Abjuration - User can cast spells which can grant protection of various kinds, healing, prevent other beings from entering an area, force armor, purification and force fields.
Blood Magic - The user has the inherent power in their and other's blood to manipulate and/or fuel spell-casting. This is an ancient version that predates word-based magic and was considered by some to be more powerful. Blood Magic was a kind of magic based on the employment of blood which is an important component in many rituals, spells and other aspects of the supernatural world. Some spells require specific blood types/species.
Life Link - User can connect their life-force with another being or object, or create a link between other beings. With the link, they are able to expand their individual powers and draw them together in union, allowing them to achieve untold power and great abilities considered to be beyond that of normal beings. It also provides protective properties if one person is injured.
Pain Inducement - User is able to cause varying levels of pain, including physical, mental and/or emotional, to their targets using supernatural means.
Soul Absorption - User can absorb souls, while removing them from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as a power source, etc., either temporarily or permanently.
Soul Forging - The ability to forge a soul into another object
Spell Amplification - User can increase the strength, duration, and potential of spells, making them more powerful and durable than usual.
Symbiotic Relationship - The user has a supernatural connection with living or non-living subject, allowing them to actively search through its mind, sense emotional turmoil or danger, and above all, become an extension of its life-force. The user and the object is organically connected; therefore as long as one lives the other will live, but if one dies, the other will die as well, making this a dangerous connection to have.
Apportation - User can teleport matter/energy from one location to another without transporting oneself along or requiring physical contact.
Decelerated Aging - The power to age at a slower-than-normal rate.
Potions and Holistic Medicine - Alchemy and Apothecary
Clairvoyance - The user can gain direct visual information about an object, person, location, or physical event through means other than the user's physical sight and allows them to act when they are unable to use their eyes and may be able to 'see' spiritual/psychic beings.
Telepathic & Psychic Powers: - The power to mentally receive and/or transmit information.
Supernatural Detection - The user can sense the presence of supernatural beings and identify them as such on sight.
Aoife Druid Magic:
Druidic Magic is the primal magic of nature and life itself unleashed by the druids and Druidic Priests of the Old Faith. It is strongly nature-oriented and allows druids and Druidic Priests to make friends with animals, assume animal form and animate trees and other flora.
The energies of Druidic Magic appear to draw upon a mixture of the 5 elements (Earth, Air, Water, Fire, and lightning) of the natural world, and the Sun, Moon and Stars. Druids and Druidic Priests should use these spells carefully, ensuring that their actions do not disrupt the balance of nature or exploit animals for their own gain. Those who abuse such spells are likely to be penalised by the powers of nature in response.
NOTES 1. To Create a Druid, please contact Cereza. 2. Many of these spells use a lot of energy and can leave her vulnerable. They will be marked with ** 3. Intermediate spells are marked with (I), Advanced marked with (A) 4. I may add a few more spells as I find them.
All Spells are invoked by whispering ancient words and invoking one or more of the 5 elements and one of the three lights. It will depends on the time of day as well as to which light is used. If it's night and there is no moon, then using the Moon would not be possible, but starlight would be. If it's cloudy or stormy out, a glimpse of a single star is all that would be necessary for the duration of the casting of the spell. Sunlight is the strongest of the three lights, Moonlight next and Starlight last. Though depending on the spell Starlight may be the strongest or maybe there is a combination of moon and starlight. That is not always the case. Some spells you can only use one light. There are some spells that would require a solar or lunar eclipse to cast.
Animal Mastery (A) - This spell allows the caster to make telepathic contact with any non-fantastic animal of low intelligence within 6 yards. The caster may communicate with the animal freely and may be able to command it; most animals contacted by this means will be basically well-disposed toward the caster, but the caster may have difficulty commanding it to do anything which is dangerous or outside its normal behaviour patterns.
Animate Tree (A) - This spell enables the caster to animate one tree; effectively it becomes a Treeman under the caster's control. The animated tree has all the characteristics and abilities of a Treeman. The caster must touch the tree to effect the transformation and must maintain concentration while the tree is animated; the Druidic Priest may move, but fighting or spellcasting breaks concentration, as does being wounded.
Create Bog ** (A) - The caster may create an area of soft and marshy ground up to 25 yards away. This spell can only be cast outdoors, on areas of bare ground; it has no effect on rock or stone. The bog covers an area of up to 48 square yards and counts as difficult ground. It lasts for some time before drying out and hardening back to normal ground. Any creature in the mire when it hardens will become trapped.
Create Sacred Grove ** (A) - Sacred groves are the de facto temples of the Druidic Priests. This spell allows the Druidic Priest to create a Sacred Grove or to re-dedicate one that has been desecrated. Before this spell can be cast, the area must be marked out using Zone of Purity. The Druidic Priest then performs various dedication rituals, starting at the full moon and lasting for a full lunar month. This spell may also be used to re-dedicate stone circles which have been desecrated and restore them to working order.
Cure Poison ** (I) - This spell may be cast either on the caster or on any other single creature that the caster can touch. The spell negates the effect of one poisoned wound or dose of poison, provided that it is cast within one hour of the poison being administered.
Decompose - On the casting of this spell, a ray of dark green light is projected from the caster's fingertips, up to a range of 40 yards. Anything organic in the path of the ray (such as wood, leather, and items of non-synthetic clothing) will rot and turn to dust in seconds. Nothing living or magically animated will be affected by this spell, with one exception -- Zombies struck by the ray will immediately become Skeletons.
Delouse (I) - This spell allows the caster to remove parasitic infestations of all kinds from any one creature touched by the Druidic Priest.
Drawing Down the Moon **(I) - In casting this spell, the druid calls down a form of moon madness upon the creatures in the area of effect. One creature, or a group, may be affected. The spell may only be cast when moonlight is present, so the druid must be outdoors on a night which does not have total cloud cover -- even a weak glimmer of light from a new moon is sufficient for the spell to be cast.
Detect Magic - Detects spells and magic items within 60 ft. This is in a wooded area. In a city setting it would be closer to 30 Ft)
Detect Poison - Detects poison in one creature or object.
Read Magic - Read scrolls and spell books that are hidden by magic or written in a different language.
Burning Disarm - A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Entanglement - The spell may be centred on any point within 96 yards of the druid. Vegetation will erupt from the chosen point, irrespective of the terrain type, instantaneously covering an area 24 yards in diameter and turning the terrain into difficult ground, entangling those caught in it.
Hail Storm - The caster causes a sudden and violent hailstorm, even if underground or inside buildings. During the hailstorm, visibility is reduced to 10 yards and missile fire is impossible. Fires will have their damage reduced progressively. Fire-based magic is instantly dispelled and fire-based effects of magical weapons do not function. Gunpowder weapons cannot fire during the hail.
Identify Nature - By casting this spell, the druid is able to survey the area before him, up to the maximum range of the spell, and determine whether the flora and fauna within it are natural or not. "Unnatural" predatory plants such as damaging moulds and fungi, Illusionary Woods, Were creatures, shifters and similar illusions will be seen for what they really are. The presence of Elementals is always detected. The spell does not confer upon the druid any ability to detect traps, such as snares or pits, or details of natural flora and fauna which are unfamiliar to him.
Rainbow Bridge ** (A) - This spell may only be cast if a rainbow appears within the vision of the druid. As a rule of thumb, if there is rainfall in sight during daylight hours, there is a 10% chance that a rainbow will occur. When the spell is cast, the druid and any group of up to 8 people and/or natural animals accompanying him may step on to the rainbow and be transported by the Rainbow Bridge.
Stampede - This spell may be employed against any single, or group of, natural animal(s). Affected creatures are forced to flee uncontrollably (as if affected by fear) away from the druid as fast as they can.
Tanglethorn - The Druidic Priest can cause an area of plants or bushes to become partially animated. The plants will lash out and hold anything trying to move through them.
Tap Earthpower ** (A) - This spell can only be cast while in a stone circle. It enables the caster to draw upon the earth-power of the stone circle and use it for additional spellcasting, enhancing and broadening the effects of any Druidic Magic spell.