1-5. With a great reverberation, the druid takes a -1d3 penalty to all his rolls for the next 1d12 hours, stunned by Taranis's potency. He can perform one of the methods below to end it immediately, whether a deed, a sacrifice, or a high sacrifice, though the god's point has been made, and can lead to a clearing or rain, out of the sky.
6-11. As storms can cover for a time, so they can knock out magical power too. The druid experiences a loss of spells he has available (50% chance for each one), possibly including his turn ability. Roll 1d8 to determine what deeds he must perform for each one to get them back.
[1] View a thunderstorm, even if seen from afar.
[2] Ride upon a chariot. If not available, then look upon a different spoked wheel.
[3] Touch an oak tree that he hasn't touched before.
[4] Come upon a fire already burning.
[5] Sit in judgement of someone.
[6] See how Taranis wishes him to deal with a conflict, whether by cutting off ties or simply cutting off a head.
[7-8] Make a minor sacrifice, such as wheels (even miniature ones), or bent and broken weapons.
12-17. A great tempest erupts within the next 1d6 turns, potentially causing much peril, lasting for the next 3d6 turns. It will be 1/4 mile in diameter per divine test result over 11. Whether it is actual weather or instead a strange rise in hostilities (an equal chance of either), it can be stopped immediately via the sacrifice of a large beast, evil folk, or a criminal, with their head then removed and properly embalmed of course. If not stopped, roll 1d6 each turn to see how those caught up in it, and whom don't have adequate shelter, are affected.
[1-2] Weather: Ominous thunder. Those outdoors or without shelter are encouraged to find cover.
Hostilities: Outraged by an overreach. Those lacking power or without allies are encouraged to find cover of their own.
[3] Weather: With a downpour, become very wet, possibly even soaked. Travel is reduced by 2d4 x10%, all rolls reduced by -1d6 until dried off.
Hostilities: In a deluge, be accused or admonished, taking -1d6 to all rolls, within what some might call a 'hostile environment'.
[4] Weather: Streams and brief rivers arise, leading to elements of one of Sequana's tests (detailed in a few weeks). Those who can't swim or move to higher ground will be swept away within 1d12 rounds, "the clarion of kingdoms doomed and drowned".
Hostilities: Groups aggregate, causing those affected to be singled out, taking -2d6 to all rolls, as well as -1d3 to saves. The feeling can become akin to dooming and drowning, and can thus also be swept away.
[5] Weather: High winds make travel impossible. There's a 25% chance of being hit by blowing or falling debris for 3d6 damage. Light structures will be toppled.
Hostilities: The intensity makes action impossible. There's a 25% chance of being hit by a hostile group of individuals for 3d6 damage. Light mental positions will be overturned.
[6] Weather; A thunderbolt strikes, causing 6d6 damage to all within the 1d12 x 5' area.
Hostilities: A ruthless melee erupts, causing all within 1d12 x 5' to take 2d6 damage for the next 1d4 rounds.
- For example, in an actual storm, one might experience getting soaked one turn, then be stuck by high winds another, hoping to avoid getting hit by lightning. Hostilities follow a similar, albeit more symbolic, pattern. Whatever happens, the insightful may realize that the god of thunder and clash can show that what's aware of these things is unaffected- the sky just is.
18+ A calamity will befall the land within the next 1d6 days unless a high sacrifice is made, affecting a 1-mile radius per divine test result over 17. At least 2d6 criminals and/or evil folk per divine test result over 17 must be burned, preferably in a large wicker man or men (with 1d4 individuals fitting inside each), and then set alight. Volunteers will do if not enough wicked ones are available. Each has a base 5% chance of escaping the inferno and potentially ruining the sacrifice. Calamities to prevent include (roll 1d4):
[1] Plague
[2] Famine
[3] Invasion
[4] Death (of the druid!)
What is more, the wicker man has a base 25% chance, plus 5% per divine test result over 18, of animating too, as some sort of blazing, screaming colossus (see Part III for stats).

