DRUIDS
 Druids draw power from the elemental planes.
|
Druids are spiritual beings who have a close kinship with nature. They must be wise and possess considerable charisma (create a druid, name a druid). While they can use limited weapons, they cast nature magic and can transform themselves into other creatures as they enhance their skills. They derive their powers directly from Sesamar and Desamar or an avatar of nature.
Druid hierarchy is this:
Level 1 | Initiate of the 1st Order |
Level 2 | Initiate of the 2nd Order |
Level 3 | Initiate of the 3rd Order |
Level 4 | Initiate of the 4th Order |
Level 5 | Initiate of the 5th Order |
Level 6 | Initiate of the 6th Order |
Level 7 | Initiate of the 7th Order |
Level 8 | Initiate of the 8th Order |
Level 9 | Initiate of the 9th Order |
Levels 10 - 14 | Druid |
Levels 15 - 19 | Archdruid |
Levels 20+ | Grand Druid |
Druid Background Information
Druids are not bound by cities, towns, or castles, where most humans congregate. Druids are more comfortable existing outside densely populated areas and among forests (Great Forest), caves, mountains, deserts, lakes, and swamps.
Druids are formidable adversaries when they utilize nature. Their kinship with both flora and fauna is their strength. It is this tie to elemental forces and nature in general that especially empowers druids in this realm, due to the nature of the realm.
Druids are a balancing force within the realm and appear to be ruthless and vigilant while pursuing their goals. For this reason, druids are often shunned or at least not trusted: due to the inability of people to predict and control their actions.
Nevertheless, Nithnamar is the only city where druids are integral to what most would consider civilized living. It is there, within and about the Tower of Hybithnius, that druids work with magic-users and clerics to ascertain the nature of magic within the context of plants, herbs, animals, and the role of humans within the realm. Druids may have a variety of hypotheses concerning the White Water River, but they certainly are intrigued by it.
With this information in mind, it is difficult to play a druid even though druids can be extremely formidable.
Spells
Druids share spells with clerics, but also have spells unique to the class. Here is a table that shows how many spells a druid can memorize, which is dependent upon a druid's experience level.
Druid | Level of Druid Spell |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | 2 | | | | | | |
2 | 2 | 1 | | | | | |
3 | 3 | 2 | 1 | | | | |
4 | 4 | 2 | 2 | | | | |
5 | 4 | 3 | 2 | | | | |
6 | 4 | 3 | 2 | 1 | | | |
7 | 4 | 4 | 3 | 1 | | | |
8 | 4 | 4 | 3 | 2 | | | |
9 | 5 | 4 | 3 | 2 | 1 | | |
10 | 5 | 4 | 4 | 3 | 2 | | |
11 | 5 | 4 | 4 | 3 | 2 | 1 | |
12 | 5 | 5 | 4 | 4 | 3 | 2 | |
13 | 6 | 5 | 5 | 3 | 2 | 2 | |
14 | 6 | 6 | 6 | 5 | 3 | 2 | |
15 | 7 | 7 | 7 | 5 | 4 | 3 | |
16 | 7 | 7 | 7 | 6 | 5 | 3 | 1 |
17 | 8 | 8 | 7 | 6 | 5 | 3 | 1 |
18 | 8 | 8 | 8 | 6 | 6 | 4 | 1 |
19 | 8 | 8 | 8 | 7 | 6 | 4 | 1 |
20 | 8 | 8 | 8 | 8 | 7 | 5 | 2 |
21 | 9 | 9 | 8 | 8 | 7 | 5 | 3 |
22 | 9 | 9 | 9 | 8 | 7 | 6 | 3 |
23 | 9 | 9 | 9 | 8 | 8 | 6 | 4 |
24 | 9 | 9 | 9 | 9 | 8 | 6 | 4 |
25 | 9 | 9 | 9 | 9 | 9 | 6 | 4 |
26 | 9 | 9 | 9 | 9 | 9 | 7 | 4 |
27 | 9 | 9 | 9 | 9 | 9 | 8 | 4 |
28 | 9 | 9 | 9 | 9 | 9 | 9 | 4 |
29 | 9 | 9 | 9 | 9 | 9 | 9 | 5 |
30 | 9 | 9 | 9 | 9 | 9 | 9 | 6 |
31 | 9 | 9 | 9 | 9 | 9 | 9 | 7 |
32 | 9 | 9 | 9 | 9 | 9 | 9 | 8 |
33 | 9 | 9 | 9 | 9 | 9 | 9 | 9 |
Special Abilities
In addition to spell abilities, druids have certain powers that develop as they gain higher levels:
- 1st level - gain +2 to saving throws versus heat, cold, and electricity.
- 2nd level - detect animals/plants up to a 30'/level distance (1/10 distance below ground), as often as desired, but only when the druid is concentrating on determining the presence of a specific animal or plant and detecting it in the correct direction.
- 3rd level - detect /water purity up to a 30'/level distance (1/10 distance below ground), as often as desired, but only when the druid is concentrating on determining the quality of water.
- 4th level - pass through thick natural barriers (bushes, trees, thorns, briar patches, ...) at normal rate without leaving a trace.
- 5th level - immune to charm spells cast by elementals and forest creatures (brownies, pixies, dryads, ...).
- 6th level - druid can gain an affinity1 to a particular magical forest creature and gain its special ability once/day:
Affinity | Ability |
Brownie | Confusion |
Dryad | Speak with Plants |
Nymph | Charm Person |
Pixie | Dispel Magic |
Satyr | Cause Fear |
Sprite | Invisibility |
- 7th level - change form into a non-flying mammal2 within ±20% of the height/weight of the druid. Transforming into animal form can be done once/day. Changing form relieves the druid of 10 - 40% of his damage. The druid can stay in the new form for a number of hours equal to his level.
- 8th level - change form into any typical forest animal2 (including those with flight) within ±30% of the height/weight of the druid. Transforming into animal form can be done twice/day. Changing form relieves the druid of 10 - 60% of his damage.
- 9th level - change form into any typical forest animal2 but with more height/weight flexibility: ±(36 + 1/lvl)% of the height/weight of the druid. Transforming into animal form can be done thrice/day. Changing form relieves the druid of 10 - 80% of his damage.
- 10th level - immune to sleep and fright from elementals or forest creatures. Also immune to poison and disease.
- 12th level - the druid can teleport to the grove or place of nature to which the druid calls home or identifies. If no place is specified, it's the game master's choice. This ability can be done once/week.
1 Druid affinity is a general guide to abilities taught by forest creatures. Forest creatures often possess several abilities. For instance, dryads can use charm in addition to speak with plants. Pixies can turn invisible, too. These abilities often only work in environments in which the creatures live. The nature of this affinity must be granted or taught by a friendly creature. Therefore, this ability is not automatically granted by achieving this level. The ability can be forgotten in place of a new affinity, if the druid so chooses.
2 A druid in animal form will return to his normal form under these conditions, the druid: falls unconscious, reaches 0 hit points, or dies.
Spells and Memorization
A druid can cast a memorized spell once/day. After at least 6 hours of restful sleep and 2 hours in a relatively calm environment for meditation, a druid's spells will return to memory.
To reconfigure spells, see Spell Memorization.
Orisons
All druids are able to utilize 2 orisons +1/per level. A druid cannot sacrifice spell slots for orisons. Here is a list of orisons all druids have access:
Befriend Animal:
A druid who is either alone or with other druids is able to peacefully interact with an animal without incurring hostility from it. This will not allow a druid to capture or harm the creature, its offspring, or lair. It will also not summon a creature. The animal will perceive the druid as a non-threat and not harm the druid. This works only on creatures that have animal intelligence.
Climb Tree:
The recipient is able to climb a tree without falling. There has to be branches and handholds; so, this applies to normal trees. It also does not imbue the recipient with increased strength or any other characteristic. A healthy person with an average tree will be able to climb faster and will not fall, however.
Range: Touch
Detect Damage to Nature:
The druid will be able to detect if something in nature (large and organic like a tree, deer, garden, ...) is significantly harmed or destroyed. The area is a circle that is 1 mile in diameter per level of the caster. The druid will get a distance, direction, and mental image of the damage that has occurred within the last 3 hours. If there are multiple damages to report in the area, the most significant damage will be reported to the druid.
Forage:
The recipient is able to find food in his/her environment. The recipient must wander the area, but can find enough food to sustain two people for a day. Food may be bugs, roots, plants, berries, nuts, fungus, ... The time and area it takes to forage depends on the environment, but it usually takes 1 to 2 hours and less than a square mile. More extreme conditions will require longer time and a greater area.
Range: Touch
Persist in Elements:
The recipient is able to contend with the effects of excessive (not extreme) conditions. This includes high/low temperature, high/low pressure, low oxygen, ... The recipient can exist (and be mobile at regular speed) but is not necessarily comfortable. This means no spells can be memorized and sleep is often interrupted. The duration is 1 hr/level of the caster.
Range: Touch
Purify Food & Drink:
Purifies 1 cu. ft/level of food or water. This will not remove magical properties of any food or liquid.
Range: 10 ft
|