CELTIC SPELLS

First Level Spells

Bless Druid Staff
Level: 1
Area: 1 Staff
Range: Touch
Effect: Sanctify one staff
Duration: Permanent
DV: 14
END: 8
Time: 20 minutes
Skills: Blackthorn
This is the spell a druid or bard needs in order sanctify a staff so that it can be used to aid in spell casting. The spell consists mostly of drawing or carving symbols into the wood and otherwise personalizing the item.

Enchanted Growth
Level: 1+
Area: 1 Person
Range: Touch
Effect: Target increases in size
Duration: 1 minute/5 turns
DV: 18
END: 4/level in the spell
Time: 1 round
Skills: Oak
This useful spell temporarily grants size and power to the subject targetted by the caster (the caster may also cast this spell on himself, like any spell). For every level the caster has in this spell the target’s height increases by 10%. For every 2 levels the caster has in this spell, the subject’s Strength is increased by +1, Hits by +5 and his Dexterity is reduced by -1. Note that this could be dangerous in that the bonus Hits disappear when the spell’s duration ends.

Sense Enchantments
Level: 1
Area: 2 yard radius
Range: touch
Effect: INT + 3 roll to sense enchantments
Duration: 1 turn
DV: 14
END: 2
Time: 1 round
Skills: Hazel
This spell gives the caster the ability to perceive enchantments. The skill is INT + 3. The DV is 14 to detect a spell and the DV is 18 to detect the magical aura of a magic item. This spell can not identify the kind of magic, but only distinguishes between spells and magic items and whether an enchantment is present or not.

Sense Otherworld
Level: 1
Area: 1 Person
Range: Touch
Effect: Grants the ability to perceive Otherworld
Duration: 5 turns
DV: 14
END: 4
Time: 1
Skills: Ivy
This spell allows the recipient to perceive creatures of the Otherworld normally invisible. It also gives the recipient a chance to spot an Otherworld Gate. Treat this as an Intelligence based skill at level three (INT + 3). The character makes a roll and adds it to his base INT + 3 versus a DV of 18 to spot Gates and Fairies.

Second Level Spells

Earth Entangle
Level: 2+
Area: 2 m/yds radius
Range: 14 m/yds
Effect: 6 KD + 1D6 SDP/Level over 2
Duration: 1 turn
DV: 22
END: 32
Time: 1 round
Skill: Grove
This spell targets an area of 2 m/yds in radius up to 14 m/yds away from the spell caster. Earth Entangle only works in areas where there is plenty of dirt. Therefore, it will be ineffective in areas of solid rock, in the air, or in the water. The entombing earth, while not suffocating, is fairly resilient with 6 KD. Victims may use only their Strength in dice to break free of the trap. In addition, the more power a spell caster has in this spell, the more that earth will pile upon the victim. Therefore, for every level above 2 that a spell caster knows this spell, an addition 1D6 of SDP is generated. For instance, if the caster knew this spell at level 6, then it would function with 6 KD of Armor and 5D6 of SDP.

Good Luck Charm
Level: 2
Area: 1 charm
Range: Touch
Effect: +3 Luck, +1 DEX for Defense
Duration: 5 days
DV: 18
END: 8
Time: 20 minutes
Skills: Alder
This spells requires that the caster have access to a coin, rabbit’s foot, feath, or some other object that the recipient of the spell would consider “lucky”. This luck will remain with the character for five days or until the lucky charm is lost.

Hawk Eyes
Level: 2
Area: Caster
Range: Line of Sight
Effect: +2 Perception/AV vs. Range modifiers
Duration: 1 hour
DV: 18
END: 16
Time: 5 minutes
Skills: Silver Fir
This spell enhances the caster’s eyes to amazing acuity. She can see long distances, with less penalty than normal. This may help in targeting and basic perception.

Healing
Level: 2+
Area: 1 person
Range: touch
Effect: 3D6 + 1D6 Hits/level above 2
Duration: Permanent
DV: 22
END: 32
Time: 1 turn
Skills: Silver Fir, Ash
This spell allows the Druid to mend the body of the injured. It will heal a number of hits up to the injured character’s characteristic, but no further. Furthermore, it can only be used once per day on each recipient.

Magical Defense
Level: 2+
Area: 1 person
Range: Touch
Effect: Negate up to level 1 + 1 per level above 2
Duration: 1 turn
DV: 18
END: 8
Time: 1 round
Skills: Rowan, Alder, Oak
This spell defends against incoming spellS or spell effectS. Incoming spells must roll a higher skill total than the total generated by the caster of the Magical Defense spell or fail. If penetrated, the Defense fails.

Example: Drustan the Druid, who knows this spell at level 5, casts magical defense and rolls a total of 21. Thus, he pays no END. In addition, any incoming spells of level 4 or lower must roll higher than his total of 21 to succeed.

Protect from Spirits
Level: 2
Area: 1 Person
Range: 14 yards
Effect: Absorb 3D6 of spirit damage
Duration: 1 turn
DV: 18
END: 4
Time: 1 round
Skills: Alder
This spell can protect against nonphysical attacks of an incorporeal spirit. Depending on the type of attack, the spell blocks three levels from the attack or 3D6, depending on the kind of attack the spirit is making.

Third Level Spells

Bestow Geas
Level: 3-8
Area: 1 person
Range: 36 m/yds
Effect: Victim gains a permanent geas
Duration: Permanent
DV: 26
END: 32
Time: 5 minutes
Skills: Blackthorn, Grove, Vine
Warning: The GM should NOT award this spell to a Player Character--it is meant to be used only in special situations which merit it. This spell can deliver a geas (GESH) upon a character, giving him all the disadvantages and advantages inherent with geasa. At level 3 the caster can bestow a 5 point geas, at level 4 a 10 point geas, at level 5 a 15 point geas, and so on up to a 30 point geas at level 8.

Blind the Mind
Level: 3
Area: 1 person
Range: Touch
Effect: Invisibility
Duration: 6 hours
DV: 22
END: 16
Time: 1 turn
Skills: Honeysuckle
This useful spell renders the recipient temporarily undetectable to intelligent creatures. Interaction with an intelligent creature of any sort ends the spell. Note that unlike the fey ability, it does not grant you any ability to see invisible creatures.

Detect Vulnerability
Level: 3
Area: One victim
Range: 36 m/yds
Effect: INT + 3D6 vs. Resistance
Duration: 1 battle
DV: 22
END: 16
Time: 1 round
Skills: Spindle
This useful spell, when successfully cast, gives the spell caster a chance to read his opponent and discover ways to work around his defenses. The spell caster rolls 3D6 and adds his Intelligence score. If this number is equal to or higher than his opponent’s Resistance score, then the victim may only apply half his usual defense in Resistance, Armor, Stun Defense, or any other defense against any spell-based attack by the caster of this spell for the duration of the battle. This spell may only be cast once per battle on each victim. When figuring the Offensive Rule of X for a caster who knows this spell, add +3.

Enchant Weapon
Level: 3+
Area: 1 item
Range: Touch
Effect: (+1 to Weapon Acc., +2 INIT)/3 levels
Duration: 1 day
DV: 22
END: 16
Time: 5 minutes
Skills: Holly
This spell allows the caster to enchant any one melee weapon, sling stone or arrow and greatly enhance its damage-inflicting capability. For every three levels, the user of the weapon gains +1 on his Attack Roll and +2 on his Initiave. Thus, a Druid knowing this spell at level 7 can give a spear magical enhancements of (+2 WA and +4 INIT) for a total of +1WA and +3 INIT. In addition, at level 6, the enchantment can now affect insubstantial creatures such as ghosts. At level 9, the spell can cause the weapon to slice or bash through armor with ease. At this level, treat the weapon as if it were Armor Piercing.

Enhanced Sense Enchantments
Level: 3
Area: 10 yard radius
Range: 14 yards
Effect: Magic Perception + general info
Duration: 1 turn
DV: 22
END: 16
Time: 1 round
Skills: Hazel
This spell works as per the basic Sense Enchantments spell. However, the skill is INT + 5 and the spell caster gets generic details. For instance, the spell caster may learn that a spell that enhances senses has been cast, but won’t know exactly which one.

Extinguish Fire
Level: 3
Area: 10m/yd radius
Range: 14 m/yds
Effect: Reduce fire by 5d6
Duration: 1 round
DV: 18
END: 8
Time: 1 round
Skills: Willow
This spell allows the caster to dampen or put out an area on fire up to 10m/yds in radius. Note that if it does not completely put out the fire, the fire may once again roar out of control.

Maleg’s Disorientation
Level: 3
Area: 1 Person
Range: 36 m/yds
Effect: Reduce Dexterity in victim
Duration: 1 turn
DV: 18
END: 8
Time: 1 round
Skills: Blackthorn
This spells disorients the victim. Note that since this offensive spell is targeting a victim at range, the caster needs to roll high enough to meet or exceed the target’s Ranged Evade or the spell will miss. After a hit has been determined, roll 5D6 and compare it with the target’s Resistance. The target suffer’s -1 to his Dexterity Characteristic for every 4 points that was rolled over his Resistance Derived Characteristic for 1 turn (4 rounds).

Regenerate Body
Level: 3
Area: 1 Person
Range: Touch
Effect: Regenerate limb or organ.
Duration: 3 Days
DV: 18
END: 16
Time: 5 minutes
Skills: Elder, Heather/Mistletoe
Regenerate Body allows the caster to cause the targt of the spell to actually regrow lost limbs or organs. The recipient gains the ability to recover his REC in Hits every day this spell is in effect. This means that a lost arm or leg which can take up to half the character’s total hits will be regrown in a couple days at most. Organs must be regrown completely as if regenerating from zero Hits. Finally, this spell requires the caster to have an ample supply of rare herbs and oils to burn. These cost the equivalent of 10 gold pieces (200 silver) to purchase the items needed. These items are used up when the spell is cast.

Fourth Level Spells

Bear Claws
Level: 4
Area: Caster only
Range: self
Effect: gains 3D6 Deadly attack
Duration: until another spell is cast
DV: 14
END: 8
Time: 1 round
Skills: Holly, White Poplar
This highly effective spell reshapes the caster’s hands into sharp claws that can do a minimum of 3D6 of Deadly damage. Extra damage may done for every point of STR , up to a maximum of 6D6 (for a strength 6 person). The effective minimum STR for the claws is 0. The caster may use his Hand to Hand Combat skill to hit enemies with the claws. There is only one drawback: the caster’s damage is less effective against armor. The damage roll is divided into two sets against armored foes. Roll half the damage dice and subtract for the defender’s armor and then roll the remaining damage dice and subtract for the defender’s armor again. The remainder is the number of HITS the attack inflicted. To find the collateral Knockout damage, total the number on both dice and subtract the defender’s armor. This technique is often called Reduced Penetration and is applied to most attacks by animals with claws.

Example: Maelgwn the Druid successfully cast Bear Claws and attacks a warrior wearing Leather Scale armor (6 KD). Maelgwn has a 4 STR and so does 4D6 damage when he hits the warrior. Since the warrior has armor, Maelgwn has to roll damage in two separate rolls. Maelgwn rolls a total of 7 on 2D6 on the first roll so 1 point get past the armore. Maelgwn rolls 10 on the next roll of 2D6 and 4 points get past the warriors armor. Maelgwn then adds the numbers together to find the Knockout damage (7 + 10 = 17) and then subtracts the warrior’s armor (17 - 6 = 11) to find the total Stun taken.

Gods’ Bolt
Level: 4
Area: 1 person
Range: 36 m/yds
Effect: 7D6 Blast
Duration: 1 round
DV: 22
END: 8
Time: 1 round
Skills: Holly
This spell discharges a bolt of energy very much similar in appearance to an electrical arc. When the spell caster guides it to its target, the victim is inflicted with 7D6 of Knockout (not Deadly) damage. Hitting the target requires the caster to roll high enough of his spell casting roll to equal or exceed the victim’s Ranged Evade. Otherwise, the spell works but hits only nearby.

Ironwood Skin
Level: 4
Area: 1 person
Range: Touch
Effect: Stun Defense becomes Armor
Duration: One day
DV: 22
END: 16
Time: 20 minutes
Skills: Oak
This useful spell gives the character Armor equal to the amount of Stun Defense he has. This allows a character to absorb lethal attacks with only his skin! The spell caster uses special inks and oils to inscribe complex knotwork patterns over the skin, creating a temporary tatoo effect. Note that this does not add to armor worn, rather the character should use his best Armor rating against attack. Finally, because the special inks and oils are uncommon, it costs the spell caster 5 gold coins (100 silver) for each casting of the spell.

Shapeshift to One Animal
Level: 4
Area: Self
Range: —
Effect: Transform into a small animal
Duration: up to 1 hour
DV: 26
END: 32
Time: 1 round
Skills: Hazel
This spell allows the caster to transform himself into on of the following animal: deer, rabbit, salmon, crow. The type of animal is selected when the spell is cast. The spell lasts until the caster chooses to shift back, or until one hour is up, whichever comes first. Other small animals may be chose with the GM’s permission.

Fifth Level Spells

Cure Disease/Poison
Level: 5
Area: 1 Person
Range: Touch
Effect: 9D6 against Disease or Poison
Duration: Permanent
DV: 22
END: 32
Time: 20 minutes
Skills: Birch, Oak
Although this spell is not powerful enough to typically cure the plague, it does do a lot of good against minor and strong poisons and illnesses. Roll 9D6 and total the points. If it is equal to or greater than the total damage done by the poison or disease, even if it has not yet applied the full damage to the victim yet, the poison or disease effects are negated. This spell is all-or-nothing in that it will either cure the ailment totally or not at all.

Fog
Level: 5
Area: 18m/yd radius
Range: 36 m/yds
Effect: Perception - 5 to see.
Duration: 5 turns
DV: 22
END: 64
Time: 1 round
Skills: Sea
This spell causes a magical mist to rise from the ground, as if it were a body of water. It can obscure vision and requires a Perception roll at -5 to penetrate. If the roll is failed, treat the character as if she were now blind until she leaves the area of effect.

Heart of Stone
Level: 5
Area: 16 m/yds radius
Range: 64 m/yds
Effect: 5D6 Deadly Damage
Duration: 1 round
DV: 26
END: 32
Time: 1 minute
Skills: Holly, Blackthorn
This spell some preparation on the part of the druid. Prior to casting the spell, the druid must find or carve a heart-shaped rock in order to prepare it to accept the energies the spell caster will tied into it. Because it takes the druid a minute to cast the spell, it is usually saved for Mass Combat. Dawn of Legends Mass Combat Turns are 1.5 minutes long, giving the spell caster enough time to cast the spell and move with the unit, if she hurries. When it is cast, the Heart leaps into the air and streaks to its target area, exploding and ripping people apart with stone shrapnel. Use the caster’s casting roll to also determine if the spell strikes home. Reference the rules on targetting areas to find the Difficulty Value. The spell does 5D6 Deadly Damage to individuals. When used against an entire unit in Mass Combat, double the amount rolled as per the Mass Combat rules. This reflects the scaled amount of damage such a spell does to a unit. Note that a lucky roll could, in fact, wipe out some units in one shot! The 64 m/yd range makes it easy to translate to battlefield hexes. In a standard Dawn of Legends battle, 64 m/yds equates to 4 hexes.

Whirlwind
Level: 5
Area: 10 m/yd radius
Range: 100 m/yds
Effect: Wind jets do 7D6 Knockout damage
Duration: 1 round
DV: 26
END: 16
Time: 1 minute
Skills: Spindle
Highly effective on the battlefield in mass combat (and primarily used there, since it takes a minute to cast this safely and battlefield turns usually are long enough to accommodate this). This spell does Knockout damage to Stun, like a punch would. Remember to apply the x2 multiplier to the damage you roll in mass combat. Finally, whether using this spell in mass combat or not, the spellcaster need only worry about hitting a particular hex, not individuals.

Sixth Level Spells

Otherworld Gate
Level: 6
Area: 4 yard x 4 yard “doorway”
Range: 14 yards
Effect: Creates a Gate
Duration: 1 minute
DV: 22
END: 16
Time: 1 minute
Skills: Oak, Ivy
The effect of the spell is simple. The spell caster creates a gateway to the Otherworld. The implications are not.

Seventh Level Spells

Forest Entangle
Level: 7
Area: 10 m/yds
Range: 14 m/yds
Effect: 7D6 SDP + 6 STR Lift
Duration: 1 turn
DV: 26
END: 32
Time: 1 round
Skills: Vine
Forest Entangle may only be cast in wooded areas or in areas of dense vegetation. This spell seizes all mobile targets within a 10 m/yd radius of the target area (although the intended victims may attempt to Dive for Cover to get out of the area of effect). When successfully cast, the spell caster totals a 7D6 roll to find the amount of SDP the vines have. To break free, victims may apply their Strength in dice against the total SDP of the Forest Entangle. This effect is cumulative, so eventually, even the weakest victim will eventually break free. In any case, at the end of one turn (four rounds), the spell ceases and releases all captured victims. The vines generated by the spell are strong enough to lift victims of up to 6 BODY to a height equal to half the height of the tallest tree or other plant. Therefore, when the victim breaks free, she may be in for a nasty fall.

Eighth Level Spells

Eyes of the Dragon
Level: 8
Area: 588 square yards/14 yard radius
Range: 8 miles
Effect: Remotely view and hear
Duration: Up to one hour
DV: 42
END: 128
Time: 5 days
Skills: Hazel, Silver Fir
This extremely powerful spell is usually only cast by a group of druids because of the high probability that a spell caster attempting it alone will blow himself to pieces. The spell allows the caster to actually see and hear through the eyes and ears of various animals in an area within the range of the spell. The effect of the spell is triggered, such that once the spell is cast, the recipient need not activate it until needed, however it is only effective in wooded areas. This spell requires 10 gold coins worth (200 silver) of incenses and special herbs to allow this attunement each time the spell it cast.

Ninth Level Spells

Translocation
Level: 9
Area: Up to 7 people in a 6 m/yd radius
Range: Special
Effect: Instant change of location
Duration: 1 round
DV: 26
END: 32
Time: 5 minutes
Skills: Sea, Oak
This powerful spell can be used only in sacred groves by male druids or at sacred wells by female druids. When the spell is cast, the druid enters a trance-like state and concentrates at being at another place. The druid can cast her mind forward along the dodmen, lines of magical energy which connect places of power, and envision another location with which she is already familiar. When the magical connections have been made, the spell instantly transports the druid and up to 6 other companions to the other well or grove. It has been said that it is possible to Translocate to other types of places of power across the Isles and the Continent, but it is left to the adventuring druid to find them. Some may be difficult to reach and the GM can modify the DV as need be.