Optional Skill (NWP) for AD&D
This page is a suplemental set of rules for a FANTASY game. If you somehow ended up here doing a search for "real" occult information, your in the wrong place. If this is the case, you sould not only not waist your time reading any further, you might want to consider doing some public service to get out of the funk youve gotten yourself into.
Druidcraft Skill
Rank 1-3
Druid Lore- At this rank the student has learned many of the academic and philosophical concepts of Druidism. Those skilled to this degree know a great deal about what to expect with further dedication to this field of study and know some of it's secrets. Above all else, study of Druidical philosophy concerns itself around an abundance of metaphysical matters including death, birth and reincarnation as well as nature spirits and elemental forces. This rank of ability allows for interesting conversation with other students of the art as well as a understanding of the principals, procedures, and methods of practitioners
Rank 4-6
Lesser Rituals- At this rank the character's study has granted him knowledge of many of the rituals and ceremony. All and all these rituals do nothing save for facilitate position and acceptance into a coven. Those achieving this level of mastery are brought into the performing of druid ritual in it's lowest stations. Tales of several practitioners of this rank gathering together and performing rituals and being rewarded with magical effects are common. Additionally rituals exist for nearly any type of effect a practitioner may desire. All things stated honestly, these rituals seldom really produce the effects desired for anything but shows of devotion and symbolism.
Rank 7
Rite of Rebirth- This is a ritual of initiation into a coven which a practitioner must under take if further progress in druidcraft is desired. Engaging in this ritual allows further advancement in Druidcraft ranks but also includes a commitment to a group and the adoption of a set of oaths and practices.
Rank 8
Druid Kant- Druid kant is a "secret" language composed of a combination of words from an ancient human language and several languages of woodland creatures. Druid kant is most secret in that it is not simply a language so much as it is a matter of communication with words that have a several meanings dependent upon the context of the conversation being had. Speaking druid kant is also very dependent upon a basic understanding of numerous druid myths, stories, tales, holidays, and other symbology. Druid kant is generally only learned by interaction with one's coven. Some however have learned through serious academic study of the language and druid belief structures. Druid kant enables true practitioners to communicate relatively securely as well as identify one another. Many woodland creatures know their own language and a spattering of other woodland languages. Often this is enough in common for druids to have conversations with many woodland creatures they encounter.
Rank 9
Detect Purity- A druid at this rank learns the natural ability to recognize purity, disease or poison within natural substances. Druids with a moment of inspection can determine if any natural material is safe to handle, consume, breathe, drink, etc. Though a druid could easily look and see if it is safe to drink from a stream or eat a strange fruit on a tree, he could not examine the purity of man made or magical materials. Knowing if a bottle of wine is poisoned or a thamatergical creature is diseased is beyond the druids scope of ability.
Rank 10
Devotion- This rank is yet a higher step a practitioner takes, and is in fact the last one which separates even the best practitioner and coven member from real druids. Only those who accept and abide completely the dictates of this rank may attain or benefit from those things listed of higher rank of druidcraft.
Rank 11
Elemental Protections- The druids strong connection to natural forces confers a magical buffer of sorts to him against them. The druids body and aura automatically absorb and shield against natural energies such as fire and lightning. This protection confers a bonus of +2 to any saving throw made to protect against such forces. In addition to this, whenever the druid is subjected to such forces that inflict 10 HPs of damage or more (prior to a save), he recovers 1 point of manna. Spells, items, etc that prevent damage from those sources also prevent the energies from entering the druid, and as such no manna is recovered.
Rank 12
Unhindered travel- The druid having both skill and a natural affinity for the environment is capable of moving through natural terrain, shrub, brush and other plants without being hindered, nor leaving tracks able to be found by any but the best tracers. Moving in such a manner requires the druids concentration and as such is not done at all times. This advantage must actively be made use of.
Rank 13 -14
Spell Casting- At this level of knowledge and devotion a druid gains the ability to invoke druidical magics and powers without the need and cosmic whims of rituals. Attaining this rank of druidcraft confers a Casting Grade of 1 to the character in Druid Magics. This Casting Grade may only be increased by earning experience in it by means of it's use and application. Upon receiving Casting Grade 1, the character shall also gain "build points" and "manna pool" as indicated on the Casting Grade chart. Build Points may be spent to purchase abilities and spells the character will have at his disposal. Manna pool represents the energy within the character he has at his disposal with which to power his spells.
Rank 15
Protection from Fey Magics- Due to a druids connection with the same forces of nature that empower the fey, the druid is conferred some natural immunities to their magics. The druid is rendered completely immune to any mind effecting fey (or woodland creature) spells or powers. In addition he receives a bonus of +2 to saving throws against any other fey (and only fey) magics used against him without his desire for such. These bonuses are applicable against spells used by any court of fey be they seelie or unseelie.
Rank 16
Dominion- At this rank the practitioner has affirmed close enough ties to nature such that animals of all sort are no longer angered or provoked to attack him by his presence. Animals will tolerate the presence of the druid in their layers, territory, etc. Though animals won't attack for these types of intrusions, they might display their frustration with nips and pawing at the druid. A druid provoking animals however is sure to lead to retaliation. Animals that are hungry and normally feed on humanoids will not be prevented from their normal feeding habits, even if the druid is the target. Food is food, and the hungry animal will still attempt to devour the poor druid with no particular anger or resentment towards him. Special animals having more human level intelligence for whatever reason are not effected my dominion, nor are mystical animals or those directly controlled by something else.
Rank 17
Knowing of the Womb- Birth and death are the two most important aspects of life to the druids. Both as celebrated and revered as sacred events. Birth is the easiest for druids to understand because it is the only one they have experienced. Due to their reverence for the condition, their connection to nature and their affinity for the rite of birth, druids at this rank may examine a pregnant woman and know the date of both her giving birth and conception. The gender of the unborn child may also be discerned. Furthermore the general health of the unborn child will also be known. Knowledge of such is not necessarily seeing the future. Knowing a child will be born next month is not some kind of future vision which assures the safety of the mother and child for the next month. It is only an understanding of the rhythm of the mother and child.
Rank 18-19
Knowing the Rebirth- Experienced practitioners of this rank have attained a keen understanding of the cycle of life which includes reincarnation. Druids here are capable of looking into the eyes of others and seeing within them a bit of their past lives. No real information can be gleaned in this way save for the recognition of those once known well to them. In this way, old druids often find those they have known before and as such glean insight into their natures and personality. Often old friends are re-united in this way. Occasionally druids find individuals they recognize from their own past lives. These are often considered fate reuniting old allies for new purpose.
Rank 20
Agelessness- A druid Attaining this rank has rendered himself immune to the physical ravages of aging both natural and magical. The druid no longer ages physically as he goes on in life, and can theoretically live forever. Magical effects which age the druid do nothing save for cause him brief pain. This agelessness halts the characters physical aging process when this rank is attained, but does not restore any youth or age related losses and ravages.
The Druid's Code
Druidism with it's "neutral" mentality in addition to dominate beliefs systems that trace their roots from Old Tzmyth is in fact a "religion" teaming with those who seek personal power and engrandizement. Many come to this faith for the power it suggests available and the "Nearly anything goes" approach to lifestyle. Despite the druids insistence on neutrality, many who cling to "goodness" see the hedonism, selfishness and self engrandizement of Druidism as sure signs of evil. Furthermore druids have been known to lash out and destroy as best they can growing movements of good just as they or good organizations would growing evil movements. This has not earned them any favor among good organizations who have seen and heard of their allies and those with similar ideology attacked.
Spells, Powers and Casting Grade
Like most other spell casters, the druid obtains a druid casting grade through the druidcraft skill and earning IPs with experience. Like other casters a druid's casting grade should be substituted for level when determining ranges, durations, areas of effect, etc. Unlike other casters, Druids do not have a spell casting table based upon their casting grade. Instead, they have a manna pool from which they draw their casting power. Unlike mages who have to find their arcane lore to cast spells, or clerics who receives a particular set of powers granted them by their deity, Natural energies manifest themselves through the druid in a way particular to that druid and his personality. Druids often lack the blatant power of other casters, but are more diverse. Druids gain points with which to purchase powers at character creation, and every rank of casting grade beyond first. This limits the over all power of the druid, but allows a more specialized set of abilities fitting the character.
|
IPs in Casting Grade |
Casting Grade |
Build Points |
Manna Pool |
|
Druidcraft Rank 13 |
1 |
8 |
WIS score |
|
15-30 |
2 |
add 2 |
add 2d6 |
|
31-50 |
3 |
add 4 |
add 2d6 |
|
51-70 |
4 |
add 6 |
add 2d6 |
|
71-100 |
5 |
add 8 |
add 2d6 |
|
101-130 |
6 |
add 10 |
add 2d6 |
|
Ability |
Purchase Cost |
Manna Cost |
| Identify Plants |
1 |
|
| Identify Animals |
1 |
|
| Pass un-hindered through terrain |
3 |
|
| Immunity to the charms of woodland creatures |
2 |
|
| Shape change into a single animal. (once per day) |
4* |
|
| Shape change to Reptile (once per day) |
6* |
|
| Shape change into Bird/avian (once per day) |
6* |
|
| Shape change into Mammal (once per day) |
6* |
|
| Shape change into Fish. (once per day) |
6* |
|
| Animal Friendship (as per level 1 spell) |
1 |
8 |
| Create Water (as per level 1 spell) |
1 |
10 |
| Cure Light Wounds (as per level 1 spell) |
2 |
10 |
| Detect Poison (as per level 1 spell) |
1 |
5 |
| Detect Snares and Pits (as per level 1 spell) |
1 |
7 |
| Endure Heat/Cold (as per level 1 spell) |
1 |
10 |
| Entangle (as per level 1 spell) |
2 |
12 |
| Faerie Fire (as per level 1 spell) |
1 |
8 |
| Invisibility to Animals (as per level 1 spell) |
1 |
10 |
| Locate Animals or Plants (as per level 1 spell) |
1 |
8 |
| Pass Without Trace (as per level 1 spell) |
1 |
5 |
| Purify Food and Drink (as per level 1 spell) |
1 |
5 |
| Shillelagh (as per level 1 spell) |
1 |
8 |
| Barkskin (as per level 2 spell) |
2 |
15 |
| Charm Person/Mammal (as per level 2 spell) |
3 |
16 |
| Detect Charm (as per level 2 spell) |
1 |
12 |
| Dust Devil (as per level 2 spell) |
3 |
16 |
| Good Berry (as per level 2 spell) |
3 |
16 |
| Messenger (as per level 2 spell) |
2 |
14 |
| Produce Flame (as per level 2 spell) |
2 |
14 |
| Resist Fire/Cold (as per level 2 spell) |
2 |
16 |
| Slow Poison (as per level 2 spell) |
2 |
14 |
| Snake Charm (as per level 2 spell) |
2 |
14 |
| Speak with Animals (as per level 2 spell) |
2 |
14 |
| Trip (as per level 2 spell) |
2 |
15 |
| Warp Wood (as per level 2 spell) |
2 |
16 |
| Call Lightning (as per level 3 spell) |
4 |
24 |
| Cure Disease (as per level 3 spell) |
2 |
20 |
| Feign Death (as per level 3 spell) |
2 |
20 |
| Flame Walk (as per level 3 spell) |
4 |
25 |
| Hold Animal (as per level 3 spell) |
3 |
22 |
| Meld into Stone (as per level 3 spell) |
4 |
25 |
| Plant Growth (as per level 3 spell) |
3 |
22 |
| Protection from Fire (as per level 3 spell) |
3 |
22 |
| Snare (as per level 3 spell) |
3 |
24 |
| Spike Growth (as per level 3 spell) |
3 |
24 |
| Stone Shape (as per level 3 spell) |
3 |
24 |
| Summon Insect (as per level 3 spell) |
3 |
24 |
| Tree (as per level 3 spell) |
3 |
24 |
| Animal Summoning I (as per level 4 spell) |
4 |
30 |
| Call Woodland Beings (as per level 4 spell) |
4 |
30 |
| Giant Insect (as per level 4 spell) |
4 |
30 |
| Hold Plant (as per level 4 spell) |
4 |
30 |
| Lower Water (as per level 4 spell) |
4 |
30 |
| Neutralize Poison (as per level 4 spell) |
4 |
31 |
| Plant Door (as per level 4 spell) |
4 |
32 |
| Protection from Lightning (as per level 4 spell) |
4 |
31 |
| Reflecting Pool (as per level 4 spell) |
4 |
32 |
| Repel Insects (as per level 4 spell) |
4 |
30 |
| Speak with Plants (as per level 4 spell) |
4 |
30 |
| Sticks to Snakes (as per level 4 spell) |
4 |
30 |
| Animal Growth (as per level 5 spell) |
5 |
39 |
| Animal Summoning II (as per level 5 spell) |
5 |
39 |
| Anti-plant Shell (as per level 5 spell) |
5 |
38 |
| Commune with Nature (as per level 5 spell) |
5 |
38 |
| Control Wind (as per level 5 spell) |
5 |
40 |
| Insect Plague (as per level 5 spell) |
5 |
40 |
| Pass Plant (as per level 5 spell) |
5 |
42 |
| Spike Stone (as per level 5 spell) |
5 |
40 |
| Transmute Rock to Mud (as per level 5 spell) |
5 |
40 |
| Animal Summoning III (as per level 6 spell) |
6 |
45 |
| Conjure Animals (as per level 6 spell) |
6 |
45 |
| Conjure Fire Elemental (as per level 6 spell) |
7 |
48 |
| Find the Path (as per level 6 spell) |
6 |
42 |
| Fire Seeds (as per level 6 spell) |
6 |
43 |
| Live Oak (as per level 6 spell) |
6 |
45 |
| Part Water (as per level 6 spell) |
6 |
45 |
| Stone Tell (as per level 6 spell) |
6 |
45 |
| Transmute Water to Dust (as per level 6 spell) |
6 |
45 |
| Transport via Plant (as per level 6 spell) |
6 |
45 |
| Turn Wood (as per level 6 spell) |
6 |
44 |
| Wall of Thorns (as per level 6 spell) |
6 |
44 |
| Weather Summoning (as per level 6 spell) |
6 |
45 |
| Animate Rock (as per level 7 spell) |
7 |
58 |
| Conjure Earth Elemental (as per level 7 spell) |
8 |
50 |
| Weather Control (as per level 7 spell) |
7 |
50 |
| Creeping Doom (as per level 7 spell) |
7 |
50 |
| Earth Quake (as per level 7 spell) |
7 |
50 |
| Transmute Metal to Wood (as per level 7 spell) |
7 |
48 |
| Wind Walk (as per level 7 spell) |
7 |
48 |