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Fire: 01-8516 HD fire elemental 86-941d3+1 salamanders 95-98efreeti 99-0021-24 HD fire elemental

Earth: 01-8516 HD earth elemental 86-941d3+1 xorn 95-98dao 99-0021-24 HD earth elemental

Water: 01-8516 HD water elemental 86-941d6+6 tritons (5th-8th level) riding hippocampi 95-98marid 99-0021-24 HD water elemental

Air: 01-8516 HD air elemental 86-941d3+1 invisible stalkers 95-98djinni 99-0021-24 HD air elemental

Para-elemental, any: 01-8516 HD para-elemental 86-95Special*

96-0021-24 HD para-elemental

* Special: Choose 1d4+4 lava children, 1d4+4 winter wolves, 1d4+20 mud-men, 1d4+20 vapor rats, or similar creatures associated with the appropriate para-element.

A single entity, when conjured, has as many extra hit points added to its total as the druid has levels; it may not exceed its maximum hit points, though.

All conjured creatures serve the Hierophant selflessly and obediently, regardless of their alignment and temperament.

Table 10: Druidic Spells by Class and Level

Druid LevelSpell Level 1234567.

12------.

221-----.

3321----.

4422----.

5432----.

64321---.

74431---.

84432---.

954321--.

1054332--.

11553321-.

125544321.

136555432.

146666543.

15+6666666.

Druidic Spells

Druids use mistletoe as their religious symbol when casting spells, though holly and oak leaves both hold lesser mystic power for them as well.

All druidic spells with a material component assume the caster uses greater mistletoe. Druids seek the mistletoe themselves on Midsummer's Eve, cut it with a gold or silver sickle, and catch the cuttings in a golden bowl before they touch the ground. Lesser mistletoe results when druids harvest the plant themselves in any other fashion. Borrowed mistletoe is any mistletoe not cut personally by the druid casting the spell.

If a druid does not use greater mistletoe, the effectiveness of the character's spell is reduced as follows: * Lesser mistletoe: 75% duration*.

* Borrowed mistletoe: 75% range*, 50% duration**.

* Holly: 75% range*, 50% duration**, 75% area of effect*.

* Oak leaves: 50% range**, 50% duration**, 50% area of effect**.

* or +1 bonus to saving throw if category not applicable.

** or +2 bonus to saving throw if category not applicable.

1st-level spells: Animal friendship, ceremony, detect balance, detect magic, detect poison, detect snares and pits, entangle, faerie fire, invisibility to animals, locate animals, pass without trace, precipitation, predict weather, purify water, shillelagh, speak with animals.

2nd-level spells: Barkskin, charm person or mammal, create water, cure light wounds, feign death, fire trap, flame blade, goodberry, heat metal, locate plants, obscurement, produce flame, reflecting pool, slow poison, trip, warp wood.

3rd-level spells: Call lightning, cloudburst, cure disease, hold animal, know alignment, neutralize poison, plant growth, protection from fire, pyrotechnics, snare, spike growth, starshine, stone shape, summon insects, tree, water breathing.

4th-level spells: Animal summoning I, call woodland beings, control temperature, 10' radius, cure serious wounds, dispel magic, hallucinatory forest, hold plant, plant door, produce fire, protection from lightning, repel insects, speak with plants.

5th-level spells: Animal growth, animal summoning II, anti-plant shell, commune with nature, control winds, insect plague, moonbeam, pass plant, spike stones, sticks to snakes, transmute rock to mud, wall of fire.

6th-level spells: Animal summoning III, anti-animal shell, conjure fire elemental, cure critical wounds, feeblemind, fire seeds, liveoak, transport via plants, transmute water to dust, turn wood, wall of thorns, weather summoning.

7th-level spells: Animate rock, changestaff, chariot of sustarre, confusion, conjure earth elemental, control weather, creeping doom, finger of death, fire storm, reincarnate, sunray, transmute metal to wood.

Appendix B

A good many works of modern fantasy fiction deal with druids or druidlike figures who act to magically preserve and protect Nature. Some of the best are listed below, but many more Arthurian (Merlin was a druid!) or Celtic-inspired fantasies await in bookstores and libraries.

Novels and Series

The Mists of Avalon, Marion Zimmer Bradley. The story of King Arthur, Merlin, and Morgan le Fay told from Morgan's point of view. Beautifully written.

The Dreamstone, C. J. Cherryh. Arafel, the last of the Sidhe and immortal protectress of the wood, makes a good model for an eccentric Guardian druid. Sequel: The Tree of Swords and Jewels.

Moonheart, Charles De Lint. This novel has a modern setting, but its compelling tale of bards, druids, shamans, and the meeting of Celtic and Amerind magic has relevance to any fantasy campaign--as do most of De Lint's other novels (especially Greenmantle).

The Chronicles of Thomas Covenant the Unbeliever series, Steven R. Donaldson. An outcast from our world becomes drawn reluctantly into a struggle to save the magical Land from evil. The forces rallied in defense of the Land hold ideas usable in a druidic campaign. Also relevant is the theme of protecting a world against a corrupting evil.

Moon of Gomrath, Alan Garner. This tale, regarding the return of "wild magic" to England, contains useful enchantments.

Mythago Wood, Robert Holdstock. This award-winner full of powerful images brims with druidic magic and ancient mystery in England's woods. The Mythago Wood is the archetypal primal forest; mythagos themselves would make an exciting mystery encounter--and an interesting alternative to avatars. Sequel: Lavondyss.

Druid, Morgan Llywelyn. Clearly, this novel is superior historical fantasy.

Nausicaa and the Valley of the Wind, Hayao Miyazaki. Nausicaa, the heroine of this excellent science-fantasy comic (and movie), resembles a gray druid with the Hivemaster kit.

Moonshae and Druidhome trilogies, Douglas Niles. These six books center around a druid who worships the Earthmother in the Forgotten Realms setting.

The Forest of Forever, Thomas Burnett Swann. This is one of several novels by Swann that focuses on sylvan folk, dryads, and the like within an ancient setting.

Lord of the Rings, J. R. R. Tolkein. The encounters with the Old Forest, Tom Bombadil, Radagast, and Treebeard contain many ideas usable within a druidic campaign. Some think Gandalf resembles a druid far more than a wizard.

The Seedbearers trilogy, Peter Valentine. This series postulates a druid migration to Great Britain following the sinking of Atlantis. Its action continues up to Rome's destruction of the druids.

Game Supplements

Halls of the High King (FA1), Ed Greenwood. This Forgotten Realms adventure contains information on druidic groves in the Realms, including their unique "moonwells."

Celts Campaign Sourcebook (HR3), Graeme Davis. This book provides rules on how the very different Celtic druids of ancient Britain, Gaul, and Ireland can work within a historical fantasy AD&D game. It has a useful bibliography on historical druids.

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