 1-D4+1 days.

Manducation:
the Druid will cause plants to writhe up out of soil and seize the intended target. If the plants are successful, the target’s movement will be hindered, and possibly stopped.

Mass Weather Shield:
Large, invisible dome that protects caster and others from weather conditions.

Maze:
Create a maze to escape or detour pursuit. Maze has 1 random creature that will guide and protect caster through safely.

Monster Bind:
Monsters cannot step without the spell’s area of effect. Avoid vs. “Magic” unless it is in the best interest / health of the targeted.

Myst:
Slowly douses fire, negates heat once (can cast it and it will negate up to 180 pts. of fire damage per casting. Can act as a 180 Pt. heat shield as well. Area of effect: 1 space + the next 6 spaces out in all directions.

Nature Precognition:
Warns caster, by way of a vision, storms and nature happenings that will effect the caster.

Nature Premonition:
Warns caster, by way of a feeling, storms and nature happenings that will effect the caster.

Nature Shield:
Like a Dome Shield (ML#18?), yet made of living organic material.

Nature Sleep:
Temporarily relaxes the fierceness of nature. Duration: 3-D6 turns.

Nature Slumber:
Relaxes the fierceness of nature as does the L#7 “Nature Sleep”, yet the duration is much longer. Duration: 3-D6 hours.

Nature's Vest:
Clothing, fine -- made from the finest materials of nature. Druid must find a certain plant called the Stensharr to do this. This plant is much like the century plant.

Nazzure Element:
Causes vines, grass, weeds, roots, etc. to create a one-man chair, a table, 1 man lean-to, hut, etc. This spell is good for having semi-solid sheltering.

Palm of Warning:
Like Druid’s Warning Sign, yet on the palm of the hand.

Path:
In snow, dirt, mud, etc.

Preservation:
Preserves foods for long periods at a time.

Reflection:
Reflects something (shows an image of something else). Example: Reflection does not show a direct image as does mirror. It reflects the image of what the Druid wishes to be seen. But, this image must be in plain view of the caster.

Regenerate Wood:
Causes dead wood to regenerate at 1-D100 x2 points per turn.

Root Snare:
Cause roots of plants or tree to uproot, shoot out, and wrap target. Pit Strength. against the Druid to get out. Druid gets bonuses according to the type of living organic material the spell calls up (maybe use a random chart to determine this).

Secret:
Portcullis into tree, leading down into a chamber. For every level above 9th = add 10 cubic feet to chamber size.

Shadow Blend:
Druid Blends into shadow (similar to camouflage).

Shadow Play:
Druid causes shadows to appear where normally there would be none.

Shadow Scape:
Druid slips into shadow, yet not becoming shadow itself.

Shenonian Battle Thicket:
Forms trees, bushes, etc. into a dome-like canopy that will do the following:

A. Thicket causes prickly dam. of up to 5-D20 points per turn in 1-4 +1 (roll 1 D-4 +1) area of targeted.
B. It will effect any form of armor.
C. This thicket has 20 areas of protective shielding to protect the caster and all who remain inside. Each area has 300 damage-points.
D. Blunt damage-resistance = 30%
E. Chance to turn a blunt attack = 60%
F. Chance to turn a sharp attack = 30%
G. Wind attacks only effect the Shenonian Battle Thicket by 25%

Silkweave:
Creates 1/4" to 3" silken, lightweight, rope. Duration: Permanent, Component: 5 strands of hair. Each hair used in a single casting (up to 5 strands) will add 1/4" to the rope's thickness x 30" in length.

Slither:
Causes all roots to creep and twine beneath the targeted. Avoid vs. “Coordination.” for every turn this spell is in effect or fall as if rolling an attack-roll of 01-02.

Snakebite:
Will draw one snake per level of the caster to targeted. Druid can control and use snake(s) as if he or she were the snakes.

Snare:
Step into "Area of Effect" and hand-like roots grip you down and hold you at x2 the Druid’s strength until strength. vs. strength is successful. Win and you are freed unless you enter the "Area of Effect" again, but if you fail = held for 1-D4 turns.

Sound Infiltration:
Caster has to have a part of the animal to replicate the sound it makes.

Sting:
3-D20 damage + poison-like effect. -15 to strike. -1 move.

Stone Armor:
Armor made from stone.

Stormcast:
Tells when and where the next storm will strike.

Strathe:
+4 movement.

Succor Trail:
Over time, this spell attracts one certain "Animal" to often traverse the trail this magic is cast upon.

Summon Fairy:
Summons one random Fairy from an enchanted forest. The Fairy must travel to the Druid, it will not just appear as if using a
Summoning Horn.

Swarm:
Causes all insects within "area of effect" to mass swarm, and then attack.

Tap:
Druid taps into the growth energy of a plant, which can be used for the following: Regenerative Healing, spell-point regeneration, oxygen-point regeneration, blood-point regeneration and damage-point regeneration. Extract is a more power version of Tap.

Thistles and Thickets:
Armor made from thistles and thickets.

Thorn Armor:
Armor made from thorns.

Thunder Clap:
Caster claps his or her hands together. All present in area of effect must avoid hearing or be deafened for 2-D12 hours.

Tomb of Roots:
Roots tear earth open and cause a pit. Target falls in and roots close pit. Trap.

Twilight Mysticism:
Causes all animals of a druid’s forest to come to him or her and become familiar with the druid. Druid must do this in a claimed forest. this only works when the sun begins to set, until an almost darkness falls. Note: Forest-claim is a Druid Ability L#13.

Weather Shield:
Invisible dome that protects caster from weather conditions.

Wild Initiation:
All harmful common insects, plants, foliage, fungi, etc., will only have a 10% effect on Druid.

Wind:
Causes wind to blow.

Wind Armor:
Armor made from wind.

Wind Strike:
Buffet of wind that can knock targeted off balance. 1. Lose attack (next offensive, physical, turn). 2. Avoid “coordination” or as if 01-02 attack.

Wings of Avia:
Causes all birds to come and use the little bit of lift they can cause from their wings to bear great burdens afar.

Wooden Feline:
Humanoid female made of solid wood. Able to cast wood-based spells. spell-points: 100. str30, con25, charisma = random, dex30, coor18, wis30, int20, vis as gripper, hr as gripper, s.s.12, m.s.90, luck100 (wood types: pine, oak, iron, ivory, dremmin and moon).

 

 

Cluster of old school druid spells: Many of these spells are either installed, or will be placed in other caster lists.

 

% Roll / Druid's magic - Level #1 RUNE VALUE / SCROLL VALUE
01-12 *Animal Trust 1,000 100
13-17 *Cobwebs 500 50
18-22 *Cobwebs Part 500 50
23-30 *Druid's Warning Sign 3,000 300
31-35 *Dust Devil 1,000 100
36-40 *Feel-sight 2,500 250
41-45 *Foretell Weather 750 75
46-50 *Night Vision 4,000 400
51-55 *Palm of light 800 80
56-60 *Repel Undeads 8,000 800
61-64 *Reveal Plant Type 500 50
65-67 *Scroll-Link 6,000 600
68-70 *Silent-Stride 3,000 300
71-75 *Speed Plant/Tree Growth 2,000 200
76-80 *Taste Spell 800 80
81-90 *Tree Chair/Bed 2,000 200
91-100 *Vine Control 3,000 300

% Roll / Druid's magic - Level #2 RUNE VALUE / SCROLL VALUE
01-06 *Burning Hand 4,000 400
07-12 *Drowsiness 5,000 500
13-20 *Elven Walk 10,000 1,000
21-25 *Help-Miss (P-30%) 15,000 1,500
26-30 *Help-Strike (B-30%) 15,000 1,500
31-39 *Know Align 3,000 300
40-45 *Lesson Fear 6,000 600
46-60 *Locate Intruders 10,000 1,000
61-70 *Reduce Fever 4,000 400
71-79 *Reflect Missile 12,000 1,200
80-90 *Scrub Food 4,500 450
91-100 *Weakness 10,000 1,000

% Roll / Druid's magic - Level #3 RUNE VALUE / SCROLL VALUE
01-07 *Ascend 10,000 1,000
08-14 *Chameleon 16,000 1,600
15-30 *Communication Spell 8,000 800
31-37 *Descend 8,000 800
38-44 *Iron-Fist 18,000 1,800
45-60 *Numb Pain 6,000 600
61-62 *Palm of cold 5,000 500
63-64 *Palm of Heat 5,000 500
65-70 *Relieve Infection 4,000 400
71-76 *Silence 14,000 1,400
77-83 *Spider Web 5,000 500
84-91 *Stop Fear 12,000 1,200
92-100 *Tunnel Under-Brush 7,000 700

% Roll / Druid's magic - Level #4 RUNE VALUE / SCROLL VALUE
01-08 *Contamination 50,000 5,000
09-18 *Entangle 25,000 2,500
19-28 Fog Cloud 75,000 7,500
29-38 Forest-Floor Mist 38,000 3,800
39-43 Lesson Exhaustion 20,000 2,000
44-50 Plant Fiend 45,000 4,500
51-57 Purification 80,000 8,000
58-63 Snake-Call 28,000 2,800
64-80 *Speed-Healing 30,000 3,000
81-85 Sticky-Earth 26,000 2,600
86-95 Stop Bleeding 38,000 3,800
96-100 Water-Pull 40,000 4,000

% Roll / Druid's magic - Level #5 RUNE VALUE / SCROLL VALUE
01-06 Antidote
07-12 Drought of Sleep
13-24 Gaze Reflection
25-44 Heal Plant
45-58 Night Sounds
59-65 Open/Shut Spell
66-70 Poison
71-80 Reflect Spell
81-90 Steel Spider Web
91-100 Weather-Call

% Roll / Druid's magic - Level #6 RUNE VALUE / SCROLL VALUE
01-15 Anti-Location
16-20 Carbon Dioxide Spell
21-29 Chameleon Change
30-40 Darkning Bolt
41-55 Detoxification
56-65 Herb Location
66-85 Oxygen Spell
86-90 Relieve Minor Sickness
91-100 Tree Walk

% Roll / Druid's magic - Level #7 RUNE VALUE / SCROLL VALUE
01-12 Brilliance
13-25 Delay Portcullis
26-34 Green-Wisps
35-55 Healing
56-60 Scroll
61-70 Shank-Steel Spider Web
71-75 Summon "The Great Druid"
76-100 Ulmer-Vision

% Roll / Druid's magic - Level #8 RUNE VALUE / SCROLL VALUE
01-10 Consciousness
11-20 Darkness
21-30 Fear
31-40 Lessen Shock
41-50 Light
51-60 Relieve Exhaustion
61-70 Relieve Swelling
71-80 Shadow Mass
81-90 Stop Fear
91-100 Transfer Scroll

% Roll / Druid's magic - Level #9 RUNE VALUE / SCROLL VALUE
09-15 Blind
16-25 Escape
26-60 Guardian Plant
61-70 Lights of Revealing Rename to: “Illuminustra”
71-80 Monster Trust
81-90 Relieve Blindness
91-95 Tree Catapult
96-100 Weather-Control

%Roll Druid's magic - Level #10 RUNE VALUE / SCROLL VALUE
01-10 Cacoon Trash it -- it’s a healer ability.
11-20 Lock/Unlock Spell Trash it -- it’s a magician spell.
21-30 Mend Wood Done
31-50 Relieve Sickness
51-60 Reveal Done
61-70 Rune-Make Done

% Roll / Druid's magic - Level #11 RUNE VALUE / SCROLL VALUE
01-18 Decrease/Increase Temperature
19-21 Palms of Acid
22-24 Palms of Electricity
25-27 Palms of Fire
28-30 Palms of Frost
31-80 Relieve Shock
81-90 Remove Scar
91-100 Transfer Rune

% Roll / Druid's magic - Level #12 RUNE VALUE / SCROLL VALUE
01-15 Chameleon Clear
31-45 Druid's Command
46-60 Guardian Tree
61-80 Silverleighen Dagger
81-100 Treescape

% Roll / Druid's magic - Level #13 RUNE VALUE / SCROLL VALUE
01-10 Reflect Weapon
11-20 Repel Death
21-35 Repulsiveness
36-45 Solid Water
46-75 Strangling Branches
76-100 Weather-Master

% Roll / Druid's magic - Level #14 RUNE VALUE / SCROLL VALUE
01-15 Cloud Walk
16-25 Confusion
26-40 Expel Magic
41-60 Ground Swallow
61-70 Power
71-100 Release

% Roll / Druid's magic - Level #15 RUNE VALUE / SCROLL VALUE
11-40 Heal Broken Bone
41-65 Heal Severed Tendon
66-80 Seal Portcullis
81-90 Silence Radius
91-100 Krakkin-steel Spider Web

% Roll / Druid's magic - Level #16 RUNE VALUE / SCROLL VALUE
01-20 Draught of Unconsciousness
21-60 Expel Nature
61-90 Heal Tree
91-100 Spell Resistance

% Roll / Druid's magic - Level #17 RUNE VALUE / SCROLL VALUE
01-30 Delayed Spell
31-50 Hit-Spell
51-90 Miss-Spell
91-100 Skeleton-Steel Spider Web

% Roll / Druid's magic - Level #18 RUNE VALUE / SCROLL VALUE
01-20 Herb Growth
21-40 Vaporize Liquid
41-60 Vision
61-100 Wind Walk

% Roll / Druid's magic - Level #19 RUNE VALUE / SCROLL VALUE
01-10 Admontanium-Steel Spider Web
11-35 Anti-Poison Spell
36-50 Heal Cartilage
51-60 One With Nature
61-70 Palms of Stunning
71-85 Summon
86-100 Tunnel Forest

% Roll / Druid's magic - Level #20 RUNE VALUE / SCROLL VALUE
01-20 Battle-Bless
21-30 Dispatch Part
31-35 Projected Transformation
36-50 Relieve Disease
51-55 Summon "The Great Tree"
56-60 Summon "The Great Pegasus"
61-65 Summon "The Great Unicorn"
66-70 Summon "The Great Wolf"
71-100 Transfer Pain

% Roll / Druid's magic - Level #21 RUNE VALUE / SCROLL VALUE
01-30 Battle Curse
31-40 Krank-Steel Spider Web
41-70 Restore Part
71-100 Rot

% Roll / Druid's magic - Level #22 RUNE VALUE / SCROLL VALUE
01-25 Absorbtion
26-60 Earth Energy
61-80 Protection Spell
81-100 Silverleighen Shatterball

% Roll / Druid's magic - Level #23 RUNE VALUE / SCROLL VALUE
01-45 Expel Creature
46-89 Herb Creation
90-100 Starr-Steel Spider Web

% Roll / Druid's magic - Level #24 RUNE VALUE / SCROLL VALUE
01-40 Changelings
41-90 Minor Aging
91-100 Spell Protection

% Roll / Druid's magic - Level #25 RUNE VALUE / SCROLL VALUE
01-40 Altered Projection
41-65 Eyes of Observation
66-100 Temperature Control

% Roll / Druid's magic - Level #26 RUNE VALUE / SCROLL VALUE
01-40 Call
41-60 Falling Glory
61-100 Mystical-Steel Spider Web

% Roll / Druid's magic - Level #27 RUNE VALUE / SCROLL VALUE
01-40 Animated Nature
41-42 Minor Youth
43-100 Regenerative Healing Must use trees as a source of energy. This can kill them if the spell is used, and so
the druid must be very cautious and in tune with them.

% Roll / Druid's magic - Level #28 RUNE VALUE / SCROLL VALUE
01-40 Guardian Forest
41-100 Slippery Forest

% Roll / Druid's magic - Level #29 RUNE VALUE / SCROLL VALUE
01-40 Chameleon Master
41-100 Create Healing Potion

% Roll / Druid's magic - Level #30 RUNE VALUE / SCROLL VALUE
01-35 Banish
36-60 Bernard's Spheres of Abyss
61-100 Palms of Death

% Roll / Druid's magic - Level #31 RUNE VALUE / SCROLL VALUE
01-10 Angelic Servant
11-30 Battle Master
31-40 Fear of Shalsa
41-50 Forest Servant
51-60 Knowledge
61-75 Palms of Life
76-85 Unicorn-Make
86-100 Written Magic