1-5. Blockages prevent flows. The druidess takes a -1d3 penalty to all her rolls for the next 1d12 hours. She can reduce it sooner by 1 for every person she helps or heals.
6-11. While a watery run may be set, one might have to move around obstacles within it. The druidess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d8 to determine what tasks she must engage in to get them back, one after another. Roll 1d8.
[1] Stand within a river.
[2] Bathe within a river.
[3] Provide divination for another. If a spell isn't available, foretell for them more mundanely.
[4] Heal another's head or torso, or otherwise relieve their fear.
[5] Heal another's arms or hands, or otherwise relieve their anger.
[6] Heal another's legs, feet, or other lower body parts, or otherwise relieve their sadness.
[7] Ride upon a boat that's shaped like a duck, or at least make another feel joyful.
[8] Give an offering, whether food, valuables, a pet, or something well-made in likeness of a body part that needs healing, cast into a river.
12-17. The closest waterway floods, perhaps filled with too many votive offerings to Sequana. It rises 1' every 1d6 turns, peaking after 4d6 hours. Those who don't reach higher ground in time might be swept away. The waters will recede after 1 day per divine test result over 11 (1-5 days), so one might need to remain on higher ground for a while. Sequana's druidesses will have to use their magical requirements that require touching the river with care (a Dexterity check). And any who might attempt to cross bridges in their chariots should be wary during that time as well. Too much flowing can cause harm, which might lead to even more votive offerings left for Sequana.
18+ Just where does the current go? Becoming more well-formed and at one with the flow, the druidess gains +1 Charisma with regards to comeliness, as well as now being able to ease the pain of a 1/4 acre of land and/or body of water, a beast, a man, a woman, or child with a touch, reducing any of their penalties and harm by 25%. She may do so up to once per day when standing in a river, plus once more per day for each time she experiences this test, along with another increase in her comeliness. She will be drawn to remain there for 1d3 days per divine test result over 17, and even have a 5% chance per day that she will decide to travel nowhere else from now on. The druidess will thus retire from adventuring and public life, only being with her close family and the waterways, acting as a minor river goddess. Once that happens, she will be able to merge with the current, fully safe and sustained as needed, especially if invaders come calling.
- Artio: bears, wilderness, hunting
- Belenus: sun, healing, light, fire
- Belisama: fire, water, crafts, wisdom- a Gaulish version of Brigid (see Volume II)
- Borvo, Glanis, and Divona: heat, water, healing springs
- Camulus: boar, ram, defensive war
- Grannus: light, healing, thermal springs
- Lugus: skill, war, harvest, oaths, sovereignty, the harvest- a Gaulish version of Lugh (see Volume II)
- Nantosuelta: home, prosperity, hearth, nature
- Nemetona: sacred groves
- Sucellos: wine, agriculture, prosperity, hammers, the underworld
- The base chance of a healing spell working for the next 1d12 days is 10% per the druidess's level.
That particular affliction or injury may return though after that time. - The base chance of a healing spell working indefinitely is 5% per the druidess's level.
That particular affliction or injury will not return- it is cured. The patient may still be afflicted by another exposure or injury of the same type though. - Using only herbs, meditation, and/or other mundane methods, rather than spells, reduces the chances of temporary and permanent healing to 2% and 1% per level respectively.
- 20% chance of the patient feeling worse the next day, suffering double any penalties he would have had if he had not been healed, but then can recover within 1d12 hours once the purgative effect transpires.
- The chances of the patient being disturbed over the costs: 75% minus (the druidess's level x 5).
- +10% per each session attempted after the first (up to 1 per every 1d6 days)
- The druidess's reaction adjustment bonus for having a high Charisma (e.g. +25% if her Charisma is 16)
- +5% if done near a river, +5% if water that is less than 4d6 hours removed from a river is used at an inland location, or +10% if done in or on a river- all doubled if it involves the actual river that is named for the goddess
- +5% if the patient weeps- most heroic Gauls would not do so in public
- +5% if the druidess offers helpful dietary advice and the patient abides by it
- +20% if done in a duck-shaped vessel
- +25% if the ailment had already been resolved for 1d12 days, but has somehow returned (per the differences in the 10% vs. 5% chances per level, above)


