THE ANTI-DRUID Garb: Grey robe, must have tattered belt. Armor: None. May use shields at loss of magic ability. Weapons: May use some, with loss of magic ability. Spells: they have a wide variety of unusual magic. Abilities: [0 to 12 wks] 1) 4 total lives. [13 - 24 wks] 1) 1 subtracted life (total 3) [25 - 36 wks] 1) Burn all Trace. * [37 - 48 wks] 1) Immune to poison. 2) Vulnerability.+ [49 - 60 wks] 1) Immune to Charm. [61 - 72 wks] 1) Immune to Sleep. * Burn all Trace: Say thrice "Burn all trace", Anti-Druid disappears amoungst a massive forest fire that is so massive, hot, and bright that any following can't pursue. Usuable once per game, twice if guild master. + Vulnerability: Being a devout follower in the belief of Entropy, you follow the ideas of death, gloom, and ultimate cosmic destruction. Therefore, a smile shown during battle would cause an internal trama enough for instant death. Of course, being an Anti-Druid, nothing gets better than death, but nevertheless, they do tend to avoid bards just in case. WEAPONS AND COST Weapon: Max. Size: Cost: Short: 3 feet 2 Long: 4 feet 4 Spear: none 4 Staff: none 2 Daggers: 1 1/2 Ft. 0 Bow: no crossbow 8 Shield: small 4 Due to the unique structure of this class, spell points lost due to weapon usage had to be revised to fit the system used by the class to distribute spell points by level. Each level the Anti-Druid gains five spell points that he/she can use on that level or any level lower. Let's say you are a 6th level Anti-Druid which normally has 30 spell points, but you want to use a short sword and a small shield. You must deduct the cost of the weapon multiplied by your level from your total spell points. The sword costs you 6 points (1 x 6), and the shield costs 12 points (2 x 6), added together you have a total cost of 18 spell points in deductions. This leaves you with 2 spell points per level, or the use ot only 1st, 2nd, 3rd level spell with -3 points from 3rd level, which all equal (2+2+2+2+2+2) or (5+5+2)=12 usuable spell points. MAGIC FORMAT KEY: T: Type of magic- S/spell, E/enchantment, N/neutral M: Materials required I: Incantation and gestures E: Effect R: Range L: Limitations or Restrictions N: Notes WHAT IS A ANTI DRUID? Once apon a time, two people stayed up to the early hours of the morning thinking of nothing but impossible character combinations for D&D. Along with a Paladin who couldn't tell good from evil (and therefore slaughtered a town to save a dragon), a Magic User who didn't believe in magic, a christian Assasin, and a Bard who was so depressing that he would be catapulted to the other army to sing and help the enemy loose, a Anti-Druid, later named Carlin, would stand out and become legend. As it is well known, Druids have the basic belief in perserving the Earth, and feeding off the life energy that is within all nature. The Anti-Druids looked around one day, and realized a different theory, and came to believe that entropy was in everything. Entropy being that matter breaks down over time if not maintained or upkeep is given from time to time. The Anti-Druids figured that to upkeep things was pointless, since the order of the known universe seemed to be heading to absolute decay and destruction. Anti-Druids then, going with the flow of the world around them and seeing all was going to pot, decided not to fight it, but rather join it. To matter the fact, speed things along and get it over with. And so, someday you may see a man sitting amoungst a green forest with birds all around, and trees teeming with life, and animals scurying about. The man may have a deathly pale look to him, with grey tattered robes and as he sits there, his gloom face will almost crack as he manages a delightful smile as he meditates. Suddenly, the grass around him grows brown and dies. The birds in the air have strokes and fall dead around the man. The trees wither and die, and fall over. Finally the cute animals scurying about just stop dead in their tracks...literally! Your mystery is over as you realize he is a Anti-Druid, Communing With Entropy..... Creators: Goodwyn Clu Da'Bard & Biff The Plaid Barbarian First Level Magic Uses Cost Limits Cancel unlimited 0 none Engulf 1 bolt/U 1 4 Freeze Weapon once/life 1 4 Invis to Dead Animals once/life 0 4 Leech Poison once/life 1 4 Pain! once/life 1 6 Pillelagh once/battle 1 4 Rot Wood once/life 1 4 Second Level Magic Uses Cost Limits Anti-Magic Arrow once/battle 1 4 Corpse Skin once/battle 1 4 Morph once/life 1 4 Pass Disease once/life 1 4 Talk to Dead Animals once/life 0 4 Tree Fall once/battle 1 4 Third Level Magic Uses Cost Limits Ambidextrious unlimited 2 none Depression once/battle 1 2 Extension once/battle 2 4 Plant Death once/life 1 4 Protection from Cure once/battle 2 4 Protection from Ice once/battle 1 4 Fourth Level Magic Uses Cost Limits Call Combustion once/battle 1 4 Commune with Entropy once/life 2 none Icewall once/battle 1 4 Nuke once/battle 1 4 Shut Up once/battle 1 4 Twin Skin once/battle 2 4 Fifth Level Magic Uses Cost Limits Create Mud Unlimited 0 4 Flesh to Sludge 1 Bolt/U 1 4 Pass Stump once/battle 1 4 Rustblade once/battle 2 4 Sludge to Stone once/life 1 4 Sixth Level Magic Uses Cost Limits Brain Dead once/battle 2 2 Deathly Speed Unlimited 1 4 Degenerate once/battle 1 2 Call of the Worms once/battle 1 4 Ice Trap once/battle 1 4 Summon Meteor Once/game 0 1 MAGIC DESCRIPTIONS 1st Level (Great Anti-Druid) __________________________ CANCEL T: Spell I: Repeat 2x "I cancel my spell". R: 50 ft. E: Negates spell. L: May only be used on own spells. ENGULF T: Spell M: Padded bright green "engulfment" ball. I: Hold ball in left hand, repeat 5x "engulf" E: Person hit is engulfed by Venus Fly for 300 count. N: Barbarians are immune to this spell. As healer Entangle. FREEZE WEAPON T: Spell I: Repeat 2x "By the power of the lifeless void I freeze that weapon". R: 20 ft. E: The weapon is considered useless for a count of 300 or 5 minutes. L: Works only against weapons not armor or shields. N: A mend spell will not restore the weapon, however a "new one" may be obtained from Nirvana or the flag. INVISIBILITY TO DEAD ANIMALS T: Enchantment M: Strip of grey cloth. I: Repeat 2x "Nah Nah, you can't see me", Tie cloth on person. E: Makes person invisibile to dead or decomposing animals. Does not work against undead. Does work against other Anti- Druids however, since they are nearly dead already. Lasts remainer of subject's life. L: So simple, even a Barbarian could carry it. LEECH POISON T: Enchantment/Spell. M: Grey cloth. I: Touch person with rock (as if a leech) and repeat 10x "(sucking sound) poison", tie cloth on person. E: Makes person immune to the first poison attack due to lack of blood, and can be used to suck poison on a person within a 100 count of being poisoned. L: Subject becomes weaker. Weapons take half effect, round up. PAIN! T: Spell. I: Hold wounded area, repeat once. "May the power of entropy Heal thee with great pain. May the power of entropy Force out your spilling blood. May the power of entropy Crush together broken bones. May the power of entropy Jar thy painful wounds. May the power of entropy Make you pray for death. By the power of entropy Thou hath been healed. (Darn!) E: Person is healed. L: Person being healed must scream or act as if in agony. PILLELAGH T: Enchantment M: Wooden weapon, grey cloth. I: Repeat 10x "This weapon to stone", tie cloth to weapon. E: Wood rapidly dies, rots, and petrifies. Equal to bludgen spell. L: Only works on non-metal weapons. ROT WOOD T: Spell I: Repeat 2x "By the power of entropy may that (object) rot". R: 20 ft. E: Item is considered useless until mended, dispelled, or taken back to base. L: Only works on objects made of wood (arrows, bows, spears, axes handles, etc....) 2nd Level (Arch Anti-Druid) ___________________________ ANTI-MAGIC ARROW T: Enchantment M: Arrow, grey cloth. I: Hold arrow in left hand, repeat 5x "May this arrow drain power", tie ribbon to arrow. E: If arrow hits an object or player, any enchantment carried is drained but no hit point is lost. (Sorry, does not effect relics.) CORPSE SKIN T: Enchantment M: Person, grey cloth, clod of dirt. I: Touch person with clod of dirt, repeat 5x "May rigor mortis protect you", attach cloth. E: Will give person 1 point armor on all parts of body (Consisting of dead skin) L: It is possible to gain 4 points of armor by this spell. The protection is only from physical attacks, and cannot be used with other armor. Shields may be used. MORPH T: Spell. I: Touch broken item with left hand, repeat 10x "Make this item morphed together". E: Item is thrown together in demented fashion, no longer damaged or destroyed. PASS DISEASE T: Spell. M: Inflicted Person. I: Touch person, repeat 5x "Pass on thy illness". E: Person then touches someone else and is cursed of disease. The other touched person receives disease instead. TALK TO DEAD ANIMALS T: Spell M: Weapon, animal (stuffed, no real animals please), plant. I: Hit animal over head and repeat 2x "Now with your head bashed in, Answer my questions my now late friend." E: Anti-Druid, not being able to talk to live creatures as a Druid now has ability to communicate and question dead animals. Once again, will not work on undead. TREE FALL T: Spell. M: Grey cloth 10' long, Leafves and/or branches. I: Lay cloth in straight line, raise hands in air, repeat 10x "Trees tumble down", crush and sprinkle leaves or branches. E: Creates 10' x 10' impassible wall of dead fallen trees. L: This wall can be destroyed by dispel magic, 10 hits with red or blue weapon, or a fireball. If hit by a fireball the wall is treated as a Firewall for a count of 100. 3rd Level (Anti-Druid of the Center) __________________________________ AMBIDEXTRIOUS T: Neutral. I: Automatic. E: May cast spells with either hand. DEPRESSION T: Spell. I: Repeat 5x "By the boredom of my mind I make you depressed" E: 1) Barbarians, suddenly wanting to end it all will automatically go beserk and attack Anti-Druid for a 100 count. 2) Warriors and fighter types, suddenly hating the world and everyone will attack nearest creature(s) for a 100 count. 3) Spell casters (non-fighters) will stand depressed for 50 count, then wander and think about the value of life for 50 count. L: Monks are immune. Barbarian beserk does not count towards their normal beserk. EXTENSION T: Neutral. I: Say "Extension" loudly prior to starting spell. E: Doubles range of spell for one use. If spell has no range; gives spell a 20-ft range. PLANT DEATH T: Spell. M: Tree or plant/ Rope I: repeat 5x "Open up to receive your fate As this your final breath to take" R: 20 ft. E: The tree or plant dies, ejects any Druid inside without killing him/her. After finishing spell, Anti-Druid ties a rope around tree to signify the tree being dead. Druids can heal the dead tree and cut rope to revive it. PROTECTION FROM CURE T: Enchantment. M: Grey cloth. I: Touch person, repeat 5x "I protect thee from cure", tie cloth onto person. E: Person/Monster is immune to any form of cure. PROTECTION FROM ICE T: Enchantment. M: Grey cloth. I: Hold cloth in left hand, repeat 10x "Proctection from the element of ice", tie cloth on person. E: Protects against all forms of ice including iceball and other forms of Anti-Druid ice magic. 4th Level - (Anti-Druid of the Inner Circle) _______________________________________ CALL COMBUSTION T: Spell I: Raise both hands, and repeat 3x "(person), I call for your combustion." R: 20 Ft. E: Person explodes on the spot. Ashes are found later. Nice effect! COMMUNE WITH ENTROPY T: Spell. M: Rope (on some occations). I: Sit in cross legged position. Say loudly five times "Commune with entropy (number)". After that, with a smile on your face (only time you can smile beyond third level), simply repeat "Commune with entropy." E: Communing with entropy brings about a higher rate of age and decay, affecting all nature and creatures alike (including teamates.) Within the first 20'Ft radius from Anti-Druid, a creature is wounded or protects lost. Armor does count here as it does not protect against entropy. If a creature approaches in the 10'Ft radius to Anti-Druid, death occurs. Make sure to tie ropes around any trees or plants in inner 10'Ft radius, to show they decayed and died from entropy. L: Must be humming or chanting (Commune with entropy), and cannot be holding a weapon or spell is broken. Cannot be closer than 50 Ft to base or flag. Magic will not work against an Anti-Druid do to the effects of entropy. An Assasin, Archer, etc, could use a projectile weapon that would survive bombardment of entropy (dagger, metal arrow, etc) and attack from outside the entropy 20'Ft. Radius. ICEWALL T: Enchantment M: White cloth 10' long, small white pebbles or rocks, white glitter. I: Lay cloth in straight line, raise hands, repeat 5x "By the power of entropy, I call forth an ice wall". Sprinkle white glitter. E: Creates a 10' x 10' impassible wall of ice. Anyone not protected who touches or crosses it will freeze and then shatter. (like liquid nitrogen) L: Can be dispelled by a dispel magic. Wall will stop missile weapons but not spells. NUKE T: Spell. I: Repeat 3x "By the power of entropy, I nuke that (object)". R: 20 Ft. E: Object's atoms instantly split, causing a small nuclear explosion, not to mention a small mushroom cloud. (Wielder of object may throw self back due to blast, but this is optional.) L: May only be repaired by dispel magic. Does not effect bases, relics, game items, or enchanted shields. SHUT UP T: Enchantment. M: 25' measure, markers for 25' radius. I: Set up markers, stand in middle with both hands above head and repeat 5x "I don't want to hear any sound, Speech, or noise in this place". E: NO speech(talking), or spell casting is allowed in the spell's radius. L: May be dispelled. TWIN SKIN T: Enchantment. M: Person, black cloth, mirror. I: Touch person with mirror, repeat 5x "By the power of entropy, your skin their skin. Your pain, their pain." E: Corsician twin theory in that when the wearer of the "Twin Skin"is hit, the attacker receives the same hit. If user of twin skin is hit in armored area, the attacker is not hurt. However, if the wearer of twin skin is hit by an armored attacker, the same area will still be effected on attacker. Armor does not add in for the attacker. (perfect for newbies) L: Can't be used with other armor, shield can be used. In the case of the attacker, a hit on wearer of twin skin is not mutual when attacker has a magical form of protection. However, protection will be exhausted as if it were a physical attack with each attack on twin skin user. 5th Level - (Anti-Druid of the Outer Circle) ______________________________________ CREATE MUD T: Spell. M: Some dirt and simply adding water. I: Anti-Druid recites: "Wasting of the fluid we need Seems as clear as mud to me." E: A pool of mud is created proportional to how much water is wasted. L: Though many types of sand and dirt can be used, this does not work well with gravel, concrete, or anything besides dirt. FLESH TO SLUDGE T: Spell. M: Orange padded "Sludge" ball. I: Hold ball in left hand, repeat 5x "Sludgify". E: Person is turned to sludge. L: Spell stays in effect until a dispel magic, Sludge to Stone is cast, or a Heal spell is performed twice on victum. If the ball hits the Shield of Reflection, the Anti-Druid is turned into a Druid, just kidding, actually sludge. Barbarians are immune. PASS STUMP T: Enchantment. M: Dead tree, or one symbolically dead with rope around it from the Commune with Entropy or Plant Death actions. Arriving tree (dead or symbolically dead tree are once again needed. ) I: Repeat 5x "Pass stump", Repeat 5x "Arriving" E: Anti-Druid is transported from one dead tree to another dead tree within game boundaries. Anti-Druid may not be harmed during transfer. L: Must have location in mind, must tell reeve is asked. Must go straight to destination unless being watched ot follwed, then may take roundabout path. RUSTBLADE T: Enchantment. M: Red (or rust colored) cloth. Edged weapon (blue or red). Sand or glitter I: Tie cloth to weapon, repeat 10x "Rustblade", sprinkle sand or glitter over weapon. E: Sword or weapon when coming in contact with a weapon or shield with magical powers will negate and powers of that magical weapon or shield till recharged. The former magical weapon or shield becomes drained of magic contained, and becomes a normal weapon or shield. L: Due to the fact that it is a weak rusty blade, the rustblade will shatter after the third hit. Rustblade with not work against relics or game items SLUDGE TO STONE T: Spell. I: Hold left hand in air, repeat 10x "Sludge to Stone", touch victum. E: Person is no longer sludge, but now stone. 6th Level - (Anti-Druid) _______________________ BRAIN DEAD T: Spell. I: Repeat 3x "By the power of my mind, your mind is null and void." R: 50 Ft. E: Victum may not cast spells or use any abilities of their class, except fighting (priveval instinct). L: Death or Dispel magic removes effect. DEATHLY SPEED T: Enchantment. M: Any cloth with stripes on it. Color doesn't matter. I: Tie cloth on self, repeat 3x "I tire of the word entropy, please let me say death" E: After months of having to say the word "Entropy" in spells and enchantments, the Anti-Druid is given grace to use the word "death" in the place of "entropy". (No more tongue twisters.) DEGENERATE T: Enchantment. M: Dead person, orange cloth. I: Anti-Druid ties the orange cloth on finger and charges Degeneration by saying "Before you go to the realm of death, I calm decay from your living breath. I'll magnify your time dead by thrice, Now return to the land of silence." Touch already dead player with finger. E: Victum's time in Nirvana is now increased to 900 count. CALL OF THE WORMS T: Spell. I: Point at victum, repeat 5x "May worms do the rest". R: 50Ft. E: Person dies from worms. (Gruesome picture spared) L: Monks are immune. ICE TRAP T: Enchantment. M: 10' diameter white cloth, white pebbles or white glitter. I: Lay cloth, repeat 5x "By the power of entropy and the cold of the death I protect this area from intrusion". Spinkle glitter/pebbles. E: Anyone not protected who enters will be frozen and then shattered. L: May be dispelled, does not affect Paladins or Anti-Paladins. SUMMON METEOR T: Spell M: Two Daggers lifted skywards. I: Anti-Druid repeats: "Accross the cold black starry night I catch the mighty comet's flight Wristing, controlling of its tail Guilding, Falling Amounst the gale. Now through heaven and sky we see It Strikes it's target. which is ..... " > S Q U I S H ! < E: Anti-Druid is smashed instantly after an impressive display of fire and force when the meteor streaks to the grounds, hitting the very Anti-Druid that was trying to summon the meteor. Only the legs sticking up in the air from underneath the large meteor are the only things seen of the mighty Anti-Druid. L: Strangely only effects Anti-Druid, though anyone in a 20'ft radius are blown away from the impact site of the meteor (similar to a "Shove" spell). Seems the Anti-Druid wanted to demostrate a masterful way to contribute himself to the cause of entrophy.