Druids can be visualized as medieval cousins of what the ancient Celtic sect of Druids would have become had it survived the Roman conquest. They hold trees (particularly oak and ash), the sun, and the moon as deities. Mistletoe is the holy symbol of druids, and it gives power to their spells.
The druid is a sub-class of clerics. They are the only absolute Neutrals, viewing good and evil, low and chaos, as balancing forces of nature which are necessary for the continuation of all things.
As priests of nature, they must have a minimum Wisdom of 12 and a Charisma of 15. Both of these major attributes must exceed 15 if a druid is to gain a 10% bonus to earned experience.
They have an obligation to protect trees and wild plants, crops, and to a lesser extent, their human followers and animals. Thus, druids will never destroy woodlands or crops no matter what the circumstances. Even though a woods, for example, were evilly hostile, druids would not destroy it, although nothing would prevent them from changing the nature of the place if the desire and wherewithal existed. In similar fashion, they avoid slaying wild animals or even domestic ones except as necessary for self-preservation and sustenance.
If druids observe any creature destroying their charges, the druids are unlikely to risk their lives to prevent the destruction. Rather, it is probable that the druids will seek retribution and revenge at a later date as opportunity presents itself.
Due to their involvement with living, growing things, druids have no power to turn or control undead, demons, or devils.
It will be noted that the spells usable by druids are more attuned to nature and the outdoors than are the spells of other clerics or magic-users. Nonetheless, druids serve to strengthen, protect, and revitalize as the usual cleric does.
The more powerful druidic spells, as well as their wider range of weaponry, make up for the fact that druids are unable to use any armor or shields other than leather armor and wooden shields (metallic armor spoils their magical powers). They must speak or read spells aloud.
Note on Alignment. If a druid changes his or her alignment—that is, becomes other than Neutral—then he or she is no longer a druid at all.
See The Cleric for more information about druidical spells, spell preparation, and casting. (1)
The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves.
All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter.
Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows:
Greater mistletoe, that is, mistletoe which is properly harvested by the druid, must be gathered by the druid as follows. On Midsummer’s Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.
Lesser mistletoe is that which is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand).
Borrowed mistletoe is any mistletoe which is not personally harvested by the druid.
Holly and oak leaves must be gathered by the druid, but these may be picked or gathered in any manner.
Druidic. Druids have their own secret language, and all speak it in addition to their other tongues (alignment, common, and others known). The specialty tongues of Druidic are designed to handle conversations pertaining to things druidical—Druids could discuss at length and in detail the state of the crops, weather, animal husbandry and foresting; but warfare, politics, adventuring, and like matter would be impossible to detail with the language.
Additional Languages. Upon becoming a 3rd level druid (Initiate of the 1st Circle), and with each level increase thereafter, a druid gains a language of his choice: centaur, dryad, elvish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish.
Resistances. They make saving throws as clerics, but against fire and lightning (electrical) attacks they get a bonus of +2 on their dice rolls.
In connection with their nature worship, druids have certain innate powers which are gained at higher level.
At 3rd level, a druid gains the following abilities:
At 7th level, the following additional powers are gained:
A druid of 7th level or higher can change form up to three times per day, actually becoming, in all respects save the mind, a reptile, bird, or mammal. Each type of creature form can be assumed but once per day.
Time Required. Changing form is a major action requiring 1 segment to complete.
Limitations. Druids are limited to one mammal, one bird, and one reptile form per day; three of a kind (for example) isn’t allowed. Druids are limited to the shapes of animals whose normal forms (no giant-form versions) are within the weight limits as noted. The size of creature form assumed can vary from as small as a bullfrog, bluejay, or bat to as large as a large snake, an eagle, or a black bear (about double the weight of the druid).
Procedure. Changing form is a major action requiring 1 segment to complete. The druid’s equipment changes along with him or her. Druids cannot cast spells while in a form other than their original but could maintain a spell cast previously.
Healing. Each assumption of a new form removes from 10% to 60% (d6, multiply by 10) of any hit points of damage the druid has sustained prior to changing form.
Resistance to Polymorph. Shape changers (such as the druid) will be affected by polymorph effects (like the polymorph other spell) for but 10 segments, then will return to their former form.
Druids can use those magic items not otherwise proscribed which are for all classes and those for regular clerics which are not written, i.e. books and scrolls.
See The Cleric, for more information about druids ability to manufacture magical items, scrolls, and potions.
At the upper levels there are only a limited number of characters.
At such time as a druid class player character attains experience points sufficient to advance him or her to Druid (12th level), the corresponding powers are gained only:
If the player character succeeds, he or she becomes a Druid, with full powers, and the former Druid (assuming case 2, above) becomes an Initiate of the 9th Circle.
If the player character loses, he or she remains at lower level and actually has fewer experience points in the bargain.
This process is repeated with respect to a Druid becoming an Archdruid and for an Archdruid becoming the Great Druid. Multiple attempts to move upwards are possible as long as the character survives.
Druid. At 12th level, there can be but nine of these nature priests. Each such 12th level druid is the leader of a body of lesser druids and will have an entourage of three of their underlings, i.e. the lowest (in experience) Druid (12th level) will have three Aspirants (1st level) to serve him or her, while the highest (in experience) will have three Initiates of the 7th Circle (9th level).
Initiates of the 8th and 9th Circles are under direct supervision of the three Archdruids and The Great Druid respectively.
The Great Druid. Above all other druids is a lone figure, The Great Druid. The supreme druid is always attended by nine Initiates of the 9th Circle.
Note. It is possible that other henchmen and hirelings, as well as worshipers, will be found with any particular druid. All servitors of upper level druids are faithful protectors. They are not otherwise considered henchmen per se.
Druids as a class do not dwell permanently in castles, or even in cities or towns. All druids prefer to live in sacred groves, dwelling in sod, log, or stone buildings of smallish size. When attaining levels above the 11th, characters will generally inhabit building complexes set in woodlands and similar natural surroundings.