Druid

Druids are close to the magical forces that run deep through all natural life.  They draw their strength from plants and trees, from the beasts that walk, or swim, or fly.


Heal

This spell may target any figure within 6” including the caster. The target figure regains up to 5 points of lost Health.

Ladder

The caster may knit a magical ladder over any vertical or nearly vertical surface. The ladder can be any height the caster wishes. Any figure may climb this ladder without any movement penalty for climbing and without needing to make any Climb Skill Rolls. As long as there is no figure on the ladder, the caster can end the spell at any time as a free action.

Summon Animal

The caster summons one or more animals to his aid.  He or she makes a Will Roll (TN 10); the amount the roll is succeeded by (failure is ignored) gives the maximum combined RP cost of the animals that can be summoned.  The animals have no additional skills.  At the end of the turn, place all in contact with the caster, and treat them henceforth as a companion. At the end of the animal’s activation each turn, roll a die. On a 16+ it runs or flies off, and is removed from the table.  In any case, it leaves at the end of the scenario.

Wall of Thorns 

Create a wall up to 6" long, anywhere in line of sight.   The wall blocks neither line of sight, nor movement, but does count as intervening terrain for shooting .  Any hero or creature who moves through it must, however, make an Armour Roll (TN16).  If it fails, it passes through, but loses as many inches of movement as it failed by, for its next move (to a minimum of 0").

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