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Druid Sect
Bark Skin 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The casters skin becomes as hard as wood granting the following physical armour class:
| Rank | Physical Armour Class |
| 1 | 2 |
| 2 | 4 |
| 3 | 6 |
| 4 | 8 |
| 5 | 10 |
| 6 | 12 |
| 7 | 14 |
| 8 | 16 |
The protection afforded by a Bark Skin will stack with armoured dexterity to provide improved protection. It will not combine with the protection of physical armour but the recipient will gain the benefit of the higher physical armour class provided by either the physical armour plus skills, or the Bark Skin. Bark Skin will render unarmoured dexterity unusable. The recipient gains only the armour class of the Bark Skin, even if your dexterity would have normally provided a higher armour class.
Cure Wounds 1 - 8
Range:- Touch
Duration:- Instant
Extendable:- N/A
Primary Only:- No
Description:- The caster calls upon the Neutral Sphere to cure his wounds. Cure Wounds will restore the following amount of lost life up to the targets usual maximum.
| Rank | Player Life Restored (per Hand) | Monster Hits Restored |
| 1 | 6 | 2 |
| 2 | 12 (6) | 4 |
| 3 | 18 (9) | 6 |
| 4 | 24 (12) | 8 |
| 5 | 30 (15) | 10 |
| 6 | 50 (25) | 30 |
| 7 | 100 (50) | 50 |
| 8 | 150 (75) | 70 |
Detect Power 1
Range:- 20 ft. diameter circle, centred on the caster
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This invocation reveals the presence of all power within 10 ft. of the caster. This includes items hidden behind other objects, or even behind or in other power items. It does not reveal innate power contained in living creatures.
Discern Nature of Undead 2
Range:- 20 ft.
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This invocation informs the caster as to the nature and power level of a single targeted undead.
The power level of the creature will return as "Lesser", "Greater" or nothing indicating that the undead is unusual indeed. This will be followed by the creatures name or type so a full response may be "Lesser Ghoul", "Greater Skeletal Warrior" or simply "Death Knight". The Creatures name will often give some indication of it's abilities (Ghouls often use paralysis and Skeletons can only be harmed with blunt weapons for example).
The rank of the creature is important in determining whether or not a particular Undead can be dismissed (See Dismiss Undead).
The invocation does not aid normal sight, and so can not be used to "find" an undead in the darkness.
If this invocation is targeted at a creature which is not Undead then the monster will respond "Not Undead".
Ensnare 7, 8
Range:- Touch (7), 20 ft (8)
Duration:- 15 Minutes
Extendable:- N/A
Primary Only:- No
Description:- The caster summons quick growing vines to hold the target fast to the ground. The target may not move their feet and their dexterity is halved whilst they are affected by the Ensnare.
If the target has "Double Strength" then they may pull out of the Ensnare at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, are touching the ground only the feet are affected. See the skills descriptions page for further details on Double Strength.
It is not uncommon to see undead creatures pulling out of Ensnares even if they lack double strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required. Ensnare may only be cast on targets outside. It will have no effect within a building of any sort.
Ensnare 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the Hierophant to store one rank 7 Ensnare invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, take him in your grasp!") without the need for the usual ritual or being invoked.
The Ensnare 7 is cast as part of the ceremony required to cast the Ensnare 9. The Hierophant will be out 16 power whilst the Ensnare 9 is in effect (9 for the rank 9 and 7 for the stored Ensnare). Once the Rank 7 Ensnare is released all 16 power may be restored normally.
A character may only have a single Rank 9 Ensnare invocation in effect at a time.
Entangle 3, 4
Range:- Touch (3), 20 ft (4)
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- The caster summons quick growing vines to hold the target fast to the ground. The target may not move their feet and their dexterity is halved whilst they are affected by the Entangle.
If the target has "Strength" then they may pull out of the Entangle at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, are touching the ground only the feet are affected. See the skills descriptions page for further details on Strength.
It is not uncommon to see undead creatures pulling out of Entangles even if they lack strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required. Entangle may only be cast on targets outside. It will have no effect within a building of any sort.
Goodberry 6 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The caster encourages the plants around where he casts to sprout berries which, when consumed, will cure injuries. Each berry will cure 48 points of player life damage when consumed. The amount of berries produced varies with the rank of the invocation as shown below:
| Rank | Berries Produced |
| 6 | 1 |
| 7 | 2 |
| 8 | 3 |
The summoned berries may be consumed at any time within the next fifteen minutes. The caster must provide an appropriate physical representation of the berries (such as grapes). The caster may choose to extend the invocation as normal; a Rank 8 Goodberry cast to an effective Rank 6 would produce 1 berry with a duration of 4 hours for example. Goodberry may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.
Goodberry 9, 10
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The caster encourages the plants around where he casts to sprout a berry which, when consumed, will cure injuries. The berry will cure 150 points of player life damage when consumed.
The summoned berry may be consumed at any time and will remain in effect until the caster releases the invocation or is slain. The caster must provide an appropriate physical representation of the berries (such as grapes).
Goodberry 10 has the same effect as Goodberry 9. You may only have one Cosmic Goodberry of each rank out at a time.
Hierophant's Protection 9, 10
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The Hierophant places the recipient under nature's protection providing them with increased physical resistance.
At Rank 9 Hierophant's Protection provides +1 Physical Armour Class which stacks with all other forms of Physical Armour Class.
At Rank 10 Hierophant's Protection provides +2 Physical Armour Class which stacks with all other forms of Physical Armour Class.
A character may only have a single Hierophant's Protection in effect at a time.
Hierophant's Protection is usually named after the caster, so becoming Piskey's Protection or similar. It is effectively permanent unless the caster releases the invocation or is slain. The caster is "out" the power used to cast the Hierophant's Protection until it ceases to be in effect.
Mass Entangle 6
Range:- 20 ft long Cone, 90 degrees to the casters front
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- This spell has the same effect as the Rank 2 Entangle Invocations with the exception that it affects everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.
Mass Trip 5
Range:- 20ft long cone 90 degrees to the caster's front
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This spell has exactly the same effect as the Trip Invocation with the exception that it affects everyone in a cone 20ft long to the casters front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.
Meditate 1, 3
Range:- Self Only (1), Touch (3)
Duration:- Instant
Extendable:- No
Primary Only:- No
Description:- This invocation will place a willing target into a meditative trance provided they have the Meditate skill. Once per day this invocation will allow a character with the Meditate skill to regain all of their power by remaining in a trance for 30 minutes.
Mighty Blows 3, 5
Range:- Touch
Duration:- 15 Minutes or until used
Extendable:- No
Primary Only:- No
Description:- This spell will increases the physical damage dealt by the caster by +1 rank for 8 blows at rank 3 or 20 blows at rank 5. The caster should utter a distinctive shout prior to calling his damage to show that he is expending a use of the Mighty Blows, "Hunter!, Quad" for example. The maximum damage obtainable when using this spell is Quartz.
Nature's Healing 6
Range:- Self Only (6), Touch (9)
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The caster becomes closer to the healing aspect of nature. Whenever the caster casts a Neutral Cure Wounds invocation of Rank 1 - 5 on himself, or another person with a Nature's Healing in effect, the Cure Wounds invocation will take effect as a Good Sphere Cure Wounds invocation of the same rank.
For example; a Druid with Nature's Healing casts a Cure Wounds 5 on himself which would normally cure 30 points of lost life. However because of Nature's Healing the invocation will have the same effect as a Cure Mortal Wounds (Good Sphere Cure Wounds Rank 5), curing back 48 points of damage instead. The same would be true if the cure was cast upon them by their Druid friend who also had Nature's Healing in effect.
Note that the cures do not become Good Sphere invocations; they merely have the same effect.
Nature's Healing is effectively permanant unless the caster releases the invocation, or is slain.
A Hierophant may only have one Nature's Healing of each rank 9 and 10 in effect at a time.
Obscurement 1, 3, 5, 7
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The casters summons Nature's protection to blend into the background becoming harder to hit with damaging effects. Obscurement provides additional physical, magical and power armour class as shown on the table below.
| Rank | Additional Armour Class |
| 1 | +1 |
| 3 | +2 |
| 5 | +3 |
| 7 | +4 |
The armour class of Obscurement will stack with any other armour class regardless of source; except another Obscurement. Obscurement may only be cast outside in an area containing natural foliage such as plants, shrubs and trees (grass alone is not enough). It may never be cast in buildings.
Obscurement 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the Hierophant to store one rank 7 Obscurement invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, grant me your protection!") without the need for the usual ritual or being invoked.
The Obscurement 7 is cast as part of the ceremony required to cast the Obscurement 9. The Hierophant will be out 16 power whilst the Obscurement 9 is in effect (9 for the rank 9 and 7 for the stored Obscurement). Once the Rank 7 Obscurement is released all 16 power may be restored normally.
A character may only have a single Rank 9 Obscurement invocation in effect at a time.
Power Meld 1 - 5
Range:- Touch
Duration:- Until contact is broken
Extendable:- No
Primary Only:- No
Description:- This invocation allows the caster to transfer Power from one willing person of choice (unconscious characters are not willing) at the rate of Power every thirty seconds detailed below. The caster must concentrate for the duration of the transfer and remain in constant physical contact with the target. Once contact or concentration is broken the invocation is ended, but until then any amount of Power can be transferred, subject only to the amount the donor is willing to give up. The Power so melded enters the casting character himself.
| Rank | Power Melded Per 30 Seconds | Approx. Time In Seconds For 1 Point |
| 1 | 1 | 30 |
| 2 | 2 | 15 |
| 3 | 4 | 8 |
| 4 | 8 | 4 |
| 5 | 16 | 2 |
This invocation causes no damage (due to Power loss) to the donor. The caster cannot receive Power above his normal maximum; and the donor cannot be taken below zero power.
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Protection from Elements 6 - 8
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The caster summons a shield of druidic power about them to stave off elemental attacks. Protection against Elements provides armour class against one colour of magic, chosen when the invocation is cast, as shown below;
| Rank | Magical Armour Class |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
| 6 | 6 |
| 7 | 7 |
| 8 | 8 |
The caster may have more than one Protection against Elements in effect at a time but each must protect against a different colour of magic.
The magical armour class provided by a Protection against Elements will stack with armoured dexterity but not with the magical armour class provided by magical skins or unarmoured dexterity, in each case only the higher magical armour class is used.
Regenerate 5
Range:- Touch
Duration:- 4 Hours
Extendable:- No
Primary Only:- No
Description:- This invocation will cause a severed limb to grow back in four hours. It is possible to cast this invocation on a corpse in order to replace destroyed limbs but only if the invocation is cast on the largest portion of the corpse. If only part of a limb has been severed then the time taken to regrow it may be reduced at the referee's discretion.
Sanctify Grove 9
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the Hierophant casting it to dedicate an area of ground to his Sphere. The area in question should be marked by a casting mat and ritual components covering an area no smaller than a 6 ft. diameter circle. and must be situated outside preferably surrounded by foliage. The components in question should be checked with the player referee, at the start of the adventure, to ensure that they meet the minimum requirements for cosmic casting. Once set up this casting area cannot be disturbed by anyone other than the caster who can only remove it by releasing the invocation.
The Grove area allows the High Priest to cast further cosmic invocations within it. This is the only way in which Cosmic invocations can be cast away from the Sect's ceremony areas situated outside of the Towers.
In order to cast a cosmic invocation the Hierophant must first invoke within the Sanctified Grove (requiring 5 minutes and their normal casting kit) followed by a 15 minute ritual dedicated to the cosmic invocation they are attempting to cast. No time reduction will be made on these castings as excellent casting kit and vocals are required for Cosmic Invocations.
Shillelagh 6 - 8
Range:- Touch
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- The caster may empower a blunt weapon so that it inflicts power damage as shown below. Shillelagh may not be cast on a weapon made from any other material than wood nor may it be cast upon an ensorcelled weapon of any kind.
| Rank | Power Damage |
| 6 | Power 3 |
| 7 | Power 4 |
| 8 | Power 5 |
Shillelagh 9
Range:- Self Only
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- This invocation allows the Hierophant to store one rank 7 Shillelagh invocation within their body for release upon the utterance of a specific trigger phrase (such as "Nature I call thee, grant me your strength!") without the need for the usual ritual or being invoked.
The Shillelagh 7 is cast as part of the ceremony required to cast the Shillelagh 9. The Hierophant will be out 16 power whilst the Shillelagh 9 is in effect (9 for the rank 9 and 7 for the stored Shillelagh). Once the Rank 7 Shillelagh is released all 16 power may be restored normally.
A character may only have a single Rank 9 Shillelagh invocation in effect at a time.
Speed Heal 4
Range:- Touch
Duration:- 1 Hour
Extendable:- No
Primary Only:- No
Description:- The caster summons the healing spirit of nature to inhabit the caster, augmenting their natural healing ability. A Speed Heal cast immediately following a Regenerate 5 invocation on the same target will reduce the time taken to regrow the limb to 1 hour from 4. A Character with a Speed Heal invocation in effect upon them receives twice the amount of life from the Field Medicine Skill as usual.
Spirit Shield 5
Range:- Self Only
Duration:- 15 Minutes
Extendable:- Yes
Primary Only:- No
Description:- This invocation creates an invisible shield completely surrounding the caster that makes him immune to Power Hammers of any Rank up to 5. It provides no protection at all against Power Hammers of rank 6 and above.
Totem 6
Range:- Touch
Duration:- Special
Extendable:- N/A
Primary Only:- No
Description:- The caster dedicates himself to a chosen Totem Animal, Plant or other natural phenomena. Before departing on an adventure the caster prepares his Totem at the Druids Grove. Once cast the Druid may release his Totem, through the use of a unique and consistent shout, ("I unleash the strength of the Bear", for example). The Totem will remain stored within the caster indefinitely unless released. A Totem will have a variety of effects depending on what Totem the caster has chosen to dedicate themselves to.
The caster is 6 power out for the Totem until it is triggered. Totem may only be cast a Druids Grove and as such it would not be possible to cast Totem on a normal adventure. Some examples of Totems are given below;
| Totem | Effect |
| Cat | Caster Gains +4 Dexterity for 1 Hour |
| Wolf | Immunity to Fear and the ability to cast the Evil Sphere invocation Fear as a Neutral Sphere invocation for 1 Hour. |
| Bear | Caster Gains Double Strength as per the skill for 1 Hour |
| Hedgehog | Any Bark Skin that the caster has in effect upon themselves provides power armour class equal to its physical armour class for 1 Hour. |
| Oak | Caster gains 50 points of temporary life for 1 Hour. The caster effectively gains the benefit of the Grey High Magic Spell Endurance 8. |
These Totems are merely examples. Druids are encouraged to think of their own Totem and its effects. The examples are included to show what sort of effects would be possible. If you intend to choose a Totem please send your ideas to SFB for approval; even if it is listed here.
Transmute Weapons to Wood 8
Range:- 20 ft long cone 90 degrees to the caster's front
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- All metal weapons in the area of effect count as being wooden for the duration of the invocation. The damage inflicted with the weapons does not change and the invocation will affect ensorcelled or empowered weapons.
Trip 1, 2
Range:- Touch (1), 20 ft (2)
Duration:- 3 Seconds
Extendable:- No
Primary Only:- No
Description:- The caster summons vines to grow quickly from ground to catch the feet of his target. The Target must stumble as if they had tripped, good role-playing is compulsory, it takes three seconds for them to regain their balance but they are then free to act normally.
Turn Wood 6 - 8
Range:- Self only
Duration:- 15 Minutes
Extendable:- No
Primary Only:- No
Description:- Turn Wood protects the caster from all weapon blows, melee and ranged. It provides the following armour classes:
| Rank | Physical Armour Class | Power Armour Class | Magical Armour Class |
| 6 | 20 | 0 | 0 |
| 7 | 20 | 20 | 0 |
| 8 | 20 | 20 | 20 |
Turn Wood provides protection from the blows of wooden weapons only. It provides no armour class against metal weapons, claws or any sort of attack that does not involve being hit with a weapon
Turn Wood does not provide AC against invocations or spells that are delivered by a weapon; only against the weapon blow itself.
All weapons are assumed to be made of metal unless obviously wooden (brown with wood grain texture usually). Staffs with a small decorative metal band around the top are wooden weapons; maces with wooden handles but a metal head are not.
Warp Shield 6
Range:- 20 ft
Duration:- Permanent (see below)
Extendable:- No
Primary Only:- No
Description:- Warp Shield will instantly render useless one shield targeted by the caster. It will work on Empowered or Ensorcelled Shields but this will reduce the duration from Permanent to 15 minutes. A warped shield may be repaired through the use of a Mend Spell but only after 15 minutes has elapsed from the warping.