Druid

by Christopher Taylor

 

STARTING AS A DRUID

Any player may start the game as a Druid rather than one of the Warriors in the Warhammer Quest box.  All of the rules for creating a new Warrior apply unless stated elsewhere in this Warrior pack.

The Profile of the Druid is as follows:

Wounds

1D6+7

Move

4

Weapons Skill    

3

Ballistic Skill

5+

Strength

3

Toughness

3

Initiative

4

Attacks

1

Pinning Roll

4+

The Druid is treated as an Elf for purposes of treasure, locations and events, unless otherwise stated in this pack, even though he is human. This represents the close relationship that Druids have with Wood Elves in their duties and life.

Equipment

The Druid starts the game with the Miruvoire, a special flask that can create and store potions.  The Miruvoire has D6 healing potions, each of which heal D6-1 wounds (0-5 wounds).  Only the Druid can apply these healing potions, they have no effect for anyone else, and can only be contained in the Miruvoire.

Weapon

The Druid starts with a sickle, a curved cutting implement that only the Druid knows how to use in combat properly.  It does 1D6 damage, plus the Druid’s strength (D6+3).

Armor

Druids start with no armor, and have only their toughness of 3, plus any their rituals might grant.

Duids and Treasure

A Druid cannot wear armor of any kind, nor can he use any treasure that has to do with spellcasting, although he can take such treasures to sell.  The Druid can use magical scrolls, however, reflecting his lore and training.

Rituals

The Druid starts the game with three rituals he can cast, much like spells that the wizard has.  These rituals use mana to cast, which the Druid generates before the game starts.  Once this Mana is used up, the Druid can cast no more rituals.

Lightning Blast
A bolt of sizzling blue electricity flashes from the Druid’s hand, striking the target.  This blast of lightning does D6+1 damage, ignoring any armor the target might have.  (3 mana)

Stone Flesh
With this ritual, the Druid’s skin becomes grey and hard, like granite.  This gives +2 toughness to the Druid or an adjacent Warrior, and is not counted as armor.  (1 mana, +1 mana for each turn maintained)

Call of the wild
The Druid is able to summon a monster to fight for the Warriors.  This animal attacks on the Monster phase, and will stay until it dies, the Warriors flee or die, or combat ends.  Then it returns whence it came in a swirl of leaves.  The Druid can only summon a Giant Bat, Giant Rat, or Giant Spider. (4 Mana)

Mana

Like the Wizard’s POW, the Druid starts the game with Mana, the energy he casts spells with.  Unlike the Druid, he does not gain more Mana from the surrounding energies each turn, nor does he roll a POW die.  The Druid draws his power for rituals directly from the forces of nature, not from Chaotic sources, and is not affected by POW fluctuations. 

The Druid starts the game with D6+6 Mana, and as the Druid casts rituals this Mana is expended.  Each turn, the Druid regains 1 mana from the world around him, building up to a maximum of what he originally rolled.  Unlike the Wizard, the Druid cannot rely on finding magical items that may contain energy to use, he can only rely on the energies that nature grants.

ADVANCED RULES

In the advanced game, you can keep your Druid from game to game, building up his character as he progresses from adventure to adventure.  This section of the rulebook gives you all the rules for taking your Druid right up to battle-level 10, including special rules for visiting Settlements, training, and more.

The Druid at battle-level 1 as a Novice – you will find his Battle Level Table later in this pack.  All the rules for Warhammer Quest still apply in the advanced game, unless specifically stated otherwise.

Weapon

The sickle is treated as a magical weapon for purposes of hitting certain creatures, such as Ghosts, that are resistant to non-magic weaponry.

Miruvoire

As the Druid travels to settlements, he may attempt to make one potion in his Miruvoire per week.  The Druid rolls a D6, and on a 4-6, a potion is created.

Armor

The Druid cannot wear any armor, relying instead on spells and magic items for his toughness.  He can use a shield if he chooses to.

Mana

The Druid gains Mana as he gains battle-levels, 1D6 Mana each battle-level attained.  In addition, the Druid regains an amount of Mana equal to his Battle-Level back each turn, up to his maximum.  For example, a Druid with Battle Level 5 has rolled 5D6+6 total over time for his Mana, and the result was 24.  The Druid uses up all his Mana, and each turn regains 5, up to the maximum he can have of 24.  In regards to fear and terror, the Druid must pay an additional 1 mana to cast spells that directly affect a creature he fears, and an additional 2 mana for spells that affect a creature he is terrified of.

Travelling to Settlements

Druids are masters of nature, and the rigors of travel do not affect them as much.  The group of Warriors subtracts 1 week from their travel time if a Druid travels with them.  In addition, the Druid ignores such results as Blizzard, Chasm, Earthquake, Fire, and Tornado on a roll of 4-6, treating this as an uneventful week.  Whatever the result, the Druid personally is never adversely affected by weather related events such as fire and tornado.

Rituals and Spells

Druidic rituals are not spells, they are not magical at all, rather they are elemental power and natural forces.  As such, Dispel Magic spells and Magic Resistance targeted at Druid rituals are  –1 to the roll (note, a 6 always means success).  For example, a monster with a 5+ magic resistance is only 6+ against a ritual from the Druid.

The Druid’s starting spells are different in the Advanced Game as well, as noted below

Lightning Blast
This ritual does D6 wounds plus the Druid’s Battle-Level, increasing as the Druid does in power.

Call of the Wild
As the Druid advances in Battle-Levels, so does the kind of creatures that the Druid can summon. Note, the Druid does not control this creature, it will attack the nearest non-Warrior, appearing adjacent to the Druid where the Player places it.  The Druid can call any creature of his Battle-Level or lower, on this chart. 

BL 1-2

Giant Bat, Giant Rat, Giant Spider

BL 3-5

Giant Scorpion, Gigantic Spider

BL 6-10    

Hippogrif, Griffon

 

DRUIDS IN SETTLEMENTS

Druids typically will not enter a city, avoiding the busy and dirty bustle.  A druid can only find locations in a settlement on a 9+, instead of the usual 8+.  The Druid cannot enter the Mage Guild and he will not usually go into the Alehouse, the Fighting School, nor the Gambling House.  In events where the Druid may be thrown out of the settlement, the roll is –1 on the die, he simply doesn’t fit in well with city folk.

The Sacred Grove

Unlike normal locations, the Sacred Grove is found on a roll of 8 or lower on the dice, reflecting the difficulty of finding it in more populated areas.  This chance is increased by the Druid’s Battle-Level.  For example, the Druid goes to a City, and looks for a Sacred Grove.  He rolls the usual 3D6, and must attempt to roll 8+BL or lower to find the grove.

Once the Grove is found, it can be visited like a location, but there is no cost for the Druid to stay there, other than incidental expenses.  Events are rolled there each day like in any settlement, and there are locations that can be visited. a special location of ritual and natural significance.  There is a colony of fellow druids, and typically elves as well, the Druid may roll to find an elf quarter here as well.  In addition, if the players have access to an Elven Wardancer pack, a wood elf camp is nearby on an 8- roll as well. Only elves or the Druid are allowed into the Sacred Grove.

There are some special locations in the Grove, including the Circle of Stones, The Elders, and the Druid Herbalist.  Each of these are present on a roll of 10-, based on the settlement nearby (village, town, or city).  Should the Druid find these, he may visit them, and elves can visit some of these as well.

When the Druid first arrives, he must visit the Elders, before he does anything else, even selling his goods.  Therein he is examined and the corrupting influence of the outside world and Chaos is cleansed.

The Circle of Stones

Worshipping neither gods nor daemons, the Druids revere nature and the planet its self.  Thus, the circle of stones acts as their temple, a place for the Druid to meditate, learn, and commune with nature.  The Druid may leave a sacrifice at the circle, consisting of a piece of treasure or D6x50 gold, and meditate for a day.  Within the circle, the Druid may receive special knowledge or benefits from his time of contemplation, rolling on the table below:

2D6 Roll

Result

2

The Druids' time is fruitless, no result other than a feeling of peace and contentment

3

The Druid spends a day of meditation at the circle,  and comes away at peace, +1 fear rolls for the next adventure (does not affect terror rolls)

4

The life force of all the earth flows through the Druid, he may ignore any one blow that would otherwise kill him next adventure.

5

The Sun shines on the Druid, and once in the next adventure he can call on its warmth and life for 1D6+1 wounds healed

6

The strength of an lion fills the Druid, once in the next adventure he can have a turn of +1D6 Strength

7

The soft light of the moon fills the Druid's heart, for the next adventure, he has 6+ magic resistance (or 1 easier roll if he already has the Aspect of Earth.

8

The Druid's sickle gains spidery runes, and ignores 1 point of armor for one combat next adventure.

9

The Druid's robes are imbued with the strength of the stones, for the next adventure, the robes act as armor for +1 toughness.

10

The Druid learns much of the ways of animals, for the next adventure, the Druid deals +1 wound on a roll of 5 or 6 to hit.

11

The Druid is granted health and life, gaining D3 wounds permanently

12

The Druid aligns the stones, and is able to make another roll for free, adding or subtracting up to his Battle-Level from the result.

The Druid may also spend a day at the stones studying the stars for the same price, attempting to make a prediction about the coming adventure.  He rolls a D6 and adds his battle level, consulting the table below:

Roll

Result

2-3

No Result, cloudy skies

3-5

The Druid learns nothing in the stars, but is at peace with nature and himself.

6-7

The stars tell him of ambushing creatures, for the next adventure, the Druid cancels the ambush by warning the Warriors on a 6+ (this is in addition to any other ambush-related effects).

8-11

The Druid learns of fabulous treasure, and gains 10% more gold value for creatures slain in the next adventure.

12-16

The Druid is warned of terrible dangers and their nature, all creatures are -1 to hit the Druid unless the POW die roll is 5 or better.

The Elders

Here are the wise men of the Druids, the Sacred Grove’s scholars and leaders.  They teach and assist the Druid in his studies, learning the ways of nature and the world and correcting the influence of the outside world.  The Druid is cleansed for D6 days, in which he can do nothing else, costing 50 gold a day.  Then he is able to go about his business as normal.  The Elders will grant the Druid replacement equipment for free, should he have lost them.  They also offer the Golden Sickle, which is a powerful upgrade to the Druid’s starting weapon, and the Robes of Gaea.

The Golden Sickle acts similar to the Wizard’s Staff, in that it has Mana for the Druid to access on its own.  This Mana is not in the Sickle, but the Golden Sickle is a conduit to nature, channeling this power to the Druid.  A Golden Sickle is available on a 7, the Druid rolls a D6 and adds his Battle-Level.  It costs 1000 gold, and has several properties.  First, the Golden Sickle ignores Daemonic abilities of certain creatures, making them more difficult to hit (for example a Daemonette of Slaanesh has Daemonic 1, making all attacks on them –1 to hit, which the Golden Sickle ignores).  In addition, the Golden Sickle holds 2D6 Mana in it, which recharges in a day of prayer at the Circle of Stones (with the appropriate sacrifice).  The Golden Sickle never breaks, nor will magical effects (even the Rust ritual below) destroy it.

The Robes of Gaea are protective robes of finest construction.  Their make is unknown elven design, involving ornate designs of silk and natural fibers and long rituals in the moonlight.  This acts as +1 toughness armor, is weightless, and in addition, it forces any damage roll on any die against the Druid of 6 to be re-rolled once (the second result must be taken).  The Robes of Gaea cost 2000 gold, and cannot be replaced, if they are destroyed or lost.  These robes do not count as armor for purposes of effects and spells that target armor or ignore it.  These robes are only available on a roll of 8 or better on BL+D6.

The Druid Herbalist

Within the Sacred Grove, the Druid may visit the herbalist, an alchemist and gardener of expert skill and taste.  This herbalist is often an elf, and he sells potions and herbal extracts for a dear price that the Druid might use in his travels.  The Stock number given is, unlike normally, the amount that the Druid must roll on 2D6, regardless of the nearby settlement size.

Herbal Product

Amount

Stock

Cost

Effects

Elixir of Energy

1-2

7

75

+1 attack D3 turns

Elixir of Healing

1-6

5

40

Heal 1D6+2 wounds

Elixir of Life

1-2

8

100

Raise Dead

Elixir of Protection             

1-3

6

50

+2 Toughness D6 turns

Elixir of Strength

1-3

5

50

+1 STR for D6 turns

Elixir of Swiftness

1-2

5

50

+1D6 move for 1 turn

Elixir of The Wind

1-2

7

50

fly for 1 turn

Elixir of Unvenom

1-3

6

40

Negate, reverse poisons

Extract of Mulith

1-3

8

75

Heal 1 wound/turn until 1 POW

Extract of Pasamar

1-3

6

60

-1 to be hit by undead

Extract of Thalotic

1-2

7

80

Magic Resistance 6+ until 1 POW

Healing Herbs

1-6

5

150

makes 1D3 healing potions

Mistletoe

1-3

6

300

Regain BL in D6 mana

Syrup of Athelan

1-3

7

75

destroys door/porticullus/grate, etc

Syrup of Casannix

1-3

8

200

does D3 for D6 turns, no mods if hits target (roll range or higher)

Sacred Grove Events

While in the Sacred Grove, the Druid rolls events on this table rather than on the Settlement Events table.

2d6 Roll

Event

2 Chaos creatures attack the Sacred Grove, trying to destroy it and warp nature in the area. 
Roll 1D6 and add the Druid's Initiative to this number. 
On a 4, the Chaos destroyed the Grove, and the Druid barely escaped with D6 wounds to the settlement. 
On a 5-6, the Grove is damaged so badly it cannot serve the Druid, he must spend D6 days rebuilding with no benefits. 
On a 7-9, the Chaos was destroyed with minimal damage, a day is spent celebrating, the Druid cannot do anything for a day except party. 
On a 10+, the Druid was pivotal in the defense of the Grove, and singlehandedly demolished many of the monsters, including the boss. The Grove is so grateful, they give the Druid a treasure card!
3-4 The stars are in alignment, a special festival is held, roll on this table for what the effect of this fete is: 
1: The Druid spends D6 days partying and gets nothing done 
2-3 : The Festival of the Moon, the Druid gains +2 effective Battle Levels for determining Rituals (adjust the roll by 2 more points) 
4-5: Festival of the Sun, all herbalist purchases are 10% cheaper 
6: Festival of the Forest, The Druid can ignore any one event rolled
5-6 A famine has struck the land, the Grove is asked for help by local farmers. The Druid is selected to assist them, and his work takes D6 days. The farmers are so grateful that they give him D6x20 gold and offer a nice girl for a wife.
6-8 A Wild Hunt passes through, filled with bizarrely tattooed, fierce Wardancers. The hunt is an omen, on a 1-3 the Druid loses 1 luck the next adventure, on a 4-6, he gains +1 luck next adventure.
9-10 A rival druid accuses you of consorting with Chaos from your travels, and takes you in front of the Elders. You state your case, roll a D6 and add Willpower and Intuition to the result. If the result is 9 or more, the Elders are assured of your purity, the rival is disgraced, but on an 8 or less, you must spend D6 days in purification and must kill 3D6 chaos creatures. Until these creatures are dead, all purchases and costs in the Sacred Grove are doubled.
11-12 Uneventful day, the Druid enjoys the scenery.

TRAINING

The Druid trains at the Sacred Grove, learning from the Elders in his ways of nature.  Training involves rigorous physical activity, time of contemplation, and even gardening and herbalism.  At the end of a week, the Druid has learned more, including rituals and skills. 

SKILLS

The Druid that gains a skill rolls 2D6 on the Skill Table.  If he rolls a skill the Druid already has, roll again, and modify the second result by at least 1 either higher or lower, as desired.  Each time the roll is a skill previously had, add 1 to this modifier.

2. Aspect of Bear

The strength of the bear is added to the Druid, increasing his might tremendously.  This extra Strength increases by the Druid’s Battle-Level.

Initiate

+1 Strength

Adept

+1 Strength

Druid

+2 Strength

High Druid   

+3 Strength

3. Aspect of the Oak

Like the mighty oak, sturdy in life and just as durable harvested, the Druid is able to withstand great punishment.  This increases with the Druid’s battle-level as well.

Initiate

+1 toughness

Adept

+2 toughness

Druid

+3 toughness

High Druid   

+4 toughness

4. Aspect of the Eagle

Soaring like the Eagle, the Druid is able to move among creatures like the wind, ignoring their attempts to stop him.  The Druid using this aspect gains +2 move and is pinned only on a 2+.  The skill can be tried only a few times, based on the Druid’s Battle-Level.

Initiate

once per adventure

Adept

twice per adventure

Druid

three times per adventure

High Druid   

four times per adventure

5. Precognition

The Druid studies the signs of nature and the stars, pondering it before the adventure begins.  From this, he learns some of the threats and perils that he will face ahead.  This skill can only be attempted once per adventure.  Precognition gives the Druid a roll to predict, and thus negate ambush attacks during the adventure.  When a creature successfully ambushes, the Druid rolls based on his Battle-Level to attempt to negate this:

Initiate

6+

Adept

5+

Druid

4+

High Druid    

3+

6. Herblore

The Druid’s Knowledge of herbs and plants is extensive, enabling him to identify them and their products with accuracy and skill.  The Druid with this skill is able to identify unknown herbs, plants, potions, and springs before testing them (roll as if the potion was used before drinking).  In the Wild, the Druid is also able to make one a potion of healing for his Miruvoire on a 2-6.

7. Pathfinder

The Druid is able to find his way out of any maze, dungeon, or deep safely.  With this skill, the Druid adds 2 to his rolls for Escape from the Dungeons, and subtracts a week from travel time to Settlements (minimum travel time is one week).  In addition, Wrong Map and Lost results in events are treated as Uneventful Weeks.

8. Ignore Poison

Toxins of all kinds are neutralized by the Druid’s affinity with nature, ignore any poison results or wounds.

9. Aspect of the Sun

Mother Sun grants great healing power to the Druid, all healing effects, items, and spells have double effect on the Druid with this skill.

10. Aspect of the Moon

The Druid is blessed by sister moon and can see in any darkness.  With this skill, the Druid cannot be blinded, and can see in any darkness, fog, etc normally, making attacks as if the obscurant was not there.  In addition, the Druid does not require the lantern to see, and can leave the dungeon without rolling on the escape table.

11. Aspect of Earth

The Druid gains protection from unearthly, chaos and magical effects, gaining Magic Resistance and protection from such effects as the Aura of Slaanesh.  This protection is not automatic, it must be rolled on a D6, and increases with Battle-Level.

Initiate

6+

Adept

6+

Druid

5+

High Druid     

4+

12. Aspect of Wolf

The Druid is able to call on his feral side, gaining ferocity and fury in combat, but losing finesse and control.  This results in extra attacks by his Battle-Level, but when using the extra attacks that Aspect of Wolf grants the Druid, he is –1 to hit.

Initiate

+1 attack at –1 to hit

Adept

+2 attacks at –1 to hit

Druid

+3 attacks at –1 to hit

High Druid     

+4 attacks at –1 to hit

RITUALS

If the Druid gains a Ritual, he rolls 4D6 and adjusts the roll either up or down by up to as much as his battle-level.  If this still results in rituals the Druid has already, roll again.

4.  Lightning Blast

A bolt of sizzling blue electricity flashes from the Druid’s hand, striking the target.  This blast of lightning does D6+1 damage, ignoring any armor the target might have.

(3 mana)

5.  Stoneflesh

With this ritual, the Druid’s skin becomes grey and hard, like granite.  This gives +2 to the Druid’s toughness, and is not counted as armor.  The Druid can also grant this protection to another adjacent Warrior, one per ritual.  The Warrior need not be adjacent to maintain the Stoneflesh 
(1 mana, +1 mana for each turn)+

6.  Call of the Wild

The Druid is able to summon a monster to fight for the Warriors.  This animal attacks on the Monster phase, and will stay until it dies, the Warriors flee or die, or combat ends.  Then it returns whence it came in a swirl of leaves.  The Druid can only summon creatures based on his Battle-Level, according to the following table.  Note, the Druid does not control this creature, it will attack the nearest non-Warrior, appearing adjacent to the Druid where the Player places him.  
(4 mana)

BL 1-2

Giant Bat, Giant Rat, Giant Spider

BL 3-5

Giant Scorpion, Gigantic Spider

BL 6-10

Hippogrif, Griffon

7.  Beeswarm

Stinging and biting insects swarm about the target, crawling through and under armor, blinding and attacking ruthlessly.  The target in the Druid’s line of sight suffers wounds equal to the Druid’s Battle-Level with no modifiers for armor nor toughness. 
(2 mana)

8.  Create food

The Druid brings forth travelling food for the Warriors from the bounty of nature.  This spell generates one provision (can be eaten to heal 3 wounds, at the end of each adventure, the provisions spoil).  
(2 mana)

9. Rust

The Druid selects one weapon or armor that is in his line of sight, and the item is destroyed.  Magical items gain resistance of 5+, and Objective Room treasures are protected on a roll of 4+.  This spell will damage the portcullis enough that the Warriors are able to break it and ignore that effect.  
(2 mana)

10.  Fog

Thick, impenetrable fog fills the tile, cloying and dampening all it touches.  The Fog lasts one turn, and for that turn, no character may attack, and pinning is ignored.  Movement in the fog is halved (round up if there is any question).  
(2 mana +1 each turn)

11. Guiding Winds

A gentle, assisting wind sweeps all missile attacks from the warriors.  This wind makes all missile attacks +1 to hit for one turn.  
(2 mana)

12. Ensnare

Roots and vines grow from the dungeon floor with frightening speed, sweeping around the target and enmeshing him.  The target is captured, and until it breaks free it cannot move and all Warriors attacking the creature are +2 to hit.  Each combat phase the creature has it may attempt to break free by rolling 7 or more on 1D6+Strength.  
(3 mana)

13. Ironward

The Druid grants a single Warrior protection against metallic weapons.  For one turn, all weapons do –1 wound to that Warrior per D6 damage.  
(1 mana)

14. Eagle's wings

The Druid grants an adjacent Warrior the ability to fly for a turn.  The flier ignores pinning and any ground based effects such as chasms, pits, and such.  
(3 mana)

15. Blindness

The Druid selects a model and that creature is blinded, attacking at –2 to hit, and is +2 to be hit.  The blindness lasts one turn, and negates any sight based effects, such as spells or special abilities.  
(3 mana)

16. Unspell

The Druid is able to call on the forces of nature to prevent it’s warping by Chaos forces in magic.  This may be cast only once for each spell.  Roll 1D6, on a 4-6, the spell is negated and has no effect, on 1-3 Unspell fails.  
(5 mana)

17. Oxen Strength

The Druid grants +2 STR to a target Warrior, lasting one turn.  
(2 mana)

18. Moonlight

Bluish silvery light shines upon all, as if the full moon is beamed directly into the deeps.  All darkness (even the hall of darkness event), fog, and similar effects are negated for the Druid and all warriors he nominates.  In addition, the natural power causes all spells to fail on a die roll of 1 (roll for each spell).  
(5 mana)

19. Needlestorm

Spines like the Acacia or cactus explode and swirl in a torrent of winds, rending the targets in it terribly.  The Druid chooses adjacent squares in his line of sight equal to his battle level.  These squares can be in any pattern, as long as they touch in some way (including diagonally), equal his Battle-Level, and are not blocked off by a corner.  Each creature in those squares suffers D6+1 damage with half their armor and toughness, rounded up (A creature with 5 toughness and 2 armor is reduced to 3 toughness and 1 armor against this spell).  
(5 mana)

20. Coldray

Stunning cold, far below freezing engulfs the target, leaving it rimed with frost and crystals.  The Druid chooses a target in his line of sight and does 1D6 for each Battle-Level he has achieved.  
(4 mana)

21. Fireball

A spark flies from the hand of the Druid, erupting into a powerful blast of flames.  The Druid chooses a 2x2 area in his line of sight, afflicting every creature in that area with 1D6 wounds plus the battle-level of the Druid.  
(4 mana)

22. Ironskin

The Druid nominates a Warrior who then receives toughness equal to the Druid’s Battle-Level for the remainder of the turn.  
(3 mana)

23. Light of thesun

Fills the Druid’s tile with Sunlight, causing D6+Battle-Level in wounds to every undead creature, with no modifiers of any kind.  All other creatures in the tile lose one attack (but this cannot reduce their attacks below 1) this turn as well.  
(6 mana)

24. Stonestorm

Stones rise up, even parts of the dungeon floor and tiles, swarming around the targets in a cloud of rocks and debris.  The Druid chooses a 2x2 area in his line of sight, and all models in that area suffer a number of D6 equal to half the Druid’s Battle-Level, rounded down (a 5th level Druid does 2D6).  The creatures in that area gain no protection from their armor.  
(4 mana)

25. Windshear

A shrieking hurricane of wind slams into the dungeon, sending creatures in its path tumbling away.  The Druid chooses a direction away from his model, and every creature in a straight line in his line of sight is pushed back one square, knocked down (making attacks against the creature +1 to hit until he rises), and suffer 1D6+Battle-Level in wounds with no modifiers for armor.  This Windshear will affect any model in its path, including any Warriors, and will reach any model in that line, regardless of empty squares between it.  Any item that would block line of sight stops the windshear’s effects at that point.  Prone creatures require a turn of no activity to stand up.  
(5 mana)

26. Thunderclap

This spell causes a rumbling boom of tooth shaking volume rolls through the dungeon.  All affected monsters on the same deep as the Druid are stunned and can take no action for one turn.  The Druid rolls 1D6 for each battle level.  All creatures with current wounds of less than the number resulting are affected.  
(3 mana)

27. Tame

With this spell the Druid calls on his affinity to nature to make a creature friendly to his cause and control it.  The Druid rolls a D6 and adds his Willpower, and compares this to a roll of D6 plus the target creature’s Initiative.  If the Druid wins this contest, he controls the creature in question as long as he spends mana to maintain the Taming.  On the monster phase, the Druid can make the creature attack and move up to the creature’s capabilities.  
(5 mana, +2 per turn)

28. Petrify

The Druid turns a creature into stone, killing it instantly, but creating a stylish new decoration for the Dungeon.  Petrify will only affect creatures with toughness and armor lower than the Druid’s Battle-Level. 
(6 mana)

29. Lifeforce

All Warriors nominated gain +2 toughness for a turn, and are healed an amount of D6 in wounds equal two half the Druid’s Battle-Level at the end of this turn.
(5 mana per warrior)

30. Banishing

The Druid is able to send a Chaos creature back to the pit that spawned it, causing the model to vanish.  This takes effect on a creature with current wounds of lower than the Druid rolls on a number of D6 equal to his Battle-Level.   
(5 Mana)

31. Firestorm

An inferno of white fire erupts where the Druid points to, immolating creatures within.  The Druid selects a 2x2 area in his line of sight, and all models on the area suffer D6+Battle-Level wounds.  In addition, they suffer half that much the next turn as the flames still burn in the area.  Any model passing through that area suffers the damage as well.  This damage reduces by half each turn until this would reduce the damage below 1 wound. 
(7 mana)

32. Sleep

Drowsiness and stupor overtakes the creatures in the area.  All models except the Warriors in the Druid’s tile go to sleep, if the Druid rolls more than their current wounds on a number of D6 equal to the Druid’s Battle-Level.  Sleeping creatures are hit automatically, and will remain asleep until they are hit.  
(8 mana)

33. Phoenix Fire

The Druid selects a tile in his line of sight, and that tile erupts with golden fire, causing half his Battle-Level in D6 damage (thus, a 3rd Battle-Level druid causes 1D6 wounds) to all models except Warriors.  
(6 mana)

34. Deluge

The Druid fills a tile with water, causing all models within to suffer 1D6 each turn it is maintained with no modifiers for armor nor toughness.  The floods drown all within, and prevent combat and half movement.  This Deluge is contained in one tile, the waters standing at the doorways like a wall.  Should the models manage to exit this watery containment, they are freed of the damage. 
(6 mana per turn)

BATTLE LEVEL TABLE

BL

Gold

Title

Move

WS

BS

STR

Dam

T

Wnds

Init

ATT

Luck

Will

Skills

Rituals

Pin

1

0

Initiate

4

3

5+

3

1D6

3

1D6+6

4

1

0

3

0

3

4+

2

2,000

Adept

4

3

5+

3

1D6

3

2D6+6

4

1

1

4

1

4

4+

3

4,000

Adept

4

3

5+

3

1D6

3

3D6+6

5

1

1

4

2

5

4+

4

8,000

Adept

4

3

5+

3

1D6

4

3D6+6

5

1

2

4

3

6

4+

5

12,000

Druid

4

4

4+

3

2D6

4

4D6+6

5

2

2

4

4

8

3+

6

18,000

Druid

4

4

4+

3

2D6

4

4D6+6

6

2

3

4

5

10

3+

7

24,000

Druid

4

4

4+

3

2D6

4

5D6+6

6

2

3

5

6

12

3+

8

32,000

Druid

4

4

4+

3

2D6

4

5D6+6

6

2

4

5

7

14

3+

9

45,000

High Druid

4

4

4+

4

2D6

4

6D6+6

7

3

4

5

8

16

3+

10

50,000

High Druid

4

4

4+

4

2D6

4

7D6+6

7

3

5

5

9

18

3+