Heartwood Cudgel. This club, made from that wearers have no control over which ani-
mal form they take on and cannot change
the heartwood of an oak, is a club +I- club +2 back until the enchantmentwears off.
in a druid’s hands. XP value: 500.
Upon returning to normal, the wearer re-
Mistletoe Dart. The body and tip of this gains 10%to 60% Of any lost hit points (10d6).
dart are fashioned from enchanted mistletoe. The cloak cannot be used again until 12hours
Magical armor, shields, or M g s give nobonus
protection against it; for example, a person pass.XP value: 1,000.
wearing c h i n mail +4 would have AC 5,not Druid’s Yoke. W e this item looks like an
I C 1.Darts, while not innately poisonous, ox yoke, it is small enough to fit a donkey or
human. Worn by an animal, it offers no bene-
-.an be coated with any venom. Characters fit. If fastened onto a human, demihuman, or
usually find these darts in groups of 2 to 8 humanoid, it transforms the wearer into a
full-sized ox; the yoke expands to fit. The ox
(2d4). XP value: 50 each. retains the wearer’s mind, but cannot speak
or use spells and becomes vulnerable to
Awor magic that affects normal animals. The effect
Antlered Helm. This metal-reinforced lasts as long as the yoke stays on-the wearer
can’t remove it, but a friendly humanoid can.
eather helm, adorned with a stag’s antlers, A character reverts back to normal immedi-
allows the wearer to run like a deer, with a ately after the yoke comes off. Wearers killed
base movement rate of 18. Moreover, stags in ox form die; their bodies revert back to
and deer see, hear, and smell wearers of an humanoid form once the yoke is removed.
antlered helm as if they were stags, and react
accordingly. This power makes the item very XP value: 2,000.
useful for hunting. XP value: 800. Herbmaster’s Pouch. This small Dag ot
finely woven grass keeps herbs-including
MiscelluKotls Magic herbal magical ingredients-as fresh as if
Bountiful Spade. Characterswho use this newly harvested. The -2 penalty for using
nchanted farm implement to turn over the preserved herbs to create magical herbal
brews does not apply to ingredients kept in
earth prior to planting a field receive a +3
bonus on their agriculture proficiency check an herbmaster’s pouch. XP value: 500.
for thatyear. XP value: 500. Necklace of Beast Speech. This gold
choker bears the image of a particular beast.
Cloak of the Beasts. This plain brown To determine what kind, roll on the reincar-
Joak bears patches of many different animal
skins. A character who speaks a word of com- nate table (PH,p. 235), rerolling any result
mand while wearing it instantly becomes
transformed into a random animal for ld6 thai‘s not an animal.
hours. The cloak and the person’s other cloth- Anyone who dons the device loses all
ing become part of the new form.
power of speech, except with the animal
The type of animal varies with each use of species on the necklace.The character cannot
the cloak’s power-roll ld100 on the reincar- remove the choker without a wish spell; a
carefully worded wish might allow a wearer
nate spell table (PH,p. 235), rerolling any to retain the necklace and bea
nonanimal result. The natwe of the change is regain human speech. XP value
lentical to a druidic shapechange, except
Seeds ofthe Hedge. Usually found in a weeds can move only 10 feet per round. One
leather bag or pouch, these seeds resemble turn after spending any time in the weeds,
flower or grass seeds. A pinch of hedge seed those not fully covered in armor (generally,
sprinkled on earth or grass instantly causes a anyonenot wearing plate mailorbetter) must
thorny hedge to grow. The user can decide to save vs. poison. Those who fail instantly
make this 10-foot x 10-foot x 5-foot hedge 5 develop a painful rash that lasts 2d6 days (-2
feet long, 5 feet high, or 5 feet wide. penalty to all attack rolls, as well as attribute
and proficiency checks; 4penalty if wearing
Creatures caught in the hedge’s growth or armor or tight clothing). .
trying to break through the hedge suffer 8 Weeds set ablaze do burn, producing a foul
points of damage plus additional points stench that lasts 2d6 turns (equivalent to a
equal to their Armor Class (excluding Dexter- sfinkingcZoud spell over the field) and leaves a
ity adjustments). It takes two turns to safely residual unpleasant smell for 2d6 days. Fur-
cut through each 5-foot thickness.Normal fire thermore, the black ash left behind poisons
does not harm it, but magical fire sets it the field so nothing will grow there for 2d6
ablaze in one turn, creating a temporary wall years. Uprooting the weeds manually
of@ effect (as if castby a 9th-level wizard) of requires 100people working for a week, due
the same size. One bag of seeds sows three to the weeds’ fast growth. XP value: 0.
hedges.XP value: 600.
Seeds of Plenty. An ample sack holds ~ ~ d g - Serpent Seeds. Normally available in a
ical seeds of the crop most important to local packet of ld3 seeds, a serpent seed springs up
farmers-ough to sow a single large field. into a 20-foot tree one round after being
The only thing unusual about the seed is that planted in an inch of dirt,watered, and told to
it radiates magic (noticeable if a character grow in the druids’secrrrt language.A serpent
checks). Fields sown with this seed produce tree has no branches; its limbs are ld8 brown
superior crops: exceptionally large plants that serpents with green eyes, barklike skin, and
prove resistant to disease. wooden fangs dripping with poisonous white
Seeds ofplenty double a normal harvest, sap.
inaeasing a typical farm family’s income 50% While the tree cannot move, its branches
to 100% for the year. Furthermore, products can reach out up to 20 feet and follow the
made from the crop are superior. Porridge or druid’s orders. Each serpent-branch‘s bite is
bread made from a grain harvest prove espe- poisonous. A person who fails to save vs. poi-
aally tasty and nutritious;clothes made from son becomes incapacitated within one turn;
flax crops have exceptionally high quality; the characterdoes not die, but slowly becomes
and so on. For this reason, a known sack of transformed into a ”serpent of the tree,” a
seeds ofplenty sells for up to 2,000 gp. nonpoisonous version of the branch-snakes.
XP value: 200 per sack. Despite its barky appearance, this new
creature resembles nonpoisonous snakes of
Seeds of Doom. A sack holding these seeds the region in appetite and attacks. While ser-
appears identical to one filled with seeds of pents of the tree are not attached to the ser-
plenty. However, sowing a field with these pent tree, they remain subject to the druid‘s
seeds leads to disaster. The night after the orders,just like the treeitself.
planting, a dense field of noxious weeds A victim can be restored with a cure serious
springs up, each weed 5 to 7 feet high. Any- munds or heaZ spell administered within one
one less than giant size passing through the day of the bite. On the second day, the trans-
formation to a serpent of the tree is nearly party adds20%to the group’s chanceof b m -
complete; only a wish can return the victim to ing lost, in any terrain. (See Table 81 in the
DMG, p. 128.)Furthermorn, twochecksinstead
normal then. of thenormalone=needed, oneforeachhalf-
The serpent tree remains permanently day’s travel. The stone affectsonly characters
he= planted and stays loyal to its maker as
travelingon the ground. XP value: 0.
as it exists. XP value: 1O, OOper seed.
S w a m Queen’s Crown. This dread item
I resembles a gold tiara set with a piece of
amber encasing an insect-usually a queen
$erpent tree: Int Low (5); AL N; AC 6; MV 0; bee. The crownhas a value of 2,OOO gp.
i HD 6+6; THACO 15;#AT l/limb; D m g ld4/
limb; SA poison changes victims into ser- With a command word, a user’s body mu-
~ tates into a humanshaped mass of stinging,
i pents of the tme; ML 8; SZ H; XP 875. venomous wasps, bees,and spiders: a minia-
Serpentofthe tree:Int Animal(1); AL N;AC5; ture, living creeping doom. The user’s new
MV 81;5s;zHsD(52+ft.)1;; THACO 19; #AT 1;Dmg 1; “body” contains 10insectsper hit point. For
ML Xp90.
example, a character with 10hit points be-
Stone of Lost Ways. This pebble might be comesa m a s of 100insects.
mistaken for any other magical stone. How-
ever, thosewho carry it through trackless wil- The user attacksby touching someone (a
demess (not following a mad or path) increase normal attack roll). After a hit, the user
theirchancesofbecominghapelessylost.Hav- decides how many insects sting or bite the
(ng a character with a stone of lost ways in a
victim. Either 10,20, or 30 insectsmay swarm tional herb lore, which enables them to pro-
over a victim per attack; for every 10insects duce magical herbal brews. Druids who de-
that hit, the victim loses ldlO hit points, and vote at least three slots to the herbalism profi-
the wearer of the crown loses 1hp-each ciency can create these brews.
insect dies after its attack. So, a character may
inflictup to 3d10points of damage per attack An herbal brew is a concoction of several
at the cost of 3 hp. herbs (and sometimes fungi or treebark) that
produces exotic effects. The name of a brew
While in insect form, the user has a move of does not refer to the herbs in it, but to its
3, but can climb walls and ceilings. The user effects. Herbal brews require no magical
cannot employ any weapons, spells, magical plants; power comes from the combination of
items, tools, or armor. The swarm, which has herbs and the secret techniques herbalist
AC 0, suffers no damage from piercing weap druidsuse in each stage of preparation.
o m (E)', 1point of damage fromslashing weap
ons (S), and half damage from bludgeoning Louting the Herbs
weapons (8).Magical bonuses and fireinflict Finding an herbal brew's ingredients re-
full damage. Every point of damage to the
wearer kills 10insects.The user remainstrans- quires first locating the right place to look.
formed as long as desired, but the crowncan The druid must search in the proper terrain
for the time indicated in the brew's listing
be used only once per day. XI' value: 4,000. (starlingon p. 105). Then, make an herbalism
profiaency check, applying the brew's search
Treeship. A living tree shaped like a cur- modifier and a -4 penalty for snow-covered
ground or d a r h m , if applicable.
rach (PH,p. n),a treeship unites the magic of
Success means the druid locates enough
druids and the craftsmanship of elves. The herbs to produce one brew; failm means the
mast is a magical tree, from which hang character finds none. In either case, addi-
branchlike rigging and leaf-sails. The roots tional searches may be made, though a druid
form the hull's ribs, covered by thick bark really should search only once per square
instead of hide. A ship carries up to eight mile of appropriateterrain.Repeatedsearches
people and 5 tons of cargo. While the vessel of an area carry a cumulative -2 penalty-
cannot sail by itself, a crew finds it quite sea-
worthy and swift (seaworthiness 80%, base t h e may be nothing there to h d !
nlove 3 / 6 ,emergencymove 12).
Treeships can sail only in freshwater lakes,
Livers,and seas; salt water poisons them
within a week. When beached on grass or soil
(not sand) for more than a week, they grow
additional roots into the soil and require ld6
days of pruning to become seaworthy again.
XP value: 6,000.
Herbal Magic
A character with the herbalist proficiency
may use herbs as an adjunct to the healing
skill, as explained in Chapter 5 of the PH
(p. 59). However, some druids possess excep
Druidic Magic 103
1
Preserving Herbal Ingmdients Types of H e w Brews f
Most herbs work best while fresh, but
The next several pages offer descriptions of I
druids may wish to store some for future use various herbal brews. Feel free to create new
rather than immediately turning them into ones for your own druid characters.
brews. Preserving ingredientsby drying,
powdening, and packing the herbs takes six Eachbrew entry includes these details:
hours per set of ingredients (enough for one
brew) qnd requires a successful herbalism Terrain tells where to find ingredients for
check. the brew, as well as any special notes (gather
only at night, etc.).
The DM makes this roll, informing the
player whether the ingredients have spoiled Search TiieAIodifier indicateshow many
only when the druid tries to use them in a hours a druid must search for the brew's
brew. A successfulroll ensures the herbs stay ingredients and offers a modifier to the herb-
fresh w w e in a waterproof container. Failure alism proficiency check that determines
indicates they will spoil in ld6 days. whether the druid finds them.
%kingan Herbal Brew Preparation Time/Modifier suggests how
To crgate an herbal brew, the druid must many hours it takes the druid to prepare the
brew and offers a modifier to the herbalism
have the appropriate ingredients, either fresh proficiency check needed for successful brew-
or preserved. The brewing process requires a ing.
quiet place that fosters deep concentration.It
involves both physical work (chopping and Application tells how to apply the brew:
cleaning herbs, mixing the ingredientsin either as a tea, ointment, poultice, or vapor.
proper ~portionss, teaming them, etc.) and rit-
ual gestures and prayer. As with granted A tea consistsof a mix of broken or crushed
powers and spells, if the druid has not re- dried herbs infused into water. The rules for
mained faithful to the Order, the herbs fail to drinking potions apply to herbal teas, which
take on their magical properties. keep indefinitely in dry form.
After preparing the concoction as long as An ointment is a brew mixed with lard,
the brew's description requires, the druid beeswax, lanolin,or another similar base and
rolls another herbalism proficiency check, rubbed onto skin. Treat it as a magical oil.
using the modifiers shown. In addition, a -2
modifiet applies if the druid used preserved A poultice consists of a damp herbal brew
rather tfian fresh herbs. A successful check bandaged onto a wound or area of skin. The
means tihe druid creates the brew. Failure contents of the poultice soaks into the skin
means the druid ruins the ingredients; a roll gradually. Applying a poultice takes two
of 19or 20 always fails. rounds; it can be applied only to an unresist-
ing or grappled subject.
A druid with several sets of ingredientsfor
the same herbal brew may mix multiple A vapor, a mixture intended to be inhaled
batches at the same time. If the final profi- rather thandrunk, usuallyaffectsan area. The
ciency check succeeds, the druid concocts all dry ingredients must be stirred into boiling
the batches; if it fails, the ingredientsall go to water so the brew's recipient can breathe in
waste. the steam. Administration requires two
rounds and a source of hot water.
Effects describes what the brew does.
Save explainswhat kind of saving throw, if
any, can resist the brew's effects. Most saving
throws are against P O ' S O ~
not actually deadlwi-..:*. ,.
104 Chapter rive
1
Preparation TmeiModifie~2/-1
Application:Ointment
Effects: This ointment strongly repels in-
sects. Anyone covered head to foot in it re-
mains unaffected by normal insects, even
#hosesummoned by spells such as creeping
doom and insect plague. Giant insectsstill may
attack the character, but do so at a -3 penalty,
due to their revulsion.
Save: None
Darkweed
Terrain:Desert oasis
Search TieModifier: 6/-2
Preparation TimelModifieE 10/-4
Application: Ointment
Effects: A character who smears this oint-
ment over both eyes becomes blind within
Fiendflower Hushthorn
Terrain: Deep forest or jungle Terrain:Forests at night
Search TielModifier: 12/-4 Search TimelModifier,4 / 3
Preparation TimelModifier: 8/-3 Preparation TimelModifier:4/-3
Application: Tea Application: Tea
Effects:Characters who drink this bitter tea Effects:This tea causes drinkers to fall into
see horrifying visions that drive them tem- a deep, natural sleep, from which they cannot
porarily mad. After ld20 turns, drinkers suf- be awakened for 2d10+13hours.
$eran episode of 2d6 minutes, during which Save: Neg. if save vs. poison
.hey turn enraged, violent, and homicidal;
Snakesalve
;ucha PC should be played by the DM. After- Terrain:Jungle
Search TimelModifier:6/-1
ward, drinkers cannot recall what happened Preparation TimeModifier:2/-1
luring the episode, which recurs once per Application: Poultice
lay (at irregular intervals) for the next 2d4 Effeck If applied to a living snake-bitevic-
days. A neutralize poison spell endsfiend-
~owei's effects. tim, this poultice neutralizes the poison.
Save: None
Save: Neg. if save vs. spell
Springbeny
Ghostroot Terrain: Moonlit springmeadows
Terrain:Old graveyardsat night Search TimelModifier:8/-3
Search TiieModifier:8/-4 Preparation TieIModifier: 8/-7
Preparation TielModifier: 4/45 Application: Tea
Application: Vapor Effects:Within an hour of drinking the tea,
Effects: This mixture's luminous vapors
characters fall in love with the first person of
repel undead. Any undead attempting to the opposite sex they see. The drinkers, while
draw near must save vs. spell. Failure pre- not charmed, act besotted and devoteall efforts
vents them from approaching within 10feet to wooing their love. The effects last for 2d4
of the steamingbrew. Success allows them to days unless a player rolled a 20 on the save; in
ignore its effects; once they save, they remain that case they are permanent.
immune to the brew for the rest of the day.
The vapors last for one turn. Save: Neg. if save vs. spell
Save: Neg. if save vs. spell Wintersalve
Terrain: Mountain slopes ur rundra
Nevermind Search TimeModifier:6/-3
Terrain:Forest clearingsor caverns Preparation T i e l M d i e r : 6/-3
Search TimelModifier:8/-3 Application: Ointment
Preparation TimelModifier:8/-7 Effects:This ointment, when smeared over
Application: Tea
Effects: Characters develop amnesia one exposed body parts, provides the same pro-
tection against cold that a heavy fur coat
ninute after drinking this tea, permanently would, but without the encumbrance. Com-
orgettingall events since they last slept. bined with winter clothing, it allows for sur-
vival below zero and gives a +1 bonus to sav-
Save: Seg. if Save vs. spell ' ing throws against cold-based attacks.
.. : Save: None
106 Chapter Fwe
I II CHAPTER
I
Sacred Groves
I When not adventuring, druids prefer to efforts of generations of druids. For example,
the trees in a woodland grove may form con-
live near a sacred grove and worship there as centric circles, the outermost layer reserved
well. While the term ”sacred grove” usually for the largest, most anaent trees.
calls to mind a stand of trees within a forest,
here it refersto any sacred place where druids Often the trees in a sacred grove are of an
worship Nature. All sacred groves are places unusual size or a type distinct from others in
of great naturalbeauty-andsometimesmag- the wood. For example, a sacred grove in a
ical power. Areas with a history of druidic birch forest might have many oaks. Their
veneration tend to acquire wondrous abilities branches may even entwine to form natural
from their prolonged contact with druidic arches to welcome visitors. In more open ter-
magic and rites. rains, sacred groves may surround them-
selves with high, thorny hedges or even a
Sometimes several druids share a single river. Some groves have artificial borders,
such as an outer ring of standing stones. A
sacred grove. This arrangement enables them few are small islands.
to take turnsadventuring or traveling, leav-
A Clearing
ing someone always on hand to protect and A quiet place of meditation blanketed with
tend the grove. Druids occupying a sacred
grove singly have to arrange for its safety soft moss or grass lies in the center of the
before departing: setting various wards and grove. Druids prefer groves carpeted with
traps, or arranging for allies to protect it in soft ground cover that encourages dancing
h e druid’s absence. over a floor of simple dirt or stone.
Features of a Sacred Grove Source of Water
A spring, well, brook, or p l (often fed by
Each branch of the druidic order prefers
certain sites for sacred groves. These include a waterfall) provides the grove with pure,
the woodland groves of the forest druids,the drinkable water. Druids use this water in
oases of the desert druid, the fungus-rich their rituals and in their day-to-day life as
caves of the gray druid, and so on. In nearly well. Some druids prefer still water to a brook
every case, the overriding requirementis that or spring, since the quiet water is less dis-
the sacred grove possess a natural splendor. tracting during meditation and can prove
This splendor may range from the stark useful in divination.
grandeur of a ring of standing stones atop a
hill on a windswept moor to the gardenliie Central Feature
beauty of a tended fomt glade.
A commanding structure-perhaps the
A sacred grove is typically between 60 feet source of water-acts as a natural altar in the
and 360 feet across (6d6x 10feet). Besidesthe grove or as a focus for worship. Other com-
expected grass, undergrowth, bushes, trees, mon central features include a single great
or other local features, desirable groves share tree, a standing stone, or a fairy ring (a circle
certain elemen of toadstools or other fungi). These and other
features sometimes possess magical powers,
Distinct Boundaries detailed in a later section.
Sacred groves reveal themselves readily to
those who know what to look for. A grove’s
boundary markers often result from the
Native Animals stakes, poisonous spiders, or snakes). Druids
An owl lives in a grove‘s great tree, a snake of at least 5thlevel use the snare spell liberally,
as its defenses remain fixed until triggered.
dwells under a stone-the druid is never Using plant growth to set up permanent dense
really alone in a sacred grove. The place feels barriersaroundthe grove is a very good strat-
alive in every sense, and druids usually be- egy, especially if a druid plans to lace the
friend a grove’s inhabitants. obvious paths through these barriers with
traps and snares,leaving only one or two con-
LMng Quarters ceded ”safe” passages.
While the druid and any servanb or r d y
If enemies are on their way, the druid should
members rarely live within the sacred grove strive to prevent them from using fireto dam-
proper,home lies not far away. A forest druid, age the grove. Controlling weather to create a
for instance, generally has a stone, log, or sod rainstorm before foes even reach the grove
cottage within a mile of the grove, with a veg- keeps the enemy miserableandstopsthe grass,
etable and herb garden, and perhaps a few bushes, and wood from igniting.Of course,one
domestic animals. of the best ways a druid can defend a grove is
to discover potential enemies and strikebefore
Stewardship they even reach the sacred natural site. (Spp
”Eyes in the Wddemess,” Chapter 4.)
Although druids do not claim to ”own”
sacred groves, they take responsibility for Tending the Crove
them very seriously. The druid associated While safeguarding the grove remains
with a grove normally goes by the title of
steward, keeper, or caretaker. Stewardship of most important, stewards must not neglect
a sacred grove is traditional Keepers always regular care. This day-to-day work involves
designatetheir successors. tending the plants and animals in the grove,
talking to them, and dealing with illnesses or
Guards and Wards parasites that might appear. In addition, if a
The steward of a sacred grove is first and druid prefers a gardenlike appearance to a
wild one, the steward cleans up loose
foremost responsible for the grove’s safety, branches, prunes trees and bushes, and so on.
especially if the grove has ”awakened” with Druids should devote 12days per month to
magical powers (explained later in this chap this job, or about three days per week. If a
ter) or if beings such as dryads live there. druid fails in this duty, the DM can assume
Therefore, druids devote considerable effort the sacred grove’s health and appearance
to protecting a sacred g r o v e i n some cases, deteriorates (as does the magic of awakened
through secrecy. Only a few trustworthy groves, lesser powers first). Deterioration is
people and creatures know the grove’s loca- immediately obvious to any visiting druid.
tion. A druid obscures the pathway to the
grove, while hallucinatoyforest spells and Several druids may use the same sacred
better-cleared false trails twist away from it, grove as a place of worship, sharing the work
leading a searcher astray. detailed above, but only one is its steward;
the others usually consider themselves the
More active defenses include pits covered sacred grove’s tenders. By tradition, if the
with branches and leaves (perhaps sharp keeper dies or retires, one of the tenders takes
over the stewardship.
It is considered a crime for one druid in the more serious defilementof a sacred g r o v e
Order to forcibly displace another from a depends on the offender‘smotives, the dam-
stewardship.Suchan incident, when reported age, and the druid’s inclination.If a cruel wii-
to the great druid, constitutesgrounds for the ard damaged a sacred grove with afirebull in
ban. In response, several druids will join an attack on the steward, the druid would
together to expel the offender from the grove, think death a proper punishment- prefer-
finding a more suitable replacement-the
original steward, if that druid did not die in ably death by fire. O n the other hand, if a
the grove’s defense.
careless toddler did the same damageby acci-
An exception is allowed when a druid’s dentally setting fire to the grove, the druid
negligence results in the deterioration or seeks a more suitable punishment: kidnaping
defilement of a sacred grove. In this case, an the child to raise as a druid. Thus the child
inner arcle druid or the great druid appoints devotes a lifetime to atonement.
a new keeper for the grove. It becomesthat
druid’s responsibility to reclaim the grove, by Note that there is no law against folk enter-
force if necessary, from its inept steward. ing the grove. While some druids keep visi-
tors away, others welcome people and ani-
Grove Law mals who come to admire the grove or wor-
Druids, far stricter about protecting their ship, and even shelter needy travelers. Simi-
larly, the steward may allow visitors to collect
sacred groves than any other wildernessarea, fallen deadwood, fruits, nuts, and berries.
have established a law to safeguard these spe- Since druids usually can speak with the ani-
cial sites. The following points make up the mals, plants, and (sometimes) stones in their
law of the grove, upheld by all except the grove, they can determine easily how a ne,.-
steward and those with special dispensation son acquired suspiciousbounty.
from the steward
Becoming a Steward
No trees or plants within the grove may A druid player character can acquire stew-
be harmed, cut, or pruned. N o one may pick
or cut branches, berries, nuts, or fruit, either; ardship of a sacred grove in four ways:
visitors can eat or otherwise use only that First, the keeper of a grove might nominate
which has fallen to the ground.
the PC to become the successor to the stew-
N o one may fight within the grove. ardship. This tactic allows the PC to take over
N o bird or animal withii a sacred grove when the existing steward dies, disappears,
or deadesnot to care for the grove any longer.
may be harmed. If a hunted mature flee into The successor must have the current stew-
ard’s trust and respect, and usually has spent
the grove, hunters must break off the chase; time worshiping in the grove and tending it
they cannot shoot at the beast from outside under supervision.Most of all, the nominee
the grove once it enters. must prove worthy to defend the grove. If the
grove has magic, the character should have
N o one may fishin the waters of a grove, mached at least 7th level to deserve consider-
ation. However, young sacred groves lacking
nor foul thee waters in any way. magic often receive the protection of lower-
None may light a fire within a grove’s level druids.
bounds-not even tinder or a pipe. Second, a player character can find an aban-
The maximumpenaltyfor violating the law doned sacred grove and reclaimit. Sometimes
of the grove is death, though a druid may
apply a lesser penalty in certain cases. The
punishment for violating these rules-or for
110 Chaptersix
a powerful monster or other foe eliminates
both the steward of a sacred grove and the
chosen successor. Such groves often are
cursed, haunted by undead, or frequented by
local monsters. But a druid who overcomes
these obstacles and reclaimsthe grove proves
worthy of the stewardship.
Third, a stewardshipmay come with a title,
although this practice varies fromcircle to
circle. For instance, a circle may award the
responsibility for certain sacred groves to its
archdruids or great druid, and-unlike a nor-
mal grove-this stewardship changes hands
as new druids assume the high ranks. At the
DMs discretion, the world might even hold a
wondrous “high sacred grove”- the respon-
sibility of the Grand Lhuid.
Fourth, a PC can find a virgin grove site
and sanctify it. Virgin groves match the phys-
ical requirements listed earlier for a sacred
As druids worship there over the years, a LesserMagidGnwes
sacred grove tends to absorb power from the An enchanted lesser sacred grove always
ritualsdbecoming a holier place. If druids con-
sistently venerate a grove, it may awaken to radiates magic, although never good or evil.
the magical powers described earlier. Vener- It has the following properties:
ating a grove means that druids (not neces-
jarily just the one who sanctified it) pray and Druids entering the grove feel a watching
meditate there on a regular basis. Further- presence and a sense of power. For every
more, the druid appointed the grove’s stew- three rounds they spend within its bound-
ard must faithfulIy tend it. aries they learn one power of the sacred
grove, through a vision or infuition.
A sahctified sacred grove actively visited
and tedded for sevenyearshas a chancetogain All druids receive a +1bonus to saving
magicalpowers. This timeneednotbe contigu- throws vs. spell, death magic, and wands
ous-that is, a sacred grove can be active for while within a lesser magical grove. The
five yeps, then abandoned, then active for grove’s stewardleceives a +2 bonus.
another two years. After the seven years have
All in the grove are rendered immune to
passeditheDM beginsrolling ldlOeach spring.
magicalfearwhile within it.
On a roll of 10, the grove ”awakens.” Awak-
ened groves gain the basic powers of a lesser Dig spellsnever work withina grove.
s a d p v e and a special ability (Table 3).
Natural (nonmagical) lightning never
Sacred groves with a long history of dru- strikes trees or beings in the grove.
.dic use become the most potent, their power
slowly increasing over the ages as a result of Evil enchanted creaturescannot enter the
continued exposure to druidic magic. For
every seven years an awakened grove re- grove unless it has been defiled. (See ”Defiled
mains active, it has a further 10% chance of
gaining additional powers, to a maximum of and Cursed Groves” in this chapter.)
In addition to these abilities, lesser magical
six powers. Roll on Table 3 at each success,
sacred groves may possess other powers. To
rerolling duplicatedpowers.
A lesser magical sacred grove becomes a quickly create a grove the P C s might stumble
upon while adventuring, the DM first decides
greater grove only through millennia of use
how many lesser powers the grove has
by druids or direct divine intervention. DMs
(chooses or rolls 2d4-2). Then, the DM selects
may assume a 10%chance of gaining greater
grove status (and ld4 such powers) per thou- the powers from Table 3 or rolls ldlO to pick
sand years of veneration by druid- from the table randomly. (Descriptions of the
powers follow.)
Magical Sacred Groves
TABL3E:Lesser Grove Powers
Not all sacred groves have magical powers,
but many of them do. A grove may have been d10 Power
innately magical since the creation of the 1 Awakened plants
world or have gained its magic through an 2 Bountiful
unusual event, such as a visit by a deity, the 3 Control temperature
birth of a unicorn, or a dryad or nymph’s 4 Faerie fire
long-time residencein the grove. 5 Healing
6 prophecy
7 Protectiveaura
8 still winds
9 Sweet water
10 Special
Awakened Plants. The grove's magic has remains the DM's decision, but it should
"awakened" ld3 10-foot-square patches of never contain more information than would
weeds, creepers, or bushes with semi- come to light using a properly cast commune
intelligence, 4 Hit Dice, AC 10, and the ability with nature spell. The portent usually warns
to attack as an entangle spell. They will act to of danger or hints at a task Nature wishes the
protect themselves and defend the grove. druid to perform.
Bountiful. If the sacred grove contains
plants that produce edible fruit, nuts, or Protective Aura. Any creature but a druid,
berries, 3d6+20 enchanted examples sprout dryad, or nymph who sees the grove must
each spring along with the usual crop. The save vs. spell. Those who fail perceive the
magic fruit, nuts, or berries-the largest and
most healthy of their sped-onfer the ben- grove as nothing other thana normal clearing
efits of a goodberry spell's products on the
characters who eat them. Once picked, no (or the like) until they are led into it. The
more will grow until the following year. sacred grove also generates a continual pro-
Control Temperature. Any Nature wor- tective field similar to protectionfromevil, 10'
shiper in the grove may make a grove's tem- radius, except it covers the entire grove and
perature rise or fall within 30 degrees. This has the powers of both protecturnfromml and
protectionfromgood spells.
ability, possible once per day, affects the
entire grove. Arctic or desert groves com- Still Winds. Worshipers of Nature in the
monly feature this power, which enables sacred grove (even nonpriests) can cause
those in the grove to survive brief climatic winds to calm for up to one turnper level, as
extremes, especially combined with the long as they concentrate on maintaining this
power to still winds (below). power. Triple the duration when a druid
Faerie Fire. A Nature worshiper (even a invokes it. This power, possible once per day,
nonpriest) may cause afm'efire luminanceto is quite common in desert, mountain, and arc-
appear, centeredon the character or upon any tic groves, as it protects the sacred grove and
of the trees, rocks, or standing stones in the those in it from sandstorms, tornadoes, or
grove. Thefaeriefire, which lasts one turnper snowstomw, and the like.
level of the caller, can be summoned once per
person in a given day. Faeriefire that druids Sweet Water. Water from a source within
call endures for two turns per level of the the grove or dew gathered from the grass in
druid the area has the properties of sweet water, but
when loses these special properties as soon as it is
grove, its duration triples. removed from the site.
Healing. Beings of neutral alignment or
those allied to the druid may heal wounds at Special. The DM can create a power associ-
twice the rate of natural healing while in the
magical sacred grove. Healing-related spells or beehive from which a druid could call an
produce the maximum benefits; for instance, insect plague once per day, while a swamp
cure light wounds restores 8 points of damage. druid's grove could feature a patch of firm
Prophecy. A druid who spends the night ground that turnssuddenly to quicksandlike
sleeping in the grove may receive a magical mud (asin a rock to mud spell).
portent in a dream concerning the past, pre-
sent, or future. The nature of the prophecy A greater magical sacred grove possesses
exceptional enchantments. Each domain
Saued Groves 113
includes fewer than a score of such groves, Intelligence does not increase. Also, casting
most of which fall under the control of druids animal summoning calls a 50% greater number
of 12thor higher level. (or Hit Dice) of animals than usual.
A greater grove has all the basic powers of Concealment. All mobile beings (not nor-
he lesser grove, mentioned earlier. In addi-
tion, druids who sleep overnight in the grove malplants) withinthe grove when this power
before praying for spells receive an extra is invoked become invisible for three turnsper
spell.Thus,a druid who choosestwo 1st-and level of the druid or until they leave the
grove. This power, possible once a day, ceases
one 2nd-level spell receives another 1st- or to conceal anyonewho attacks.
2nd-level spell ofthe DMs choice.
Earthpower. When druids in the sacred
A greater magical sacred grove has 2d4 grove cast a Plant or Earth Elemental sphere
lesser grove powers (rolled on Table 3) and spell within its boundaries, they double the
ld4 greater grove powers (rolled on Table 4). spell's duration, area of effect, and range.
Descriptions of the greater powers follow.
Know Alignment. A druid may know the
TABL4E Greater Grove Powers alignment of others in the sacred grove by
concentratingone round. (The druid and sub-
112 Power ject must remain in the grove during this
1 Awakened- time.) This spell-like power can be used any
2 Beastspeech number of times. Nonpriest worshipers of
3 Concealment Nature can use this power after two rounds of
4 Earthpwer concentration (and two successful Wisdom
5 Knowalignment checks), but can make only one attempt.
6 Peaceful
7 Reincarnation Peaceful. Anyone entering this grove may
8 Watersoflife notice odd sights, like predators and prey
9 scryingpool playing together. Those who make a success-
10 Magichit ful attack against another within this grove
11 Forbiddance must make a saving throw vs. wands. Attack-
12 special ers who fail suffer all the damage themselves;
the wounds they meant to inflict appear on
Awakened Tiee. A large, anaent treeliving their own bodies. If they save, they suffer
only half damage.
in the grove gains Intelligence and Wisdom
(2d6+6), the spellcastingabilify of a 3rd-level Reincarnation. If a druid's ashesor remains
druid, and the power of speech. It can use any are buried in the sacred grove, the character
two of its branchesat once like arms. It speaks becomes reincarnated (per the priest spell).
-in a deep, slow voice-in the secret lan-
guage of the druids. In combat, treat it as a The new incarnation appearswithin a mile of
*ant created by the liveoak spell. Rootsbind the grove in ld6 days.
it to the earth like a normal tree.
Waters of Life. Any source of water within
Beast Speech. Any normal or giant animal
with an Intelligence score between animal the grove has unusual healing properties.
and low can speak and understand the secret Anyone bathing in the water (maximum of
language of the druids for as long as it re- once per day per person) gains the benefit of
mains within the sacred grove. The animal's simultaneous neutralize poison, cure disease,
and cure serious m n d s spells. The water loses
all special properties outside the grove's
boundaries, however, so characters cannot
use it as a hearing potion.
1I The grove is deliberately defiled but not
destroyed. When plants begin to grow back,
Scrying pool. A source of still water within the gmve may retain some twisted vestige of
the grove, such as a pool or well, may be used its origmal power.
for divination.Once per day a druid can com-
If the druid who sanctified the grove
4mand the pool or well to actas a r+'ecting pool strays badly from the neutral alignment,
st at the druid's level. abandons the Order, or takes up the path of
1 Magic Fruit. The grove has a tree whose the Lost Druids, the grove's beauty and pow-
f it or berries have a magical effect when ers may become warped-perhaps as a wam-
e ten. In a given year, ld6 fruits ripen, each ing to the erring steward.
'th a distinct appearance to set it apart from To determine what curse has struck a par-
c mmon fruit-lustrous golden apples, for
example.The magic fruit's effects are equiva- ticular sacred grove, the DM may roll on
lent to one of the following:
Table 5. A druid who discovers a cursed
Potion of animal control
Potion of heroism grove nearly always tries to find a way to lift
Potion of longmity
Potion aftreasureflnding the curse and ultimately resanctify the land.
Philter of love Some typical curses are described below.
Philter ofglibness. TABLE5: Properties of Cursed Groves
Forbiddance. A druid can invoke thefor- d6 Property
biddance power (per the spell) to cover the
boundaries of the grove. The effects can be 1 Entrancing
called up only once per day and, once called, 2 Poisoned ground
last one hour per level of the druid. 3 Haunted
4 Perpetual season
Special. The DM should devise a power 5 Hungrytrees
associated with the branch or kit of the first 6 Special
Entrancing. This curse can apply to any
steward of the greater magical sacred grove. grove containing a source of water or plants
bearing fruit, nuts, or berries. Those who eat
Defiled and Cursed Groves natural fruits of the grove or drink its water
must save vs. spell or become charmed They
Some sacred groves tell a tragic story: Their refuse to leave the grove, claiming they must
plants have been dug up, trees burned or defend this beautiful place. They resist force-
chopped down, water sources fouled, or
standing stones overturned and broken. Per- fully if anyone tries to harm the grove or take
haps their clearings once served as altars to
other priests in the worship of strange gods. them from it. The charm is broken if those it
Such groves have been defiled, stripped of all has entranced leave the grove, or it can wear
their powers until druids reclaim them (de- off, per the charm person spell.
scribed below).
Poisoned Ground. A terrible poison lives
Other events may result in a still worse within the ground, althoughthe plants in the
fat- grove becoming cursed. For instance: grove m immune.Those who touchthevegeta-
tion (icluding grass) with bare skin must save
A terrible event takes place within the vs. poison each mund of contact or suffer ld6
grove's boundaries: Someone reads a cursed points of damage. Characters who eat fruits,
scroll,a deity's avatar passesthrough, a druid etc.,from the grovemust savevs. poison or die.
dies violently, or another highly charged
event takes place.
I
II Sacred Groves 115
I
I
I
-I
Haunted. The life forces of people who die Perpetual Season. The grove, locked into a
in a haunted grove or within a mile of its single season, never experiences a change in
boundaries are drawn into one of the grove’s climate. Though a grove locked into winter
trees or standing stones. The trunks of the isn’t ever popular, a grove of perpetual spring
trees or the surfaces of the stones contain or summer may seem like a blessing. While
twisted images of the dead trapped within. winter blizzards rage outside, the day is
While trapped, these souls cannot be raised, warm and sunny within a grove of perpetual
resurrected, or reincarnated. summer; grass is always green, trees always
leafy, and flowers ever blossoming. Neverthe-
To defend itself, the grove can summon any less, druids consider this redundant setting
of its prisoners’ spirits as ghosts or banshees horribly unnatural.
(described in the Monstrous ManualTM)E. ach
summoniig takes two rounds, but only one Hungry Trees. The trees in this grove have
ghost or banshee can exist at any time. Re- been animated by a hunger for flesh. Treat the
sanctifying the grove (described below) ends 2d8 hungry trees of this cursed grove as evil
the curse and frees the trapped spirits, who treants. Masquerading as normal trees, they
now may be reincarnated, raised, or resur- suddenly attack anyone entering the grove.
rected. Destroying the grove before resancti- They never cross its borders unless attacked
fying releases all the trapped spiritsas malev- from outside the grove, though;in that case,
olent ghosts or banshees to haunt the refion thev re-enter the grove after defeating (and
Reclaiming Cursed or Defiled Groves their tops constitutes a trilifhon. Several
megaliths or trilithons frequently form pat-
1Druids whose sacred grove becomes de- terns, usually circles or horseshoe shapes.
fi ed or destroyed must perform a ritual of Individual stones may weigh 5 to 25 tons
atonement, plus find and punish the guilty each and stand 10to 30 feet tall. A large circle
may take a generationto build, unless power-
party. Failing deprives druids of all granted fulearth magic or suitable monsters (treants,
earth elementals, or giants) help in the con-
powers and major access to priestly spheres. struction. Because druids possess the neces-
The first step in reclaiming a defiled grove sary magic, they often create these monu-
ments for their sacred groves.
involves repairing any damage it has sus-
tained: planting new trees, restoring dam- Standing stones fall into one of two cate-
aged standing stones, and so on. Then, a gories: magical and nonmagical.
druid must perform an uninterrupted day-
long ceremony within the grove to ask for the Nonmagicd Standing Stones
renewed blessings of Nature. Many standing stoneshave no innate magi-
Reclaiming a cursed grove poses additional cal properties, although they may have been
difficulties. After performing the above steps, built by magic. In “awakened” groves, these
the druid must complete a task to balance the nonmagical stones may share in the general
forcesbehind the curse. The nature of the task magic of the grove. The DM decides on the
is up to the DM, but it usually involves a dan- purpose, type, and number of stones.
gerous quest in a real or symbolic attempt to
”undo” the curse, punish those who caused Boundary Markers. Stones can simply
it, or make amends for the act that led to it. mark the grove’s borders, a common practice
After concluding the task, the druid must when a circle of trees is inappropriate.Moun-
return to the grove to invoke Nature and cast tain druids, in particular, use stone circles to
a remove curse spell. mark borders.
Standing Stones Natural Observatory. The stones might
serve as a primitive astronomical calculator
Standing stones are large, shaped stones (as in the case of Stonehenge), their positions
that rise from the ground to towering heights. marking eclipses, equinoxes, and other
In some cases, their presence in a forest, on a important solar and lunar dates whose exact
times remain important for religious reasons
bleak moor, or atop a lonely hill automatically and for maintaining the agricultural calendar.
Usually one such astronomical circle of stones
qualifies an area as a sacred grove, even if it exists in every major druidic domain. Creat-
lacks other natural beauty. Druids may have ing such a circle requires two proficiencies:
erected the standing stones, or they may astrology and engineering. In some cases,
mark a holy place that predates the druids’ these circles are relics left behind to mark the
arrival in the area- perhaps a site sacred to visits (and predict the eventual returns) of
prehumanpeoples (elves, for instance) or pre- spelljamming space druids.
historic tribes.
Monuments. The lives of particularly not-
Though sometimes stones stand alone, they able historical figures can merit great mega-
more often join together to form various lith memorials. Sometimes treasure or a body
arrangements. A single standing stone is lies buried under the stone. In rare instances,
called a megalith-either a shaped slab or a
more natural, tapering obelisk. Two shaped
stones placed upright with a third laid across
ilthough the stone has no magic, the body Stone Guardian.Once per day, the steward
beneath it rests in magical suspended anima- of the grove can order the stone to come to
tion-think of King Arthur, waiting for Mer- life for one turn per level of the druid. The
in to awaken him. animated stone fights as a 16HD earth ele-
mental,but if it leaves the grove it reverts to a
Ma@dStanding Stones normal stone and may not be reanimated
Magical standing stones can serve any of until returned to the grove-a herculean task,
since it weighs several tons! If injured, the
the nonmagical variety's purposes. Lesser magical stone heals at a rate of 1hit point per
magical sacred groves containing standing
stones possess a 10% chance of having one turn-within the grove only.
with magical powers. This chance increases
to 20% for groves with five or more stones, Peaceful Stones. The standing stones exert
and 30% for groves with 25 or more stones. a calming influence on the earth. No earfh-
Standing stones within greater groves have quake spells may succeed within a radius that
triple the chance of being magical. measures (in feet from the center of the stone
or cluster) a distance equal to the number of
Standing stones may become magical stones in the circle. S i c e no earthquakes or
through association with druidic rites, divine volcanic eruptionsoccur in this area, peaceful
intervention, or via the normal process used stones often stand near volcanoes or faults.
to create druidic magical items. DMs decid- Removing them could spell disaster for near-
ing that a stone has magic either pick its pow- by forests and towns!
ers from those described below or roll on
Table 6. Add a +1 bonus to rolls for standing Speaking Stones. Any druid can cause any
stonesthat help form a bilithon. standing stones in the grove to speak, per the
TABLE6: Powers of Standing Stones stone fell spell. Characters can use thispower
d4 Power as often as desired, but the stones speak for
1 Petrifiedentity no more than three rounds per day. Stewards
2 Stoneguardian
3 Peaceful stones use this power to learn whether intruders
4 Speakingstones have visited the grove while they were away;
5 Trilithongate druids who Iind a strange grove could use it
Petrified Entity.The magical stone is actu- to become familiar with the grove's history
aUy a huge being-ften a giant or titan-that and keepers (if any).
has been so weathered and overgrown with
moss or ivy over the years its originalhuman- Trilithon Gate. Characterspassing under
oid form is no longer discernable. It radiates the stonesmay emerge from any other sacred
magic and may returnto life if a dispel magic or grove in the world that also has a trilithon
stone fof7eshspell succeeds. Depending on its gate, no matter how distant. Those who have
alignment and the reason it became petrified, a particular gate in mind reach it; otherwise,
the creature may feel either grateful or hostile characterscome through a random gate. Any-
bo its m e r . A petnfied entity usually points one can travel via trilithon gate only once per
bo the work of dual-classwizard/druid.
.'..Iday; it is impossibleto go throughand return
again immebiateb .; :~. ' .
. .:s . : . i_,' : ' 3
A D W @Original Edition Druids
The druid is a subclass of the cleric, a neu- General Abilities
tralpriest of nature who views good and evil, All druids speak their own secret language.
law and chaos, as necessary and vital balanc-
ing forces. Druids hold trees (especially ash Upon reaching 3rd level, and each level there-
and oak) sacred, venerate the sun(s) and the after, a druid gains the language of one of the
moon(s), and serve as protectors of forests, following creatures: centaur, dryad, elf,
wild plants, crops, and-to a lesser extent- gnome, green dragon, hill giant, lizard man,
animals and the human followers of their reli- manticore, nixie, pixie, satyr, sprite, treant.
gion. They never destroy woodlands or crops,
no matter what the situation (althoughdruids Druids gain powers as they rise in level.
could act to change the nature of an evil en- At 3rd level:
chanted wood, for instance, without destroy-
ing it). Similarly, they avoid slaying wild or Identify plant type.
domestic animals, except as necessary for Identify animal type.
self-preservation and sustenance.However, Identdy pure water.
druids rarely risk their lives to prevent dam- Pass through overgrown areas without
age to woodlands or animals-instead, they leaving a trail and at the normal movement
favor retribution after the fact, in a manner, rate.
time, and place of their own choosing. At 7th level: (in addition to above)
Immune to cham spells.
To become a druid, a character must have a Shapechangeinto a bird, reptile, and ani-
minimum Wisdom of 12and Charisma of 15; mal, each form once per day.
if both these scores exceed 15, the druid gains
a 10%bonus on earned experience. Human, High-level Druids
elven, half-elven, and halfling PCs may be The number of druids above 11thlevel in a
druids, although halflings and some types of
elves are subject to level restrictions. given land is limited. (See Table 7.)
Druid. A land can have only nine 12th-
Druids fight and save as clerics, but get a
+2 bonus to save vs. fire or vs. electrical level Druids; when druids earn enough expe-
attacks. They can wear only leather armor
and use only wooden shields. Their weapon rience to achieve 12thlevel, they gain thislev-
options are limited to club, dagger, dart, ham-
mer, khopesh, scimitar, scythe, sickle, sling, el’s powers only if the land presently has
spear, and staff.
fewer than nine 12th-levelDruids. A charac-
A druid can use those magical items per-
mitted to clerics, except for written items ter also could gain the level by defeating one
(books and scrolls) and weapons and armor of the land’s nine Druids in magical or hand-
forbidden to their class. to-hand combat. Losers that survive must
drop just enough experience points to place
them at the beginning of the next lower level
(11th).
Archdruid, Great Druid. The same proce-
dure applies when a 12th-level Druid gains
enough experience to become an Archdruid,
and when an Archdruid reaches Great Druid
level. There are only three positions for Arch-
druids in a given region, and only one Great
Druid.
AD&D@Original Edition Druids 119
Grand Druid. Ranking above the Great (yet remains at 16thlevel). The character then
Druids stands a single Grand Druid, the dti- begins counting experience points again and
mate overseer of all a world's druids. Besides progressing using Table 8 (next page).
knowing six spells of each level, the Grand
Druid has the ability to cast up to six spell Attendants. Each 12th- or higher-level
levels (as one additional spell or in any com- druid acquires an entourage of devoted
binationi that totals six level-ne 6th-level lower-level druids. The least experienced
spell, sir 1st-level spells, one 4th- and one 12th-leveldruid has three 1st-levelaspirants,
2nd-levd spell, etc.). the next has three 2nd-level ovates, and so on.
The most experienced has as followers three
Hierophant. The Grand Druid has an initiates of the 7th circle. Three 10th-levelini-
essentiahypoliticaljob, and most adventurers tiates of the 8th circle always serve Arch-
eventuaily tire of it. After attaining 500,000 druids, while three 11th-levelinitiates of the
experiencepoints as a Grand Druid, the char- 9th circle attend the Great Druid.
acter may appoint any worthy Great Druid
with 1,5bO,oOl or more experience points as The Grand Druid is attended by nine
the successor. The former Grand Druid then druids unattached to any specific land. Any
rises to the 16thexperience level, becoming a character of at least Druid level may seek out
Hierophant. the Grand Druid and offer service. Three of
these servants, Archdruids, roam the world
As a Hierophant, the character relinquishes as the Grand Druid's personal agents and
the Grarid Druid's six bonus spell levels and, messengers. Each has four additional spell
furthermore, loses all but 1experience point levels, as explained above.
Hierophant Abilities At 18thlevel:
Enter the Plane of Elemental Fire.
No bonus spells are awarded to Hiero- Conjureair elemental.
phants (as above for the Grand Druid and
attendants), but they do receive additional, At 19thlevel:
cumulative spell-like powers. Enter the Plane of ElementalWater.
Conjure magma/smoke para-elemental.
At 16thlevel:
Immune to all natural animal or veg- At 20th level:
Enter the Plane of Elemental Air.
etable poisons, including those of monsters, Conjure ice/ooze para-elementals.
but not mineral or gaseous poisons.
At 21st level:
Blessed with extra longeviq equal to Enter the para-elemental planes.
experience level times 10 years. For instance,
a 16th-leveldruid lives 160extra years. At 22nd level:
Enter the Plane of Shadow.
Maintains vigorous health (prime of life)
regardless of actual age. At 23rd level:
Enter any of the Inner Planes.
Alters appearance at will in only one- Roam the Inner Plane probability lines
tenth of a round. Hierophants can alter their
facial and body features to those of any (the 7th dimension).
human or humanoid, change their height and Enter the Plane of Concordant Opposi-
weight by up to 50%, and alter their apparent
tion.
age to anything from child to old. Thii non- Entering Other Planes. It takes the druid
magical power cannot be detected except by one round to shift into a plane (or back to the
Prime Material Plane), but the character can
true seeing or similar magic. stay there as long as desired. The ability to
enter a plane also confers the ability to sur-
At 17thlevel: vive there. So, a druid who can enter the
Hibernate for a number of years equal to Plane of Elemental Water will not drown dur-
ing the visit, one entering the Plane of Ele-
experience level times 10. For instance, a mental Fire will not burn, etc.
17th-level druid can hibernate 170years in
suspended animation(without aging).
Enter the Plane of Elemental Farth.
Conjurewater elemental.
1 Conjuring Elementals. This ability works A single entity, when conjured, has as many
extra hit points added to its total as the druid
like a cmjurejire elemental spell, but it calls for has levels; it may not exceed its maximumhit
a percentile dice roll when the druid makes a points, though.
conjuration attempt. If the roll is equal to or
less than the character's experiencelevel, use All conjured creatures serve the Hiero-
Table 9 to choose which elemental creature phant selflessly and obediently, regardless of
appears. Otherwise, roll on Table 9 to see their alignment and temperament.
what the druid summoned.
TABL9E Elemental Conjurings Druidic Spells
Druids use mistletoe as their religious sym-
Fire: 16HD fireelemental
bol when casting spells, though holly and oak
01-85 ld3+1 salamanders leaves bothhold lesser mystic power for them
86-94 efreeti as weU.
95-98
99-00 21-24 HD fireelemental All druidic spells with a material compo-
nent assume the caster uses greater mistletoe.
Earth: 16HD earth elemental
01-85 ld3+1 xom Druids seekthe mistletoethemselves on Mid-
86-94 dao summer's Eve, cut it with a gold or silver
95-98 21-24 HD earth elemental sickle, and catch the cuttingsin a golden bowl
99-00
before they touch the ground. Lesser mistle-
Water: 16HD water elemental toe results when druids harvest the plant
01-85 ld6+6 tritons (5th-8th level) themselves in any other fashion. Borrowec'
36-94 riding hippocampi mistletoe is any mistletoe not cut personallj
marid by the druid casting the spell.
21-24 HDwater elemental
If a druid does not use greater mistletoe,
01-85 16HD air elemental the effectiveness of the character's spell is
56-94 reduced as follows:
5-98 ld3+1 invisible stalkers
39-00 djinni Lesser mistletoe: 75% duration'.
21-24 HD air elemental Borrowed mistletoe: 75% range',
50% duration-.
Para-elemental, any:
31435 16HD para-elemental Holly: 75% range', 50% duration",
36-95 special'
96-00 21-24 HDpara-elementai 75% area of effect'.
Oak leaves: 50% range", 50% duraticn"
50% area of effect".
'or +1bonus to saving throw if category
-not applicable.
or +2 bonus to saving throw if category
not applicable.
* Spefial: Choose l d M lava children, ld4+4
winter wolves, ld4+20 mud-men, ld4+20
vapor rats, or similar creatures asswJ'~&.*x, l.,
~
with the appropriatepara-element. :,.;..,.;'
.~Ir.
122 hppendii A
. . ...
. . ..). .'I "' .,.:'
j. .. .
.
\st-kvd spek Animalfriendship, ceremony, control winds, insect plague, moonbeam, pass
defect balance, detect mgic, defecfpoison, detect plant, spike stones, sticks to snakes, transmute
snares and pits, entangle,faeriefire, in*ibility to rock to mud,wall @fire.
animals, locate animals, pass without trace, pre-
cipitation, predict weather, purifY water, shille- 6th-level spells Animal summoning 111, anti-
lagh, speak with animals. animal shell, conjurefire elemental, cure critical
wounds,feeblemind,fire seeds, liveoak, transport
2nd-level spells: Barkskin, charm person or via vlanfs. transmute wafer to dust, turn wood,
mammal, create water, cure light wounds,feign waii ~ f t h ~ r nwse,ather summoning.
death,@ trap,flame blade, goodberry, heat metal,
locate plants, obscurement,produceflame, r e & - 7th-level spells:Animate rock, changesfafl,
chariot of sustarre, confusion, conjure earth ele-
ing pool, slow poison, h.p, warp wood. mental, control weather, creeping doom,finger of
death,fire storm, reincamate, sunray, transmute
3rd-level spells: Call lightning, cloudburst, metal to wood.
cure disease, hold animal, know alignment, neu-
tralize poison, plant growth, protectionfromfire,
pyrotechnics, snare,spike growth, starshine, stone
shape, summon insects, tree, water breathing.
4th-level spells: Animal summoning I, call
woodland beings, umtrol temperature, 10' radius,
cure serious wounds, dispel magic, hallucinatoy
A D O Original Edition Druids 123
APPENDIX
I I
1I
A good many works of modem fantasy fic- Druid, Morgan Llywelyn. Clearly, this novel
tion deal with druids or druidlike figures is superior historicalfantasy
who act to magically preserve and protect
Nature. Some of the best are listed below, but Nausicaa and the Valley of the Wind, Hayao
many more Arthurian (Merlin was a druid!) Miyazaki. Nausicaa, the heroine of this ex-
or Celtic-inspired fantasies await in book- cellent science-fantasy comic (and movie),
stores and libraries. resembles a gray druid with the Hive-
master kit.
Novels and Series
Moonshae and Druidhome trilogies, Douglas
The Mists of Avalon, Marion Zimmer Bradley. Niles. ThesF six books center around a
The story of King Arthur,Merlin, and Mor- druid who worships the Earthmotherin the
gan le Fay told from Morgan’s point of FORGOTFENREALMSsetting.
view. Beautifully written.
The Forest @Forever, Thomas Bumett Swann.
The Dreamstone,C. J. Chenyh. Arafel, the last This is one of several novels by Swann that
focuses on sylvan folk, dryads, and the like
of the Sidhe and immortal protectress of within an ancient setting.
the wood, makes a good model for an
eccentric Guardian druid. Sequel: The Tree Lord of the Rings, J.R. R. Tolkein. The encoun-
of Swords and Jewels.
Moonheart, Charles De Lint. This novel has a ters with the Old Forest, Tom Bombadil,
modem setting, but its compelling tale of Radagast, and Treebeard contain many
bards, druids, shamans, and the meeting of ideas usable within a druidic campaign.
Celtic and Amerind magic has relevance to Some think Gandalf resembles a druid far
any fantasy campaign-as do most of De
Lint’s other novels (especially Gremmntle). more thana wizard.
The Chronicles of Thomas Covenant the Unbe- The Seedbearers trilogy, Peter Valentine. This
liever series, Steven R. Donaldson. An out-
cast from our world becomes drawn reluc- seriespostulatesa druid migration to Great
tantly into a struggle to save the magical Britain following the sinking of Atlantis. Its
Land from evil. The forcesr&ed in defense action continues up to Rome’s destruction
of the Land hold ideas usable in a druidic of the druids.
campaign. Also relevant is the theme of
protecting a world against a corrupting Game Supplements
evil.
Moon of Gomrath, Alan Gamer. This tale, re- Halls of the High King (FAl), Ed Greenwood.
garding the return of “wild magic” to Eng-
land, containsuseful enchantments. This FORGOTENREALMS adventure contains
Mythago Wood,RobertHoldstock.This award-
information on druidic groves in the
winner fullof powerful images brims with Realms, including their unique ”moon-
wells.’’
druidic magic and ancient mystery in Eng- Celts Campaign Sourcebook (HR3), Graeme
land’s woods. The Mythago Wood is the Davis. This book provides rules on how the
archetypal primal forest; mythagos them- very different Celtic druids of ancient
selves would make an exciting mystery Britain, Gaul, and Ireland can work within
encounter-and an interesting alternative a historical fantasy AD&D game. It has a
to avatars. Sequel hvondyss. useful bibliography on historicaldruids.
Character Race PersonalityTppe
Level
Alignment
Class Branch
Player's Name Ht. Kit
Eyes
Sex Age
Wt. Hair
Appearance
MOVEMENT SAVING THROWS
Base Rate
Lizht 0 - paralyze __
Po-
-1
DEX - Rod,staff
CON orwand
INT Adjusted AC Armor Type (Pieces) - -Breath
WIS weapon
Surpd-
CHR -
I Shieldless-
HITPOINTS wounds
ARMOR Rear
~~
Defenses WEAPON COMBAT hge .
Weapon #AT AWAdjlLhmgAdj THAI3 Dm(SMIW weight sim Type speed
I
I
I
I
I
Granted Powers ....;..y,' . .. " ; -. Pmficiendes/Skilldanguages
.. (t\
.< :. . ..
>. . .
'L,.
Spheres
Major Access:
Minor Access:
Kit Benefits
werience Treasure
Druid Character Kit Design Sheet
Character Class:
Player:
Dungeon Master:
OVERVIEW:
Forbidden branches:
ROLE
WEAFQNPROFICIENCIES
Required
Recommended:
NONWEAFPKROINFICIENCIES
Bonus Proficiencies:
Required Proficiencies:
Recommended, General:
Recommended, Warrior:
Recommended, Priest:
Recommended, Wizard
Recommended, Rogue:
Forbidden:
EQLIJPMENT
SPECIALBENEFITS:
SPECIALHINDRANCES:
WEALTH OMIONS:
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