Mysteries of Druidry
As discussed in Part I, druids can select another class's ability that they can use for a total of 1 round per level, giving up the mysteries of their own divinities from now on in the exchange. They can select other classes or the same again as the druid grows in level, gaining additional uses. Having so many abilities to draw from is fitting for the various roles that druids can serve in a society, though they do so in their own, druidic ways.
Druidic Nature Priesthood
First and foremost, druids are nature priests. Unlike clerics and priests that dwell in temples of wood or marble, druids remain outdoors for most of their holy rites. Still, unlike other types of nature priests that might be found in Celtic, Greek, Norse, Slavic, or other lands, druids have a more formalized structure, even if they are somewhat animistic, and must abide by various tenets in addition to those of their divinity. They gain access to their special druid mysteries as a result.
What is more, like other nature priests, druids can substitute druid spells for the ones they know from their deity (see Part III). Nevertheless, while standard nature priests may also spontaneously cast an additional druid spell of their choice per spell level per day, druids are generally required to prepare those bonus spells instead. Coupled with their special ethical requirements, this restriction helps druids to remain relatively balanced with their non-druidical counterparts.
For example, a druid of Brigid might choose to know Invisibility to Animals instead of another spell on her list. In addition, at 1st level he can cast an extra 1st level druid spell each day, such as Entangle. At 3rd level, he could cast an extra 1st and 2nd level druid spell each day. He'd need prepare those spells beforehand like all his others and make sure that he's following his druidical tenets in any case (along with those of his divinity). He'd roll on both Brigid's and the Druid / Nature Priest Requirement magical side-effect tables too when casting spells in his default role as a druidic nature priest.
Druidic Fey Enchantment
The connection between fairies and nature is profound. Though not all of the former are associated with the latter, many are. A druid therefore can opt to select fey enchantment as one or more of his druidic mystery uses to cast some of his spells spontaneously, just as fey enchanters continually can do, and even engage in better fey bargains. The druid would roll on both the Fey Magical Side-Effect table (link, down the page) and his Druid / Nature Priest Requirement table when doing so.
What aspects the druid needs to have present can be selected from Druidical Aspects & Concepts, detailed in Part III, allowing access to fey enchantment in a somewhat less arbitrary manner. Though fey enchanters might need aspects of Noon, Following an Old Way, or Green, druids might need Sun, Oak, or Glen. Druids also pick one aspect & concept as their chosen one, just as fey enchanters do with theirs. Druids otherwise function identically to a fey enchanter of equal level for every time they select fey enchantment, abiding by fey tests and fey bargain chances of success as well. If unsure, Referees can use whichever fey aspect matches a druid's aspect & concept closely enough.
For example, a 2nd level druid who selected fey enchantment for his druid mystery could cast one of the spells he knows spontaneously, once per day if he selected it once or twice per day if he selected it twice, rather than ones that he has prepared. All he'll need are the right aspects present. In one case, Moon and Stream might be needed. Neither matches his chosen one, Ash, though it may come in handy another time when he uses his mystery.
Druidic Wizardry
Like wizards, druids are a learned bunch. And though they don't write things down nor spend long hours in towers, they can access the benefits of wizard concepts to receive better spell results via the Wizard Magic Side-Effect table (link), along with greater difficulty to save against their spells, better saves, temporary access to new spells, and even to utilize sagely knowledge. Nevertheless, along with rolling on their own Druid / Nature Priest Requirement table too, druids access concepts somewhat differently than wizards do. Like with fey enchantment, rather than knowing a wizardly concept of Plant, Beast, or Fire, a druid might know the aspects & concepts of Grove, Stag, or Beltane, accessing them in somewhat less abstract ways. And for every time a druid selects wizardry, treat him as a wizard of the same level for those rounds when it comes to wizard tests or other effects that he might experience when briefly serving as one. Referees should feel free to apply whichever wizard concepts are closest to those of druids.
For example, a 3rd level druid could function as a wizard up to a total of 3 times a day if that's how often he selected wizardry. Of course, all may be for naught if he doesn't have a deeper understanding of the correct aspect & concept. Since he selected wizardry for all three of his druid mysteries, he could pick two aspects & concepts, just as a 3rd level wizard could select two concepts (1 per odd level). The druid chooses Grove and Beltane, so that is what his druidic wizardry should represent, allowing for better casting of the spells he has prepared, saves against his spells, saves made by himself, access to spells on other lists that match those themes, and/or even sagely lore bonuses, all for a total of up to 3 daily rounds.
Druidic Barbarian Cleric Abilities
While not especially savage themselves, druids accord well with beast spirits. As such, druids can choose to access barbarian cleric special abilities and roll on their beast side-effects tables. When doing so, druids are treated as barbarian clerics of equal level to the number of times they have selected barbarian cleric as their mystery. Like barbarian clerics, they can select 1 per odd level. Unlike barbarian clerics, druids cannot use the abilities for more than 1 round at a time and must also roll for Druid / Nature Priest requirements.
Druids can select their own concepts & aspects to reflect special druidic barbarian cleric abilities as well. These may then be modeled on the Tree Spirit ability described under wood elves or for a beast spirit in Volume V that most closely matches.
For example, a 4th level druid who has selected barbarian cleric 4 times could pick 2 druidical aspects & concepts. The druid chooses Menhir & Stag. He uses Tree Spirit as a guide for Menhir, gaining a bonus to his roll as long as he's acting akin to one or when one is nearby. The Referee decides to use the bear side-effect table when the druid is doing so. Stag is partially described in Volume V already, so the druid can select one of its abilities and use its rules. The druid could use his Menhir ability and/or his Stag ability for up to 4 rounds total per day.
Druidic Seercraft
Druids may also serve as diviners at times. Detailed at the end of this article, a druid can opt to function as a Celtic seer for 1 round for every time he selects that class as his druid mystery, though there are some caveats. Along with rolling on that magical side-effect table, he also rolls on the Druid / Nature Priest Requirement table and picks one druidic aspect & concept for every time he has selected seer as his mystery. He can then cast any divination spell he knows instead of one he has prepared of the same level or less. Still, it must involve one or more of the aspects & concepts he knows, or they must at least be present.
For example, a 5th level druid who has selected Seercraft 5 times can gain the benefits of that class up to 5 times per day. He can therefore cast 5 divining spells of equal level or less on his list instead of ones he had made ready as long as they are related to Cattle, Fire, Groves, Oaths, or Ash, or if at least one of them is nearby, not to mention any requirements for acting as a seer.
Druidic Hedge Wizardry
Naturally akin to growing things and herbal remedies, druids can opt to access the abilities of hedge wizards too. Such is the way of talismans and amulets to convey magic, though they will be detailed in a few weeks. Druids can access those abilities once per day for every time they've selected such hedge wizardry, though each access includes the time needed to create them.
For example, a druid who has selected hedge wizardry twice could prepare up to two of his spells as a poultice, potion, or the like per day, taking the required time to finish them.
Druidic Judgement
Last, druids have the unique option of serving as sacred judges for their societies, emphasizing ancestral ways that endure. Few others have been known to stand between and stop two armies from fighting. However it is done, this ability serves as a Geas spell, except that it only affects those non-druids who abide by druidical ways, and a druid can use it once per day for every time he chooses it as his mystery. In keeping with laws of the druid's order, those who fail will face becoming ostracized from society and the sacred dead who maintain it, which would be far worse than not following the druid's command.
For example, a druid could compel a Gallic warrior to work with his kinsmen, or to defend a sacred wood, or else.
Further Variations
See also druids as described in Volume II, if one wishes to trade their ability to turn for other druid abilities.
See too the series on Welsh divinities (link) for additional considerations for druids of that variety.
Druid Tests
Being true cleric-types, druids use their divinity's divine tests. Referees can adjust them to make them more druidical if they wish. See Part III for a list of deities commonly followed by druids.
Celtic Seers (Vate / Ofydd / Fáith - New Class)
Related to druids, they focus on divination. Vates are Gallic; Ofydds, Brittonic/ Welsh; Fáiths, Gaelic.
- Treat them as clerics, except that these Celtic seers fight as and have the armor and weapon restrictions of magic-users.
- In return, they can cast any divination spells they know instead of other spells they have prepared of the same level or less. For example, if a seer had a Protection from Evil spell prepared, he could cast Detect Evil or Detect Magic instead.
- In addition, they may also reroll a roll they make up to once per level per day, since they are so attuned to prophecy and fate.
- Still, they must roll for Seer Magical Side-Effects when casting any spells in addition to those of their divinity. For example, a vate of Lugh would roll for both his Magical Side-Effects and Celtic Seer Magical Side-Effects whenever casting his spells.
Celtic Seer Magical Side-Effects (d12)
- Each must be done for 1d4 rounds
- Some Celtic seers will lose 1d2 Constitution for the rest of the day after each roll, others are blind, others suffer -1d4 when dealing with mortals who aren't druids.
- These results can also occur on their own once every 1d12 hours, as visions come to the seer, per Referee...
1. Stare off into space, being shown prophetic events.
2. Interpret the stars.
3. Interpret a dream.
4. Eat a nut, apple, or fish.
5-8. No special Celtic seer requirement is needed this time.
9. Be near a source of water or a tree.
10. Pronounce one's doom, causing a random individual within sight to experience a 1d12-6 modifier to one of their next 1d12 rolls.
11. Engage with the spirits, being disoriented due to the many visions they see, moving in a random direction each round.
12. Reroll twice.
Next week: Druid gods, aspects, & concepts and a druid encounter
RPG srd Old School 1st ed AD&D Druid Diedne Lhiannan Jade Order Radagast Old Faith