Druidic Groves & Temples

Historical druids and temples. The Celts did not build temples, and also did not build the circles of standing stones (like Stonehenge) which in fact where erected long before they came. The druids had sacred natural places, and while they may have used some stone circles to record the passage of time and seasons, they still didn’t use them as sacred places or temples of some sort. |
They do not built temples of wood or stone, as other religions usually do. Instead they conduct their religious ceremonies in sacred natural places, which are consecrated to druidic use, and considered holy. Then, despite the druids revere the Celtic gods, and the filidh choose one of them as their patron deity, these sacred places do not act as temples specifically consecrated to their worship.
Sacred Places: The druids don’t erect buildings to act as temples, but have their own sacred grounds in which they conduct their religious ceremonies, train their students, etc. Such places are normally a grove of oaks in a natural location where the magic of the Earth runs strong.
A druidic grove is called a Nemeton, which means sanctuary or sacred place in the Celtic language. This is a natural location enclosed within a wooden palisade or wall of thorns, and where the religious rituals are carried out in the open, under the sun, moon and stars. A nemeton is composed of sacred trees, altars, and stone circles. There are also three circles / ritual spaces for each of the three druidic orders: druids, Filidh, and Bards. Then, a few huts used as druids‘ habitations may also be found.
On of the functions of the druids (but not the filidh and bards), is to discover, bless and develop a natural location appropriate to turn it into a nemeton. Such a place must first have a pre-existing oak grove of more than eight trees and of at least 300 years of age. Then, additional Sacred Celtic Trees have to be planted (such as yew, birch, or willow). There must also be a well or spring at this sacred site. Lastly, the underground nature of the sacred place and its underground spring must connect it intensely with the energies of the underworld, other worlds and the Earth Goddess.
The Quintessential druid
Author Robin O. Duke
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002
The Otherworld overflows with raw natural energy. Ley lines carry that energy through The Otherworld as though it were water. Over time, the energy pools into streams of pure light and then into great reservoirs. These nexuses of energy strain the very fabric of reality. Energy pours through this strain in reality, reinvigorating all the living things with which it comes into contact. As the flow of energy in The Otherworld changes, these nexuses of energy drift slowly across the land, empowering all in their path while, at other times, they dissipate or reform unexpectedly miles from their original location.
druids call these nexus-invigorated areas sacred groves. Natural sacred groves are difficult to find. They rarely last more than a few years as the nexus slowly moves on. A druid who stumbles on a natural sacred grove is entitled to a Knowledge (nature) check (DC 20). If the check is successful, the druid notices the sudden increase in natural energies and recognizes the subtle signs of invigoration in the local wildlife, the unusual health of the plants and animals. druid and fey characters receive the following benefits while within the borders of the sacred grove.
Spell Preparation: A druid requires half as much times as usual to prepare his spells while within the borders of the grove.
Enhanced Magic: druid and fey magic used within the borders of the sacred grove is more powerful than normal. fey spell-like abilities and druid spells are considered maximised and empowered when cast or used within the borders of the sacred grove. Though the druid must be within the borders of the grove, the spells effects can reach beyond the sacred groves borders. The spells do not require a higher-level spell slot to store them. In addition, a fey‘s use of one of its spell-like abilities does not count against any daily limitation.
Anchoring a sacred grove
![By Antônio Parreiras - [2], Public Domain, https://commons.wikimedia.org/w/index.php?curid=10820607](http://spiralworlds.com/wp-content/uploads/2021/08/Antonio_Parreiras_-_Arabotan-1-1.jpg)
To anchor a sacred grove is one of the greatest powers available to druids. Only druids with the utmost understanding of nature can attempt such a thing. By using his own life energies as a tether, a druid can bind an otherworld nexus to one place, preventing it from drifting off. In performing these rituals, the druid becomes the seneschal of the sacred grove; its spiritual harbinger.
The rituals for anchoring a sacred grove do not require the druid find a natural sacred grove but it is a faster process if the druid can find a place where a natural nexus touches his plane. The rituals call out to any unanchored nexus on the same plane and draw the closest to the druid‘s location. The rituals must be performed where the sacred grove is to be located. Once the rituals are complete, the sacred grove is not only anchored in the place of the seneschal’s choosing but it is also magically awakened, gaining various special powers in addition to those all otherworldly nexuses produce.
Each sacred grove, once anchored, can be considered an enormous and powerful magic item. Only characters with the Anchor Sacred Grove feat can perform the ritual to anchor a grove. Once the grove is anchored, it develops a caster level that determines many of its special properties. A character can only ever be the spiritual anchor of one sacred grove at any one time. The seneschal can determine the caster level of the grove when he anchors it but he can set the caster level no higher than his own druidic caster level.
The ritual of anchoring requires a single large stone or tree to form the physical portion of the anchor. A druid must use either a single chunk of non-sedimentary rock weighing at least 1,000 lbs or a single tree of large size (at least 10 ft. tall). If the druid uses a tree to anchor the grove, its life will be magically extended. It will not age a day so long as the grove remains anchored. The ritual requires a number of special primary ingredients to activate the anchor with a gold piece value no less than 100 gp x the caster level of the grove. In addition, the druid must gather or purchase secondary ingredients making up the final value of the incorporated material components to 1,000 gp x the caster level of the grove. Finally, at the end of the ritual, the character must expend 400 experience points x the caster level of the grove.
The ritual requires two days per caster level of the grove to complete. During that time, the druid must spend eight hours each day with the anchor, refining its magical properties, because of the need to allow the grove to develop as naturally as possible, spending more time per day on the grove would be detrimental to its development. The character can only work on the ritual of anchoring – he cannot involve himself in the manufacture of any other magic item. He can do nothing else while anchoring the grove. During rest periods, he can engage in light activity such as talking or walking but cannot fight, cast spells, use magic items, or perform any other physically or mentally demanding tasks. For this reason, the druid is often forced to fast for the duration of the ritual, especially if he is deep in the wilderness.
If the ritual of anchoring is performed within the boundaries of a natural sacred grove, the grove immediately bonds with the new seneschal. If the ritual is performed in a suitable place, the magic will take 1d10 + 4 days to find or create a new nexus and an equivalent amount of time to bring that nexus to the anchor. Only then does the seneschal feel his grove awaken.
The Ravages of Civilisation
Though there are some sacred groves in cities or in the midst of civilisation, most of them are found deep in the wilderness where only druids and a few wandering bards or rangers would ever venture. The natural energies of The Otherworld are drawn toward places of natural wonder and beauty and repelled by civilization and the destruction of living things. This does not mean that places with an excess of life are unlikely to have sacred groves. Places humans consider lifeless can themselves be the epitome of natural power, the vast openness of the desert, even the poisonous depth of salt lakes, all of these represent powerful natural forces that attract power from The Otherworld, though perhaps not as strongly as a vast and lush woodland. Cities, however, and the other creations of humankind are repellent to otherworld living forces because their inhabitants actively attempt to extinguish all other life at the expense of their own prosperity and the growth of the metropolis.
Each sacred grove applies a modifier to its effective caster level dependent on the extent of civilisation, deforestation and artificial construction within its domain. If the modifier is -5 or more, no natural sacred grove will be found within the domain. If the modifier reduces the caster level of an anchored sacred grove to zero or less, the grove will be destroyed and its otherworld nexus will vanish immediately. To successfully anchor a sacred grove in an area with such a modifier, the druid must invest it with sufficient experience and materials to give it an effectively caster level of 1 or more after the modifier has been applied.
The following table includes the modifiers for different sizes of settlement. Reduce this penalty by one for every mile between the sacred grove and the settlement. Should a grove be under the influence of more than one settlement, simply use the worse modifier. These penalties do not stack.
Settlement | Population | Modifier |
Thorp | 20 – 80 | -1 |
Hamlet | 81 – 400 | -2 |
Village | 401 – 900 | -4 |
Small town | 901 – 2,000 | -6 |
Large town | 2,001 – 5,000 | -8 |
Small city | 5,001 – 12,000 | -12 |
Large city | 12,001 – 25,000 | -16 |
Metropolis | 25,001 – 50,000 | -20 |
Larger settlements | +25,000 people Subtract an additional | -5 |
The Boundaries of a Sacred Grove
A natural grove is quite small, usually a circular effect centred on the point where The Otherworld breaks through into the other plane. The boundaries of the grove will usually oscillate over the course of several days, as the nexus waxes and wanes in strength. When a grove is initially discovered, the Games Master should roll 3d10 x 10 to determine the radius of the grove in feet. Each day, the Games Master should roll 1d6 x 10 and randomly add or subtract the result from the radius of the grove. In addition, he might have the grove move one foot in a random direction. Should the grove’s diameter ever reach zero feet, it immediately fades. The grove can never grow to more than 300 feet in radius.
Once a grove is anchored, its radius becomes fixed at 100 ft. + 10 ft. x the effective caster level of the grove. A sacred grove is never very large and the borders are rarely immediately obvious to travellers unless they have had training as a druid.
Destroying a Sacred Grove
Though no druid would actively try to destroy a sacred grove except under the most terrible of circumstances, all know how it might be done. Physical attacks against the anchor stone or tree will damage and eventually kill the seneschal. Obviously, attacks made against the seneschal directly can kill him. A sacred grove whose seneschal dies is immediately destroyed.
Sacred Grove Special Powers
Once a sacred grove has been anchored, the seneschal or any other druid with the Anchor Sacred Grove feat can invest it with additional magical properties. Each of the following special power can be granted to a sacred grove. This process uses the normal rules for creating a magic item but the rituals must all be performed within the sacred groves boundaries. A sacred grove can receive any number of the following enchantments assuming the druid pays the experience and material cost. An enchantment, though, will only function if the effective caster level of the sacred grove is equal to or greater than its caster level. As a sacred grove is degraded by the encroachment of civilisations, it loses its higher-level enchantments first. These enchantments are only suppressed, they will reactivate as soon as the effective level of the grove increases again. Should the grove be destroyed, the enchantments are destroyed with it.
Earth of Eternity: This enchantment causes any creature buried within the boundaries of the sacred grove to be reincarnated within 2d10 + 10 days as per the spell cast by a 7th level druid.
Caster level: 7th, Prerequisites: Anchor sacred grove, Reincarnate, Market Price: 30,000gp
Eternal Mist: The seneschal of the sacred grove may invoke mists to protect his grove. This ability is useable at will. These mists function as fog cloud spell cast by a 5th level sorcerer except that they fill the whole grove and 1d10 ft. beyond its boundaries. These mists can be dispersed as normal for the spell but the mists rekindle in 1d4 rounds.
Caster level: 5th, Prerequisites: Anchor Sacred Grove, control weather, Market Price: 9,000gp
Grove Gate: A grove gate allows a druid and his companions to travel instantly from one sacred grove to another. The enchantment needs to be invested in both sacred groves and each enchantment allows for the creation of a gate to only one other sacred grove. A single grove could be enchanted multiple times to allow for travel to more than one other sacred grove. Only one gate can be open at one time and only the seneschal can change which gate is operating. A character enters the gate by stepping into the stone or tree anchor at the heart of the grove (limiting travel to large or smaller creatures). The character exists the gate out of the destination groves anchor.
Each enchantment only forms half of the two-way gate but the same caster is not needed to create both halves. A character could create the first half of the gate and than travel to the other grove to complete the gateway. Alternatively, two druids could agree to create this enchantment and travel separately to each grove to create their half of the gate.
Caster level: 17th, Prerequisites: Anchor Sacred Grove, tree stride, transport via plants, word of recall, master earth, Market Price: 140,000gp (for each grove)
Hall of Seeing: A sacred grove with this enchantment grants all who enter it the power to see the truth at all times. All creatures within the grove receive the benefits of a true seeing spell as cast by a 14th level druid. This ability cannot be suppressed for an individual but the seneschal can cause the effect to cease for every living creature within the grove.
Caster level: 14th, Prerequisites: Anchor Sacred Grove, true seeing; Market Price: 83,000gp
Healing Spring: This enchantment can only be placed on a sacred grove with a natural spring or fresh pool of water within its boundaries. Any creature who drinks from one of these natural springs receives the benefits of a cure light wounds spell as cast by a 5th level druid (healing 1d8 + 5 hit points). This water loses all its power if it is taken out of the sacred grove.
Caster level: 5th, Prerequisites: Anchor Sacred Grove, Brew Potion, cure light wounds; Market Price: 5,000gp
Nature’s Blessing: On entering the grove, a character may attempt a Knowledge (nature) check (DC 20). If the check succeeds, the character receives a +2 resistance bonus to all saving throws so long as he or she remains in the grove. This blessing can only be shut down for all characters; it cannot be shut down for a particular individual.
Caster level: 6th, Prerequisites: Anchor sacred grove, resistance, Market Price: 1,600gp
Scrying Pool: This enchantment can only be placed on a sacred grove with a natural spring. Any character with the Scry skill who touches the pool with the tip of his finger and makes a successful Scry check may use the pool as though he had cast a scrying spell upon the pool. There is no limit to how often this enchantment can be used or how many characters can use the pool simultaneously, though each user requires an area of water with a radius no less than 5 ft. for his own scrying.
Caster level: 10th, Prerequisites: Anchor Sacred Grove, scrying; Market Price: 20,000gp
Font of Magic: Any Staff or Wand tree within the boundaries of the sacred grove regenerates its charges at a grossly accelerated rate, rekindling 1d10 charges every year.
Caster level: 14th, Prerequisites: Anchor Sacred Grove, Craft Staff, Craft Wand, Market Price: 180,000gp
The Powers and Privileges of the Seneschal
The seneschal holds a very special position within the druid hierarchy. The position does not come with any real political power but a druid willing and able to anchor a sacred grove using his own spirit is greatly admired by other druids. That is not to say that the position of seneschal does not come with some real power. A seneschal has an unbreakable spiritual bond with his grove. It is for this reason that he can never anchor more than one grove at a time. Nothing can take that from him, not magic, not distance, nor planar travel or even death itself. The seneschal is the spiritual force that holds the otherworldly nexus in place and that burden can only be shrugged off by the destruction of the grove or by the seneschal’s intentional abdication from the position.
The seneschal receives the grove seneschal template on anchoring his spirit to the sacred grove and the seneschal Spirit template should he die while his connection to the grove is still intact.
Abdication (Taking up the Burden)
A character does not need the Anchor Sacred Grove feat to take up the burden of seneschal from another but those with the knowledge are preferred over others because only they can improve the grove with which they are entrusted. The druid hoping to take up the responsibility of an established grove will need to prove himself worthy. This could require any number of tests or quests, decided by the seneschal, for only he is capable of truly knowing who is worthy to take over from him. He has an eternity of undeath to decide, should the fates demand.
A seneschal can only abdicate if either he or the druid to replaces him has the Anchor Sacred Grove feat. The process requires an eight-hour ritual during which neither the seneschal nor the aspirant can be disturbed. At the end of the ritual, the aspirant expends an amount of experience equal to 200 x the caster level of the grove (before modification due to nearby towns etc.) Once the grove has been handed over, the old seneschal is released of his burden and becomes a normal druid again. If the seneschal has already become a seneschal spirit by the time he performs this ritual, his soul departs for his next life.
The new seneschal takes on the grove seneschal template and must attempt to salvage the enchantments of his new grove. For each enchantment the grove has, the druid must attempt a Will save (DC 5 + the caster level of the enchantment). If the check is successful, the enchantment passes over to its new owner unharmed. If the check fails, the enchantment is destroyed.
Druid Circle Magic
All alone, a druid has the power of the elements and nature at his command. Even the lowliest druid can heal the sick, call small animals to aid him in times of need or even pour forth fire from his hands but a single druid is limited in the amount of energy he can draw from The Otherworld to power his magic. Even the most powerful druid can only siphon so much power safely from the otherworld. A group of druids, working in concert within the magically-rich boundaries of a sacred grove, is not so limited. The druid order has used circle magic to protect their domains from the constant march of civilisation for centuries. Sacred groves all allow the druids to focus incredible mystical energies and cast them forth across the land to bring forth the power of nature to protect and avenge the cause of the druid order.
Learning Circle Magic
A character wishing to learn a circle magic spell must search out a written copy, find a master druid who has already learnt the spell or attempt to create the spell himself. Assuming a druid can find a master or a written copy of the spell, the druid must spend one full month studying the spell. At the end of that time, the druid makes a Spellcraft check (DC 30) to learn it. For every additional month spent studying the spell, the character receives a +1 bonus to this check. This bonus can never exceed +10. While studying the spell, the druid must spend at least eight hours each day meditating on the nature of the power, simultaneously immersed in The Otherworld, discussing the matter with his spirit guide. For the duration of the study, the character’s spirit guide will remain the same creature. While not studying the spell, the character cannot perform any magical activity at all.
Creating a circle magic spell is even more difficult. The character may spend at least a month trying to piece together the nature of the spell. At the end of this time, the character makes a Spellcraft check (DC 40) to learn the spell. For every additional month spent studying the spell, the character receives a +1 bonus to this check. This bonus can never exceed +10. In all other ways, this is the same as studying under a tutor or learning the spell from a written text.
It must be possible to cast the circle magic spell to be learnt at a level the druid could feasibly cast (½ his caster level).
Casting circle magic
It is unlikely that a druid will be able to cast a circle magic spell on his own. The druid must cast the spell within the boundaries of a sacred grove where the mystical energies of The Otherworld have been channelled. Usually, a character will need aid from other druids to cast his spell. Only the head druid needs to know the spell and he can lead a number of other druids in the casting equal to half his druid caster level plus his Charisma modifier. The character adds together the caster levels of all the druids in the circle and divides the total by ten to determine the strength of the circle.
The strength of a circle cannot exceed ½ the caster level of the druid who heads it.
Unless specifically stated otherwise, casting a circle magic spell is the same as casting a normal a spell.
Spell level. All druid circle spells can be cast at more than one level. The range of spell levels available is outlined in the spell’s description under the spell level heading. The druid leading the casting can set the level of the spell when the druids begin their casting. The chosen level must lie within the indicated range but it cannot be higher than the casting circle’s strength. If the circle’s strength is lower than the minimum possible spell level for the spell, the druids cannot cast the spell.
Caster level. The level of the sacred grove in which the spell is cast determines the spell’s caster level. Casting time. The casting time for all circle magic spells is determined by the spell’s level. The spell requires 30 minutes plus 10 minutes x the spell’s level. During this time, all the druids involved
must remain in the sacred grove. They must dedicate their energies and actions to the casting of the spell. They cannot perform any action they would not be able to perform while concentrating on a spell.
Components. All circle magic spells use the sacred grove as the focus for their magical energies. All circle magic spells have verbal components, the endless chant that the druids use to focus the magical energies as they draw them from The Otherworld. They do not have material components other than those that can be collected from within the sacred grove and they have no somatic components.
Aiming spells. Circle magic spells include many of the same target, effect and area rules that normal spells have. With targeted circle magic spells, it is not usually possible to see the target. Instead, the head druid must define exactly the person, object or place to be affected by the spell. When using an area spell, the character must specify exactly where the area starts.
Spell Resistance and saving throws. The druids use the caster level of the spell to overcome the effects of a target creature’s Spell Resistance. The difficulty for all saving throws against these effects are 10 + the spell’s level + the head druid‘s Wisdom modifier.
Circle Magic Spells
The following is a partial list of some of the most common circle magic spells a druid could search out and learn.
Circle Champion
Transmutation
Spell Level: 3 – 8
Range: 1 mile per level
Target: one humanoid or monstrous humanoid
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Gathering the strength of the casting circle, the druids empower a single champion within range of the spell. The champion must remain within range of the spell to retain the power offered by this spell. The recipient of this spell almost glows with the intensity of the power that has been invested in him. The spell offers the recipient a sufficient enhancement bonus to increase his or her Strength to a minimum Strength determined by the spell’s level. The spell also grants a number of temporary hit points and a competence bonus to the recipient’s base attack bonus. This competence bonus can increase the number of attacks the character is entitled to.
Spell Level | Circular Area (Radius) |
6 | 1 mile |
7 | 2 miles |
8 | 3 miles |
9 | 4 miles |
10 | 5 miles |
Spell Level | Hit Points | Competence Bonus to BAB | Minimum Strength |
3 | 2d4 | +2 | 15 |
4 | 4d4 | +4 | 16 |
5 | 7d4 | +6 | 17 |
6 | 10d4 | +8 | 18 |
7 | 15d4 | +10 | 19 |
8 | 20d4 | +12 | 20 |
In addition to the above effects, the druids can grant the recipient a number of fighter feats. The druids can grants one feat for every three caster levels. The feat must be on the fighter feat list and at least one druid in the casting circle must have the feat. If the feat has prerequisites, either the recipient must have the prerequisites or the druids must include the prerequisites in the feat selection they grant the character.
Ill Feeling
Enchantment (Compulsion)
(Mind-Affecting)
Spell Level: 6 – 10
Range: 1 mile per level
Area: See text
Duration: 1 day per level
Saving Throw: Will partial
Spell Resistance: Yes
This spell causes a portion of the druid’s domain to emanate magical vibrations similar to those produced by an antipathy spell. This is one of the most common circle magic spells and many druid circles arrange for the spell to be cast on their sacred groves. The druids can use this spell to repel specific types of intelligent creature. The head of the circle designates the type of creature when the spell is cast. Large groups, such as goblinoids or humanoids, are not specific enough. The spell level determines the radius of the affected area.
Any appropriate creature within the area feels an overwhelming sense of dread. This compulsive sensation forces the creature to abandon the area as fast as he can. Each creature is entitled to a saving throw to avoid the effects of this spell for 24 hours but, at the end of that duration, the character must make another saving throw to avoid the effects for an additional 24 hours. Even a creature that has made his saving throw suffers a -2 morale penalty to all checks while within the designated area.
Lightning Strike
Evocation (Electricity)
Spell Level: 3 – 7
Range: ½ mile per level
Effect: See text
Duration: Concentration
Saving Throw: Reflex half (object)
Spell Resistance: Yes (object)
As the circle casts this spell, they call forth a storm with which they can attack buildings and fortifications within their domain. Only objects with a huge size or larger can be attacked using this spell. The circle can make one attack every hour. Magic objects are entitled to a Reflex saving throw for half damage.
Spell Level | Damage | Structural Damage* |
3 | 1d8 | + caster level 1d4 |
4 | 2d8 | + caster level 1d6 |
5 | 3d8 | + caster level 1d8 |
6 | 4d8 | + caster level 1d10 |
7 | 5d8 | + caster level 1d12 |
* The Games Master can use this damage if he uses the mass combat system outlined in The Quintessential fighter or Seas of Blood. In these circumstances, the object is not entitled to a saving throw for half damage. |
Nature’s Wrath

Conjuration (Summoning)
Spell Level: 1 – 9
Range: 1 mile per level
Effect: Avatar of nature
Duration: Special
Saving Throw: None
Spell Resistance: No
This spell summons the nature’s avatar to do the druids bidding. The nature’s avatar usually appears to be roughly humanoid with the torso of a man, the legs of a boar and the head of a stag. Its hair is matted with leaves and twigs and the creature is armed with what appears to be a longspear.
If summoned in a desert environment, in a city grove or some other area, the avatar changes appearance to suit the terrain. The weapon may appear to differ from a longspear but it is always a melee weapon suitable for a druid‘s use. The statistics of the nature’s avatar are always the same, immaterial of the terrain in which it is summoned.
Once summoned, the druids can instruct the nature’s avatar to seek out and either kill or capture a specific individual within the range of the spell. The avatar cannot leave the range of the spell and vanishes once it has either killed the target or returned him to the sacred grove.
So long as the named target remains within the range of this spell, the avatar knows exactly where to find him. The mind blank spell can protect a character from the avatar’s senses but no spell of less than 8th level offers any protection. A single grove can only have one nature’s avatar active at a time. Should another be summoned, the original fades immediately. The level of the spell determines the power of the avatar.
Nature’s Avatar I | |
Medium Size monstrous humanoid | |
Hit Dice | 2d8 (9 hp) |
Initiative | +0 |
Speed | 30 ft. |
AC | 12 (+2 natural) |
Attacks | Longspear +3 melee |
Damage | Longspear 1d8 + 1 |
Face / Reach | 5 ft. by 5 ft. / 5 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +2, Ref +3, Will +2 |
Abilities | Strength 12, Dexterity 10, Constitution 11, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +6, Listen +6, Spot +6, Wilderness Lore +4 |
Feats | Alertness, Great Fortitude |
Natures Avatar
| |
Medium Size monstrous
| |
Hit Dice | 4d8 (18 hp) |
Initiative | +0 |
Speed | 30 ft. |
AC | 13 (+3 natural) |
Attacks | Longspear +5 melee |
Damage | Longspear 1d8 + 1 |
Face / Reach | 5 ft. by 5 ft. / 5 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +3, Ref +4, Will +3 |
Abilities | Strength 12, Dexterity 10, Constitution 11, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +8, Listen +8, Spot +6, Wilderness Lore +4 |
Feats | Alertness, Great Fortitude |
Natures Avatar
| |
Large Size monstrous humanoid | |
Hit Dice | 6d8 + 12 (39 hp) |
Initiative | -1 (Dexterity) |
Speed | 30 ft. |
AC | 14 (+6 natural, -1 Dexterity. -1 size) |
Attacks | Longspear +11 / +6 melee |
Damage | Longspear 2d6 + 7 |
Face / Reach | 5 ft. by 5 ft. / 10 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +6, Ref +4, Will +4 |
Abilities | Strength 20, Dexterity 8, Constitution 15, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +13, Listen +8, Spot +8, Wilderness Lore +4 |
Feats | Alertness, Great Fortitude, Weapon Focus (Longspear) |
Natures Avatar
| |
Large Size monstrous
| |
Hit Dice | 8d8 + 16 (52 hp) |
Initiative | -1 (Dexterity) |
Speed | 30 ft. |
AC | 14 (+6 natural, -1 Dexterity, -1 size) |
Attacks | Longspear +13 / +8 melee |
Damage | Longspear 2d6 + 7 |
Face / Reach | 5 ft. by 5 ft. / 10 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +6, Ref +5, Will +5 |
Abilities | Strength 20, Dexterity 8, Constitution 15, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +15, Listen +10, Spot +8, Wilderness Lore +4 |
Feats | Alertness, Great Fortitude, Weapon Focus (longspear) |
Natures Avatar
| |
Large Size monstrous
| |
Hit Dice | 10d8 + 20 (65 hp) |
Initiative | -1 (Dexterity) |
Speed | 30 ft. |
AC | 16 (+10 natural, -2 Dexterity, -2 size) |
Attacks | Longspear +15 / +10 melee |
Damage | Longspear 2d6 + 13 |
Face / Reach | 5 ft. by 5 ft. / 10 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +7, Ref +6, Will +6 |
Abilities | Strength 20, Dexterity 8, Constitution 15, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +16, Listen +11, Spot +9, Wilderness Lore +8 |
Feats | Alertness, Great Fortitude, Weapon Focus (Longspear), Skill Focus (Wilderness Lore) |
Natures Avatar
| |
Huge Size monstrous
| |
Hit Dice | 12d8 + 48 (102 hp) |
Initiative | -2 (Dexterity) |
Speed | 20 ft. |
AC | 18 (+12 natural, -2 Dexterity, -2 size) |
Attacks | Longspear +20 / +15 / +10 melee |
Damage | Longspear 2d8 + 13 |
Face / Reach | 10 ft. by 10 ft. / 15 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +10, Ref +6, Will +7 |
Abilities | Strength 28, Dexterity 6, Constitution 19, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +21, Listen +12, Spot +10, Wilderness Lore +9 |
Feats | Alertness, Great Fortitude, Weapon Focus (longspear), Skill Focus (Wilderness Lore) |
Natures Avatar
| |
Huge Size monstrous
| |
Hit Dice | 14d8 + 56 (122 hp) |
Initiative | -2 (Dexterity) |
Speed | 20 ft. |
AC | 19 (+13 natural, -2 Dexterity, -2 size) |
Attacks | Longspear +22 / +17 / +12 melee |
Damage | Longspear 2d8 + 13 |
Face / Reach | 10 ft. by 10 ft. / 15 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +10, Ref +7, Will +8 |
Abilities | Strength 28, Dexterity 6, Constitution 19, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +21, Listen +14, Spot +12, Wilderness Lore +9 |
Feats | Alertness, Great Fortitude, Weapon Focus (longspear), Skill Focus (Wilderness Lore) Toughness |
Natures Avatar
| |
Huge Size monstrous
| |
Hit Dice | 16d8 + 67 (139 hp) |
Initiative | -2 (Dexterity) |
Speed | 20 ft. |
AC | 20 (+14 natural, -2 Dexterity, -2 size) |
Attacks | Longspear +24 / +19 / +14 / +9 melee |
Damage | Longspear 2d8 + 13 |
Face / Reach | 10 ft. by 10 ft. / 15 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +11, Ref +8, Will +9 |
Abilities | Strength 28, Dexterity 6, Constitution 19, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +21, Listen +14, Spot +12, Wilderness Lore +13 |
Feats | Alertness, Great Fortitude, Weapon Focus (longspear), Skill Focus (Wilderness Lore), Toughness |
Natures Avatar
| |
Huge Size monstrous
| |
Hit Dice | 18d18+ 75 (156 hp) |
Initiative | -2 (Dexterity) |
Speed | 20 ft. |
AC | 21 (+15 natural, -2 Dexterity, -2 size) |
Attacks | Longspear +26 / +21 / +16 / +11 melee |
Damage | Longspear 2d8 + 13 |
Face / Reach | 10 ft. by 10 ft. / 15 ft. |
Special Qualities | Scent, Target Sense |
Saves | Fort +12, Ref +9, Will +10 |
Abilities | Strength 28, Dexterity 6, Constitution 19, Intelligence 9, Wisdom 8, Charisma 10 |
Skills | Climb +23, Listen +16, Spot +12, Wilderness Lore +13 |
Feats | Alertness, Great Fortitude, Improved Critical Weapon Focus (longspear), Skill Focus (Wilderness Lore), Toughness |
Climate / Terrain | Any land or underground |
Organisation | Solitary |
Challenge Rating | – |
Treasure | None |
Alignment | Always Neutral |
Advancement | – |
Pandemic
Necromancy
Spell Level: 3 +
Range: 1 mile per level
Target: One community, the size of which is limited by the spell level
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell reaches out and infects a community with a disease of the druids choosing. The druids can choose from Blinding Sickness, Cackle Fever, Filth fever, Mindfire, Red Ache, The Shakes, or Slimy Doom. Each member of the community has a 25% chance of avoiding the effect. If the character is infected, he must make the normal saving throw once the incubation period ends.
Spell Level | Community Size |
3 | 20 80 |
4 | 81 400 |
5 | 401 – 900 |
6 | 901 – 2,000 |
7 | 2,001 – 5,000 |
8 | 5,001 – 12,000 |
9 | 12,001 – 25,000 |
+1 level | Double community size |
The druids
can increase the chance of each individual member of the community being infected
by increasing the level of the spell. The overall chance can be increase to
90%. The chance of infection is increased by 5% for every +1 applied to the
spell level.
Plant
Abundance
Conjuration (Creation)
Spell Level:
Range: 1 mile per level
Area: An area of cultivated or natural land with an area of 10 square miles
Duration: 1d4 days (D)
Saving Throw: None
Spell Resistance: No
This powerful spell causes non-intelligent plant life with the effected area to experience years of growth and development in only a few short days. Each day that this spell functions, the area’s plant life develops as though a number of years (as determined by the spell level) has passed.
Spell Level | Years Growth / Day |
5 | 10 years |
6 | 15 years |
7 | 20 years |
8 | 25 years |
Cultivated land can be
brought to harvest and than stopped or it can be driven over the brink, returning
it to natural ground in a few short days.
Stability
Abjuration
Spell Level: 4 +
Range: 1 mile per level
Area: See text
Duration: One month / level
Saving Throw: None
Spell
Resistance: No
This powerful abjuration
protects vast stretches of the land from the possibilities of natural disasters
of all kinds. For the duration of the spell, the area is protected from the
effects of earthquakes, floods, storms,
volcanic eruptions etc. The secondary effects of these disasters, including
the blocking of sunlight, smoke, larva etc are also blocked. The clouds of dust,
the rubble, the lava will all simply slide straight past. Should the sacred
grove be destroyed, the protection is destroyed.
This spell offers no protection
against magically or mechanically induced disasters. The area of the effect
is a circle with a radius equal to the level of the spell in miles.
Thorn Shield
Evocation
Spell Level: 1 +
Range: 110 ft. + 10 ft. / level
Effect: A dome of thorny brush that surrounds the grove
Duration: Concentration + 1 hour / level (D)
Saving Throw: None
Spell Resistance No
A barrier of very tough, pliable, tangled brush bearing needle-sharp thorns forms around the sacred grove, forming a complete dome that protects the grove all around and above. The wall extends beyond the boundary of the grove and is 10 feet thick. Any creature forced into the barrier or attempting to move through it takes an amount of damage equal to 10 plus 5 times the spell’s level for each round of movement. A 7th level thorn shield would inflict 35 points of damage. The character reduces this damage for each point of armour class he possesses. Dexterity bonuses to Armour Class and Dodge bonuses do not count for this purpose.
Creatures inside the dome receive nine-tenths cover (+10 armour class bonus and a +4 bonus to Reflex saves against area effects) made from the other side of the wall. The character suffers half damage on a failed saving throw and no damage if the saving throw is successful. Melee attacks cannot be made through the thorn shield.
Creatures can force their way through the wall. To make any progress, a creature must succeed at a strength check (DC 20 + the spell’s level). A successful creature moves a number of feet equal to its Strength check result minus 19 + the spell’s level. A creature attempting to pierce a 6th level thorn shield that rolled 28 would move three feet. Moving in this fashion incurs the damage described above. A creature trapped in the thorn shield can choose not to remain motionless in order to avoid taking any more damage. A thorn shield cannot be breached using
cutting weapons since it regenerates too quickly. Fire cannot harm the thorn
shield. The thorn shield does not block inter-planar travel.
Ward
Abjuration
Spell Level: special
Range: 1 mile / level
Effect: One circle magic spell is destroyed
Area: An area no larger than 60 square miles
Duration: Instantaneous or 1 day per level
Saving Throw: None
Spell Resistance: No
This spell can be used in one of two ways. Firstly, it can be used to protect an area from the effects of any circle magic castings or, secondly, it can be used to destroy a circle magic spell already in effect. The ward can have any spell level but is limited in its effects to spells with a level equal to or lower than its own. Spells with a higher level simply ignore the ward.
When protecting an area,
the druids simply designate an area within range. When a circle magic spell
attempts to affect the area or anyone within it, roll d20 and add the caster
level of the new spell (DC 11 + the caster level of the ward). If the check
succeeds, the spell operates normally; otherwise, the spell simply stops working,
at least within the boundaries of the Warded area. Spellsummoned creatures such
as a natures avatar simply cannot enter the area of effect.
When dispelling a pre-existing
circle magic spell, the druids must identify which spell they wish removed and
make a d20 check, adding the caster level of the ward spell (DC 11 + the caster
level of the spell to be removed). If the check is successful and the level
of the target spell is equal to or less than the spell level of the ward, it
is removed. If the spell level of the ward is equal to or greater than twice
the spell level of the target spell, no check is required, the ward simply banishes
the opposing spell.
Weather Mastery
Transmutation
Spell Level: 1 – 9
Range: 1 mile / 2 levels
Area: circle centred on sacred grove and reaching to edge of range
Duration: 5 days / level
Saving Throw: None
Spell
Resistance: No
This spell can change the
weather across the entire domain. The spell does not control the weather on
a moment-by-moment basis. Instead, over the course of the casting, the circle
predisposes the weather to a certain type. Each day, there is a percentage chance
the chosen weather type will manifest. Otherwise, normal weather results. The
percentage chance is determined by the spells level, the type of weather
chosen by the druids and
the season. For each season, there are certain types of weather that are far
easier for the druids
to manifest. These seasonal weathers are shown in the below table.
Season Seasonal Weathers
Spring Tornado, thunderstorm, sleet storm,
or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog or sleet
Winter Frigid cold, blizzard, or thaw
Late Winter Hurricane force winds or early spring (in coastal areas only)
Spell Level Seasonal Weather Non-Seasonal Weather
1 5% –
2 10% 5%
3 20% 10%
4 30% 15%
5 40% 20%
6 50% 25%
7 60% 30%
8 70% 35%
9 80% 40%
The Games Master should roll to see if the druids chosen weather manifests each day. The druids can control the general tendency of the winds. They cannot control specific applications of the weather. The weather will take at least 2d4 days before it first manifests, possibly much longer if a low-level version of the spell is used. Should the spell last over into a new season, the percentage chance the chosen weather manifests changes accordingly. Though this spell can be used to good effect by the druids, they are often loath to use it for extended periods as it can greatly damage the local environment.
True Groves
Deep within The Otherworld, the archdruids and the mysterious members of the archanix gather in their true groves. These places of power lie at the points where one or more ley lines intersect. Living creatures and fey or druids, in particular, are drawn to these intense regions of The Otherworld. Like the vortices that produce the sacred groves in the real world, millions of these points of intersection drift aimlessly through the deep otherworld, hidden and unfound. Like the sacred groves found in other planes, these places of intense living energy can be anchored but a
true grove is very different from a normal sacred grove.
A point where two or more ley lines intersect is practically in The Otherworld. A creature may feel a deep sense of well being when he passes within a few feet of the intersection. The natural healing that The Otherworld bestows upon all its inhabitants is increased to Fast Healing 5 for all creatures within 10 feet of the nexus. In the seamless void of the deep otherworld, the points of intersection drift in and out of the myriad realms that float serenely through the emptiness.
The Ritual
The process required to anchor a true grove follows the same basic rules for a sacred grove. The character cannot currently be the seneschal for a sacred grove. As soon as the anchoring rituals begin, though, the druid, the anchoring stone (or tree) and the nexus are all drawn out of the realm they currently inhabit out into the deep otherworld. The energies of the ritual spawn a new realm about the anchoring stone (or tree). The realm is devoid of living creatures initially but is quickly colonised by creatures and plants inhabiting the deep otherworld.
The ritual requires a number of special primary ingredients to activate the anchor with a gold piece value of no less than 500 gp times the caster level of the grove. In addition, the druid must gather or purchase secondary ingredients making up the final value of the material components to 5,000 gp multiplied by the caster level of the grove. Finally, at the end of the ritual, the character must expend 2,000 experience-points multiplied by the caster level of the grove.
The ritual requires a number of days equal to the caster level of the grove multiplied by 10 to complete. During that time, the druid must spend eight hours each day with the anchor, refining its magical properties. The druid cannot rush this process. The realm created by the anchoring ritual is roughly circular with a radius equal to the caster level in miles.
Though he is not consciously able to shape his realm, the seneschal of the true grove subconsciously determines many of features. Rock faces, valleys, small rivers and lakes will form and in many ways are representative of the character’s personality. If the druid seneschal is not true neutral, he realm is mildly aligned to his environment. A neutral evil seneschal would produce a realm that applied a -2 penalty to all Charisma checks made by good characters.
Ley Line Power
True groves can have all the special abilities of a normal grove and can be used to cast circle magic spells. In addition, they can be used to channel magical energies to other sacred groves. Since true groves rest on the ley lines themselves, the magic summoned within a true grove can be sent out across vast distances to any sacred grove on any other plane.
The process requires that a ley line link be established between the true grove and one or more sacred groves. The process requires the Anchor Grove feat. Either the seneschal of the true grove must be in the sacred grove or he must invite the sacred grove’s seneschal into his true grove. The ritual requires one hour and 100 XP per the caster level of the sacred grove to be linked. A true grove can be linked to a number of sacred groves, on any plane, equal to its caster level. The true grove’s seneschal can sever a link at any time (as a full-round action) but a sacred grove’s seneschal must take a full round action and make a Will saving throw (DC 10 + ½ the caster level of the true grove + the Charisma modifier of the true grove’s seneschal) to break the link. He may only attempt to do this once each month.
Once a link is established, a druid circle casting a circle magic spell in the true grove may send their spell to the chosen grove. Each casting can only take effect in one sacred grove. The caster level for the spell is equal the level of the sacred grove to which it is sent or equal to the true grove’s caster level minus 1, whichever is lower. In this way, druids in the true grove can have magical influence on any plane without ever leaving the safety of The Otherworld.
Locked True Realms
True groves are a realm unto themselves. They are bound to the will of their seneschal and, though they are usually open to any druid who can find them, a seneschal has two options available to him should he desire to keep someone or something out of his true grove.
Initially, he can make it impossible for his opponent to find his true grove. By twisting the structure of The Otherworld, all paths that could carry the character to the true grove are simply impossible to find. The character to be barred from the true grove must make a Will saving throw (DC 10 + ½ the caster level of the true grove + the Wisdom bonus of the true grove’s seneschal). If he fails this check, the character cannot find his way to the grove without being guided by someone else.
Should the character be guided to the true grove or should he already be there, the seneschal can attempt to banish the character from his grove. This physical expulsion requires that the seneschal make a ranged touch attack against the opponent. If successful, the character must make a Will saving throw as above or be physically dragged by an irresistible force to the boundaries of the realm and be prevented physically from entering. The seneschal can maintain this barrier for as long as he desires but must be conscious to do so.
Originally written by Dom of D20 / D&D 3e Netbooks and Downloads.
– Standing Stones: The druids may erect standing stones in their sacred groves, yet most circles of standing stones (at least the most impressive ones) weren’t built by druids. They were in fact built a long time ago by the Tuatha de Danann. These gigantic structures served various magical purposes, but could also be used to record the passage of time (days, months, seasons, and years). The fact is, that various dimensions (like the world of humans and The Otherworld) are closer at certain times of the year, and also that various energies of nature fluctuate according to cycles. As such, those knowledgeable in the use of these structures would know when best perform magical ceremonies of importance, or open a gate to The Otherworld (or another plane). On the other hand, circles of standing stones were never intended as temples, even if they could be found as features of sacred groves or dark druids‘ temples.
– Mortuary Mounds: Kings, nobles, and heroes, can at times receive sumptuous funerals. When it is the case, they are generally buried with their most prized possessions (usually weapons, armor, jewelry, horses and chariot) in tombs that have corridors and rooms reminding of their castle when they were alive. Then, their champions and warriors will be later also buried there, as could be some of their descendants. Entering such a tomb could prove hazardous, as usually the dead won’t let intruders enter freely, and may pursue robbers out of the grave. Also, on the night of Samhain such dead have been known to go out of their mound, with some of them trying to visit their descendants with various purposes in mind. Of all these mortuary mounds, a couple are very large, being true necropolis where are buried generations of kings, nobles, and heroes. Such graveyards are normally guarded by filidh dedicated to Arawn.