Difference between revisions of "Druid"

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{{Playtest|rule=Updated as of November 3rd, 2024}}
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==From the [[Rulebook]]==
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{{Ruleblock-start}}<onlyinclude>
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The Druid class is designed for versatile support and fighting, with a focus on empowering allies and hindering enemies.
  
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;Examples: Johnny Appleseed, Lady of the Lake, Baba Yaga, Bé Chuille
 
[[Image:Druidheraldry2.jpg|thumb|A green tree on a white field: a common heraldry for Druids]]
 
[[Image:Druidheraldry2.jpg|thumb|A green tree on a white field: a common heraldry for Druids]]
'''Druid''' is a core [[class]] that casts [[magic]] to command the forces of nature.
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;[[Garb]]: Brown [[sash]] and medieval/sword and sorcery looking garb
 
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;[[Look The Part]]: 1 extra magic point at the Druid’s highest level.
==From the [[Rulebook]]==
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;[[Armor]]: None
Neolithic anthropological evidence indicates a strong tradition of matriarchy and mother worship in Central Europe, the origin of the proto-Celtic Beaker and Axe peoples. It is highly possible that many if not most early druidic-types were priestesses rather than priests.
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;[[Shields]]: None
 
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;[[Weapons]]: [[Dagger]], [[Magic Staff]]
===Examples===
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;[[Magic-user]]: Druids may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by [[Magic Users]] are [[Magical]] abilities.
Galadriel, Johnny Appleseed, Lady of the Lake, Tom Bombadil
 
===Equipment===
 
'''[[Garb]]:''' Brown [[sash]] and medieval/sword and sorcery looking garb<br>
 
'''[[Look The Part]]:''' 1 extra point of magic at the Druid’s highest level.<br>
 
'''[[Armor]]:''' None<br>
 
'''[[Shields]]:''' None<br>
 
'''[[Weapons]]:''' [[Dagger]], [[Magic Staff]]<br>
 
 
 
===[[Magic-user]]===
 
Druids may purchase five points of magic from each level. Unused points from higher levels can be
 
rolled down to lower levels. A list of all magic purchased must be carried at all times.
 
  
 
==Spell List==
 
==Spell List==
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| 1
 
| 1
 
| 2
 
| 2
| 1/Refresh Charge x10
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| 1/Refresh [[Charge]] x10
 
| [[Enchantment (Type)|Enchantment]]
 
| [[Enchantment (Type)|Enchantment]]
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
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| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
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| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Flame (School)|Flame]]
 
| [[Flame (School)|Flame]]
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| 1
 
| 1
 
| -
 
| -
| 1/Refresh
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| 1/Life
 
| [[Enchantment (Type)|Enchantment]]
 
| [[Enchantment (Type)|Enchantment]]
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
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| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Sorcery (School)|Sorcery]]
 
| [[Sorcery (School)|Sorcery]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| 1
 
| 1
 
| -
 
| -
| 1/Refresh Charge x3
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| 1/Refresh [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
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| 1
 
| 1
 
| 2
 
| 2
| 1 Balls / Unlimited
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| 1 Ball / Unlimited
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
| Touch
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| Other
 
|-
 
|-
 
| -
 
| -
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|-
 
|-
 
|}
 
|}
 
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</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}}
==Previous Versions:==
 
===V7.7===
 
[[Druid (V7)|Druid]]
 
  
 
==See also==
 
==See also==
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{{Template:Classes}}
 
{{Template:Classes}}
[[Category:Rulebook Terms]]  [[Category:Amtgard Things]] [[Category:Amtgard Terms]] [[category:Classes]]
 
[[Category:Druid Magic]]
 

Latest revision as of 04:15, 22 March 2025

From the Rulebook

The Druid class is designed for versatile support and fighting, with a focus on empowering allies and hindering enemies.

Examples
Johnny Appleseed, Lady of the Lake, Baba Yaga, Bé Chuille
A green tree on a white field: a common heraldry for Druids
Garb
Brown sash and medieval/sword and sorcery looking garb
Look The Part
1 extra magic point at the Druid’s highest level.
Armor
None
Shields
None
Weapons
Dagger, Magic Staff
Magic-user
Druids may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by Magic Users are Magical abilities.

Spell List

Level Spell Name Cost Max Frequency Type School Range
1st Level - - - - - - -
- Barkskin 1 2 1/Refresh Charge x10 Enchantment Protection Others
- Entangle 1 2 2 Balls / Unlimited Magic Ball Subdual -
- Equipment: Weapon, Short 2 2 - Neutral Neutral -
- Experienced 2 2 - Neutral Neutral -
- Heat Weapon 1 - 1/Life Charge x3 Verbal Flame 20’
- Imbue Armor 1 - 1/Life Enchantment Protection Other
- Mend 1 - 1/Life Verbal Sorcery Touch
2nd Level - - - - - - -
- Corrosive Mist 1 1 1/Refresh Enchantment Death Touch
- Equipment: Shield, Small 4 1 - Neutral Neutral -
- Force Bolt 1 2 2 Balls / Unlimited Magic Ball Sorcery -
- Gift of Earth 1 2 1/Refresh Enchantment Protection Other
- Heal 1 - 1/Life Verbal Spirit Touch
- Innate 1 4 1/Refresh Meta-Magic Neutral -
- Poison 1 - 1/Life Enchantment Death Other
- Release 1 - 1/Life Verbal Sorcery Touch
- Stoneform 1 - 1/Refresh Charge x3 Verbal Protection Self
3rd Level - - - - - - -
- Attuned 1 2 1/Refresh Enchantment Sorcery Other
- Bear Strength 1 - 1/Refresh Enchantment Sorcery Other
- Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
- Extension 1 2 1/Life Meta-Magic Neutral -
- Gift of Fire 1 2 1/Refresh Enchantment Flame Other
- Greater Mend 1 - 1/Refresh Verbal Sorcery Touch
- Icy Blast 1 2 1/Life Verbal Sorcery 20’
- Regeneration 1 - 1/Refresh Enchantment Spirit Other
- Stoneskin 1 2 1/Refresh Enchantment Protection Other
4th Level - - - - - - -
- Equipment: Weapon, Long 4 1 - Neutral Neutral -
- Flame Blade 2 2 1/Refresh Enchantment Flame Other
- Gift of Water 1 2 1/Refresh Enchantment Sorcery Other
- Golem 1 - 1/Refresh Enchantment Sorcery Other
- Iceball 1 2 1 Ball / Unlimited Magic Ball Subdual -
- Lycanthropy 1 2 1/Refresh Enchantment Death Other
- Swift 1 2 1/Life Meta-Magic Neutral -
- Teleport 1 2 1/Life Verbal Sorcery Touch
5th Level - - - - - - -
- Ambulant 1 2 1/Life Meta-Magic Neutral -
- Equipment: Weapon, Great 5 1 - Neutral Neutral -
- Essence Graft 1 - 1/Refresh Enchantment Sorcery Other
- Gift of Air 1 2 1/Refresh Enchantment Protection Other
- Heart of the Swarm 1 2 1/Refresh Enchantment Spirit Self
- Ironskin 1 2 1/Refresh Enchantment Protection Other
- Poison Glands 1 2 1/Refresh Enchantment Death Other
- Resurrect 2 - 1/Refresh Verbal Spirit Other
- Troll Blood 1 2 1/Refresh Enchantment Protection Other
6th Level - - - - - - -
- Avatar of Nature 1 1 - Archetype Neutral -
- Call Lightning 1 - 1/Refresh Verbal Flame 20’
- Imbue Weapon 1 - 1/Refresh Enchantment Death Other
- Naturalize Magic 1 2 1/Refresh Enchantment Sorcery Self
- Ranger 2 1 - Archetype Neutral -
- Snaring Vines 1 1 1/Refresh Enchantment Command Self
- Summoner 2 1 - Archetype Neutral -
- Word of Mending 1 - 1/Refresh Verbal Sorcery Touch

See also

Classes
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard

Non-Standard Classes: Monster · Peasant
Alternate Sign-ins: Color · Undeclared
Also See: Look the Part · Credits and Levels

V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure