The Druidic Tradition

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Iourn Home > Religions > The Druidic Tradition

"I swear to preserve the Balance of the World, to follow the ethos of the Order as laid down by the Grand Druid, to respect the freedom of other druids in and beyond the Circle, to act as a Guardian of Nature, to maintain The Balance, and to live true to the Order and to keep its secrets safe."

Arvan Walker-in-Shadows, 25th Dark Days 202

Older by far than the moon gods, older than civilisation, older even than the world itself, the Druidic Tradition is the most venerable and misunderstood faith on the fractured continent. Long before the Hadradans invaded, the druids had a firm presence on the land which would become Urova. These strange nature priests, guardians of the wild and preservers of a delicate balance that only they can see, were the undisputed masters of the land for countless generations. In a world where elves and Man walked side-by-side (allegedly), and civilisation had not evolved much beyond the plains-rider and the hunter-gathered, they were supreme. Many are the tales and legends that survive within the Order today of the fey and the druids banding together to meet dire threats from the south. It was a time of glory and expansion for the Order. They flourished and their number of domains expanded exponentially.

In present day Urova (circa 204 LE), the druids find themselves increasingly marginalised from the world. Their persecution at the hands of the Hadradans, coupled by their traditional roles being supplanted by the Church of the Land and the Sylvani faith has led to great bitterness within certain parts of the Order. In fact, because of the new reliance on these churches, druids are often feared and vilified by the common man. On the whole, druids are a proud lot, considering their faith to be inherently superior to all the others. Trouble is brewing between the druids and the priests of Terranor who purport to stand for agriculture and nature.

Note: The following text is based heavily on the druid as presented in the Advanced Dungeons and Dragons second edition game. It is a version of the druid that I am most comfortable with, and it fills in many of the gaps left by a barren description of the third edition druid. Obviously, certain points have been modified to fit in with the new rules, and I've added a few tweaks to make the Order unique to Iourn. However, everything written in the Complete Druid's Handbook still holds true, except where it is directly contradicted by the following text.

A Brief History of the Order

The origins of the Druidic Order (more often called simply, The Order) is lost to time. All that can truly be said is that it is definitely very old, and certainly did not originate on Iourn. There may well be a world, hidden in an obscure crystal shell, deep within the Prime that was the crucible of the Order, but its existence cannot be confirmed. How the teachings of The Order found its way to Iourn are a mystery, but that arrival predates all civilisations and written languages currently in use in Urova.

The first recorded druid on Iourn was the powerful and enigmatic wanderer named Eldagaire. He is reputed to have been the first native of the world to learn of the Order, the first person to master the druid's unique way of casting magic, and consequently the first Grand Druid. Eldagaire is renowned as a teacher and a prophet who collected together a number of like minded individuals of all races and taught them what it meant to follow the druidic tradition. He served as the Great Druid of a single domain for many years; his disciples spread beyond the bounds of the First Circle carrying his teachings with them to the rest of the world. Eventually, he became the first grand druid, and then the first hierophant as his vision took him beyond the confines of tradition itself. When he died, the domain from which he founded the Order was named Eldagaire in his honour.

The Order has not changed very much since Eldagaire's time. Eldagaire himself did not invent the Order, he was just igniting a faith present elsewhere in the multiverse. The grand druids have followed Eldagaire's example ever since, and through fair times and foul have tried to remain true to his teachings. Some have met with more success than others, but few have found their resolve or their faith wanting.

Early in its history, the druidic order made alliances with many of the fey and sylvan creatures that inhabit Iourn. Tales tell of great alliances with the elves of old, and cast the druids as diplomats between Mankind and the great elven civilisations. The druids are also on close and friendly terms with all creatures of nature, such as faeries, treants, satyrs, centaurs, forest gnomes, nixies and the like. They were instrumental in the formation of the Stonebark Alliance in ages past, and remain very strong in the domain that carries that name. Over the centuries, druids have embarked on countless campaigns and have suffered as many defeats as they have victories (would they have it any other way?) – far too many to describe. They have always managed to stop the forces of evil (or good) from overwhelming the world, and retained The Balance that they strive for.

To druids, history is the greatest tool they have. Although they have no written tradition, the achievements and failures of the order are immortalised in song, poetry and dance. Often at a moot, old stories are told and the greatest victories or most abysmal tragedies re-enacted as a incentive to the current generation. They go out of their way to make certain that druids of the current generation never forget the history they are a part of, and never underestimate the forces that stand against them and the fulfilment of their destiny.

The Nature of Druidic Power

Before discussing the beliefs of these peculiar people, it is prudent to look at the source of the Order's great magical powers. Ask a druid where his ability to cast spells and invoke his various supernatural abilities comes from he will reply "From Nature." To scholars in the Scriveners of Doom, this explanation is simply not good enough. Druids of the Order do not worship gods, they do not study wizardry and they are not born with the predisposition to magic a sorcerer enjoys. Where does the power come from? Many studies have been made over the years by the Arcanum Incognita, but the druids guard their secrets well and many are the clerics of the church of magic and mystery that have disappeared searching for the answer (a fate they normally reserve for others). The matter is addressed best in the words of Toman Schunk who was High Invigilant of the citadel Enigmus in Uris:

That the druids have mastered a form of magic as yet unfathomable to right-thinking scholars and members of the faithful is clear. It is the opinion of this investigator that the druids do not manipulate divine magic as we understand it.

Their powers are not granted by a deity, and yet neither do they tap into the weave as arcanists do intentionally and monks subconsciously. Instead they are vampires who leech the very energy out of living things and use it to fuel their heretical practices. When a druid casts a spell he draws the energy for it from the nutrients in the soil, the plant-life and even the vitality of animals and Man. Stand close to a druid when he draws the energy for his incantation and you will feel a little light-headed, as these abominations thin your blood. Depending on their competence, there is only a certain amount of energy a druid can draw from the surroundings surreptitiously. When this limit has been reached any further castings of magic chars the ground, withers plants and causes intense pain in those standing near-by.

Although the Order claims that they would never stoop to using their power in such a manner, they are obviously lying. They have the ability to tap into a virtually limitless reserve of energy. The very thought that they would willingly refrain from doing so is too laughable for words. Tomorrow, I will attempt to duplicate the effects of this defiling magic. I have been warned against it, but I do not believe the Order has the courage to act against the Arcanum Incognita.

Toman Schunk was never seen again. His research notes, equipments and entourage vanished from his camp in the Úngorn over-night. Extensive searches and scrying by the Arcanum Incognita turned up one volume of his journal. Schunk's assessment of a druid's access to limitless power is correct, but he does not give the Order sufficient credit. No druid, not even a druid of the Shadow Circle, would overcast his magic and creature a defiling effect. Defiling doesn't just kill plant life, it makes the land permanently infertile. Defiling the land is far more serious that using the Earthwrack spell; it is permanent – nothing will ever grow where a druid has overcast his magic. Since Eldagaire's time only three druids have ever done such a thing. Each has been hunted down and slain by the Order without question. The names of these three are burned into the minds of all new Initiates.

The first was a man called Vodolphus, who was a druid of the Eldagaire Circle during the occupation of the Hadradans. Vodolphus saw them as a terrible threat to the Order and The Balance, and made an alliance with a Illithid city to drive out the invaders. In a terrific battle he defiled the land in a successful attempt to destroy the infamous Hadradan general Malsimar. The Hadradans ware routed from Eldagaire and never managed to truly conquer the land there. Vodolphus turned himself over to the his circle for execution, realising that the price he had paid was too high.

The second was Hieton Kard from the Norandon Circle. Kard was a hierophant who turned his back on the Order and used his druidic powers for his own gain. He sold his services to the highest bidder as a mercenary and helped the enemies of the Order hunt down and slay druids. He was already on the Grand Druid's hit list before he defiled the land. In a tremendous final battle, in what is now known as the Úngorn forest, Kard was besieged by his brethren. He fought long and hard throwing everything he had against his old comrades. When he ran out of things he had, he threw things he didn't have. By the time he was killed he had defiled the land in a quarter mile radius. The effects can still be seen today – it is a place of pilgrimage and quiet reflection for druids.

The third defiler has the most tragic story. Dulluth was a minotaur from the Junos Circle. Considered simple even by his own race, he was taken into the Order because of his great compassion for all living things. Dulluth excelled as a druid, but his slow wits were always a hindrance. Dulluth was engaged in a battle with a powerful sorcerer whose might could shake mountains. This proved to be his undoing as the battle was taking place in the Gallomar Peaks and the sorcerer buried himself under an avalanche. Unfortunately, the rockfall also buried a small mountain community. All Dulluth could think of were the innocents trapped beneath tons of rock, and used his stone shape ability to reach the fallen. Then he used it again, and again and again. So single-minded was the druid, so slow-witted, distraught and focussed on his task that he completely overlooked the havoc he was causing. Dulluth rescued sixty of the two hundred villagers who had been caught in the avalanche, it was only then he noticed the terrible devastation he had wrought. Members of his Circle found him sitting on a stone in the middle of the devastation weeping into his hands. He was still weeping when the Great Druid ordered his execution. Dulluth's tale is a reminder to druids that no cause is so great to excuse the defilement of the land.

Together these three are known as The Accursed. The Order can be sure that there have only ever been three of them because every druid, from the lowliest initiate to the most powerful hierophant can sense when the land is being defiled regardless of where they are (as long as it is on the same plane of existence). No druid can attempt such a thing and hope to get away from it. It is interesting that all three Accursed come from Urova. This perhaps indicates that druids are not widespread outside the fractured continent.

Beyond their spells, druids possess many other powers and abilities. Do these too draw on the life-force of the land, or are they keyed to their individual ki as a monk's strange powers? No-one really knows, least of all the druids who don't make a study of a such a thing. It is likely that the force for these powers comes from the same source as their spells, but there is no chance of defiling the land by using a druidic power, even if a druid is foolish enough to shape-change more often than is safe. The ability to shape-change is the centre of the druid's world, as described below.

Druidic Beliefs

Where does one begin to chart the beliefs of an order that pre-dates the dawn of Man? On the surface, druidic beliefs seem simple enough – the oath taken at Initiation sums up the core duties of the Order, but it is only the tip of an ever more complicated belief system. The role of druids can be summed up in their two greatest dedications: they are guardians of Nature, and maintainers of The Balance; it is these two aspects that are dwelt upon in this section.

Druids and Nature

Druids do not worship gods. They consider gods to be dangerous and unnecessarily partisan beings who encourage conflict and violence. There is only one true way of looking at the world, and that is there is their way. Druids have a highly defined conception of what is natural and what is unnatural. Druids are the champions of all that is natural and are distrustful of all things that do not fit into this category. This includes gods, arcane magic, certain creatures and the undead. Although most druids won't go out of their way to oppose the activities of a wizard just because he is wielding unnatural powers, they are still uncomfortable with it. To some this seems like unfounded prejudice, but to a druid it is the deepest tenant of their faith.

There is a natural order to things: Iourn turns, the seasons change – life is one vast cycle. Every creature from the smallest tadpole to the greatest dragon live in symbiosis with each other. Each is a piece of the wider puzzle that makes up Existence. By understanding nature, by seeing the way that animals and plants adapt and live together, druids have learned that every being is dependent on every other being for its survival. Many are the druids who are quite happy to tell farmers the tale of the earthworm, and how without it the farmer wouldn't have his crops or his grazing land without it.

From the circle of life comes the druid's belief in death and rebirth. A druid sees death as part of the natural order of things. Creatures are born, they grow, mature and then they die. Often creatures are killed before they reach old age; struck down by a fellow being or killed for food by a predator. This is also part of the natural order. The uninitiated are taught the story of the Predator and the Prey, and how every druid will play both roles in his lifetime. To a druid, death is not the end, but a new beginning. They do not believe in anything as prosaic as resurrection, or being reborn in a physical sense. When a being dies it returns to the soil where it is food for the plants and the insects, and consequently the creatures that feed on the plants and the insects. The druid comes from the earth and goes back to the earth. This is not to say that druids are eager to die and fertilise the land, they're an arrogant lot and usually consider that because of their beliefs they have a duty to remain alive for as long as possible.

The whole belief in the circle of life is very strong within the Order, but to look at it alone dismisses the druid's deep spiritual side. They do not worship in the same way that a cleric does, in fact they think the whole idea of worship is a little ludicrous, but they still have their rituals and ceremonies. These rituals are normally only performed for the sake of tradition – the Order has always done things this way, and they aren't going to change now – but some have a magical and spiritual significance. How does this fit in with the very pragmatic, and down-to-earth approach that the druid purports to hold?

Druids are not fools. Although the evidence and works of Nature are all around them, they cannot dismiss the fact that magic exists and that it is a very potent force in the world. Many druids claim that certain circles are missing the point. They say that magic is part of the natural order as much as the soil, the trees or the sky. They say that everything that exists is made of nature, and so nothing can truly be supernatural. Undead creatures are made of natural, organic material and imbued with magic which is (arguably) a natural resource in some worlds – so aren't undead natural creatures? Of course, where one draws the line is debatable, and druids do love to debate these things. Many druids see gods and the planes as natural as the rain in winter. Gods are part of nature, but only a part of it. To simply worship gods is to worship a fragment of the whole which is foolishness bordering on arrogance.

In any event, druids recognise that creatures are more than just a collection of water and chemicals in skin bag. There is a power that runs through all creatures, a certain spark that gives them life. Arcanists and clerics would call this spark positive energy and point to Vítaeous as the master of such things, but druids do not see it that way. Call it ki, a soul or whatever you will, druids look at all creatures and see this great power inside them. When a being dies this power quickly fades. Druids don't believe that souls depart for other planes after death per se, but they do believe that the spirit – what makes an individual unique – can persist long after the body has decayed. It may inhabit another creature, or maybe even a plant. It is this belief that drives some of a druid's spells, such as Reincarnation.

It is this power, held by all living things, that druids tap into to cast their spells and activate their wondrous powers. As already stated, druids are very careful not to draw too much energy, lest they destroy that which they are trying to protect. Because of their understanding of the world, druids take on the role of defenders of Nature. They do their best to protect the Natural world from the Unnatural. They will try to stop the unnecessary destruction of natural resources (druid's decide what it is unnecessary)

Druids work to protect the wilderness from encroachment by destructive forces, whatever they may be. Druids who are not of the Shadow Circle, see civilisation as necessary, and another example of the way that life adapts – but they also see that civilisation should not consume the world. In ages past, druids worked with farmers and out-lying communities, helping them with their crops and their animals. Their traditional role has been widely replaced by the Church of the Land, leading to bitterness and resentment among many druids. Many of the tasks they used to perform are closed to them, and the druids are less and less important voice in land. The druids are particularly losing ground to the Sylvani faith, whom they despise as purveyors of a diluted tradition and saccharin ethics.

Most druid will work to defend Nature in their own way. Many use animal spies as their eyes on the wilderness. A wandering druid will probably know what is happening many miles around him. Encroaches and polluters are often surprised to see a druid appear, as if from nowhere, to wreak swift retribution against them. What tactics a druid uses, is up to the druid, but as long as he shows a respect for life and only uses force equal to the threat, he can usually do what he likes without any of his superiors breathing down his neck. Druids are often motivated by their desire to preserve The Balance.

Druids and The Balance

When druids talk about The Balance you can almost hear the capital letters. To druids The Balance is everything. Their defence of the natural order is after thought or a product of this task that they have set themselves. As a group, druids are extremely clued up about the movement of the planes, the multiverse and other things that affect the material world. While they believe that gods, extraplanar creatures and their ilk are divorced from nature (and are therefore inherently untrustworthy) they do appreciate the real affect that the planes have on everyday life.

On the planes life is a war between the forces of Good and Evil, Law and Chaos. Each one of these four cardinal forces are trying to gain ground at the expense of their opposite number. The Four Deaths (as druids call them) rarely act alone. They are not sentient beings, as you or I would understand them, they just are. To call them natural forces would be heresy to a druidic, to call them elemental forces would be wrong. In fact an accurate description of the four deaths is a hot topic of discussion at many a moot. Regardless of their nature, the four deaths almost always work through proxies. The most dangerous proxies are the mortal agents such as paladins, or even the demonic hordes such as the Tanar'ri, but the gods that set themselves up to be worshipped and dedicate themselves to instilling uniform belief in thousands.

Druids see the multiverse as something that only functions because it is in a state of balance. For each evil god working for destruction, there is a good god working for preservation. Each corrupt and chaotic band of warmongers can be met with a ordered and disciplined troop of soldiers. But, this is not always the case. Sometimes one of the four deaths gets the upper hand. Sometimes, there is a preponderance of evil or of good. This causes the entire universe to shift off balance. Disaster awaits if such a thing were to continue unchecked. This is where the druids come in.

They are the defenders of The Balance, it is what they do. If a country has fallen to evil they will try their best to drive that evil away. If a society has become too stagnant and settled, they will stir up rebellion. If there are too many wars they will work for peace, if there are too few wars they will work for revolution. Druids are not madmen who shift from doing good deeds one day to evil deeds the next, just to balance some giant celestial cheque-book, they take a much longer term view than that. Of course, it is open to some debate what causes the druids involve themselves in and which they choose not to. On the whole it is up to the conscience of the individual druid to decide.

Not everything that druids do is influenced by their task of preserving The Balance. They are still mortal, they still have friends and their own causes that they will want to champion. Many see this as the Balance itself at work. The multiverse is like a tremendous ant hill, with everyone scurrying about and doing exactly what they are supposed to be doing. Druids are part of the machine as much as there are the caretakers, and there is room for a druid to be partisan if he wants to be. The trick is spotting the aberrations that are part of the natural order, and those what come from outside and are things that a druid must address.

Druids and Tradition

Beyond the defence of nature and The Balance, there are countless other things that make a druid a druid. The use of their secret language, called Thari for example, as well as their strangely restricted collection of arms and armour. There is no divine reason why a druid should use a scimitar rather than a longsword, or a sling rather than bows and arrows. In fact, many druids do take up the bow, seeing it as a much more effective weapon. Using other weapons won't affect their powers, but make earn them a dressing down by their superiors (if they ever find out). Traditional, as is explained below, is everything to a druid. The Order is so old, and carries so much baggage with it, that it's a wonder that anything gets done sometimes.

The Organisation of the Order

For a society that values individual freedom so highly, and puts a premium on actions rather than words, the upper echelons of the Order are surprisingly bureaucratic and political. Most druids are autonomous priests who wander the world, applying the ethos as they see fit, but the ruling bodies of each Circle, and their world-wide masters are highly organised. This section gives an overview of the religion as a whole, and then focuses more closely on the different roles that druids fill – from the lowly initiate to the Grand Druid himself.

To druids, the world is divided up into a number of domains. Domains are areas whose borders are easily defined by geography. In Urova, each of the main countries neatly fall into this category. Thus, as there is a kingdom of Norandor, so there is the domain of Norandor that comprises of the main land-mass as well as the islands of Hanilly, Arrock and Calsinor. Druids within the boundary of each domain are organised into a Circle. Circles are ruled by a hierarchy of druids, serving a Great Druid. All the Circles in the world make up a loose federation that answers to the Grand Druid.

The circle is responsible for fulfilling the druidic ethos within the domain. Their members work to keep The Balance, as well as acting to protect the wilderness and nature from the encroachment of civilisation. With the exception of the Inner Circle (discussed below) the hierarchical structure of a circle is very informal, and members are expected to hold true to their teachings, and practice what they have been taught without someone constantly looking over their shoulder. The hierarchy of the Order is as follows. Please note that, unlike the rules presented in the second edition game, none of the positions described below are dependent on class level. However, because promotion into the Inner Circle is normally the result of conflict only the most powerful druids (those of higher levels) will hold those positions. Hierophants who have passed through the Inner Circle will be more powerful still.

The Uninitiated

Only members of the Inner Circle have the authority to select new potential members for the Circle. However, as there are only thirteen members of the inner circle, and hundreds of new initiates every year, they normally delegate this duty to highly respected initiates and allow themselves to be advised by those closer to the clergy. Ironically, more care and attention is given to the Uninitiated than to the Initiated. Those who have been chosen, or who want to be druids, are taken to some place far away from civilisation and instructed in the ways of Nature, The Balance and the ethos of the Order by initiates who enjoy to teach. Such teaching lasts many years (normally through the adolescence of the prospective candidate). When a teacher believes that the candidate has a true understanding of what it is to be a druid, and has shown an ability to draw the life-force of Nature into himself and create a magical effect, then the candidate is ready for the Initiation.

Initiates

At the bottom of the heap (and indeed making up practically all of the heap) are the Initiates. The technical definition of an Initiate is a member of the order who has not yet ascended to membership of the Inner Circle. Individuals who have gone through the Initiation (discussed below) should be assigned to the supervision of a mentor. A mentor is another initiate who is also one of the Accepted, and is instructed to help the newcomer come to terms with his powers and abilities. However, because there are always far more initiates than there are mentors, many initiates are forced to teach themselves. This is not an acceptable practice, but is seen as inevitable by many of the powers that be. Druids are expected to be a hardy, self-sufficient bunch and the Inner Circle have a tendency to see such isolation as character-building. Suffice to say that the Order has the highest mortality rate for newly initiated priests out of all the Urovan religions. Those who have mentors are watched closely by them until the mentor decides they are ready for more independence. As mentors are overworked and have dozens of initiates they are supposed to be looking after, this is usually quite soon. Such initiates are urged to wander and experience the world; and to take every opportunity to follow the druidic ethos. They may occasionally come back and report to their mentors, but not very often. Initiates continue in this manner for years, and most for the rest of their lives. They may take on a new initiate of their own one day, or they may choose not to. They have the freedom to roam and do what they will, as long as it does not conflict with druidic law.

The Accepted

As previously discussed, druids are constantly striving to make themselves closer to the natural ideal. They consider their ability to shape-change as the most fundamentally important gift that Nature gives them. The ability to cast spells, or walk without leaving a trace are nothing to the ability to alter their form. A druid who can run with the wolves and flee with the deer gets a complete understanding of what it actually means to be that creature. Many believe that they actually do become the wolf, or the bear or the haddock when they shape-change. Members of the Order who have mastered this power are know as the Accepted. Nature itself has accepted them into a wider world. Such individuals normally go through the Acceptance Ceremony at the next moot. To be one of the Accepted shows a greater degree of proficiency and understanding of what it means to be a druid, although it is not a rank within the faith in its own right. Initiates who become Accepted are still Initiates, and are referred to as such. However, they are accorded slightly more respect than their brethren who are trapped in one form. Less than half of the Order succeeds in becoming Accepted.

The Inner Circle

Only initiates who have ascended to the Inner Circle have the right to call themselves druids. The Inner Circle is the ruling body of a single Circle and is made up of thirteen members: nine druids, three archdruids and one great druid. In order for an initiate to get onto the Inner Circle a vacancy must appear….. or they must make one. In keeping with the maxim of 'survival of the fittest', membership of the Inner Circle is dependant upon challenge, and challenge inevitably leads to conflict.

The challenge is a complex ritual (described below) that normally only happens on one of the seasonal moots. Any initiate can challenge one of the nine druids for a position on the inner circle, but only druids can challenge an archdruid, and only an archdruid may challenge the great druid. Only the most accomplished initiates feel that they have the power and the moral authority to make a challenge; it is unheard of for one of the unaccepted to make a challenge. Those who are in a position where they can be challenged are normally a little nervous (and some might say paranoid) of the druids around them. They always do their best to appear strong, so that a challenge, when it comes is directed at one of the other members of their station. Often the great druid is so powerful that no archdruid is willing to challenge him, and will often wait until he dies or ascends to grand druid status.

Why then, do the druids have such a system if it seems to promote so much paranoia and one-upmanship? The druids see the challenge system as the most honest means for druids to rise through the ranks. There is no duplicity or underhand dealings in the Order, if someone wants someone else's position then they say so, and the matter is settled immediately. Druids look down upon highly bureaucratic organisations (such as the Arcanum Incognita, for example) who use blackmail, favours and political sleight-of-hand to get what they want. That sort of thing is antithetical to a druid. They are not men and women of deception, they are men and women of action and their process of advancement mirrors this. A druid does not need to be continually looking over his shoulder for a threat on his position, when the threat does come it will be openly announced, and openly dealt with. It also means that only the most worthy sit on the inner council. If someone is displaced from the council, they were obviously not worthy enough to be there in the first place.

The tasks of the druids, archdruids and great druids are discussed in the following section. However, they are all responsible for initiating new members into the order and for making decisions that affect the Circle as a whole. Think of the inner circle as a court in which the great druid is king and the druids and archdruids are his advisers. The great druid cannot be expected to know everything that goes on in the order and relies on the others to be his eyes and ears on diverse matters. Even the lowliest initiate will know who the great druid of their circle is.

The Grand Druid

The grand druid is the highest ranking druid in all of Iourn. Only one person can hold this title at any one time, the current grand druid is a man called Petrov Arcanius. The grand druid has ultimate authority over all the circles in the world, if he says "jump" they ask "how high?" In practice, the grand druid plays the role of a diplomat and a peace-maker more than he does a leader. Different druidic circles don't get on with each other very well, and often will not go to the aid of a fellow circle unless the threat is something that could one day threaten them. Therefore, the grand druid travels the world, going from Circle to Circle and trying to put right perceived wrongs. He has an entourage made up of druids that no longer have allegiance to any one circle. It is considered a real honour to be called upon to join the grand druid's entourage and few decline the invitation. Within his entourage the grand druid has a number of powerful servants called Emissaries. The Emissaries are the druids who have been deputised to speak for the Grand Druid in political matters, and who often travel separately from their master. In this way, the grand druid is able to be in more places at the same time, as it were. However, many of the more insular inner circles consider the Emissaries to be spies, and really don't like having them around.

Grand druids are not the subject of challenges as members of an inner circle are. Few grand druids die whilst in the job, most prefer to retire and take up the status of an hierophant. They are therefore in a position to choose their successor. The new grand druid is always one of the great druids, from one of the circles in the world. Suffice to say that there is intense political lobbying from the various circles to get their great druid elevated to the position. Petrov Arcanius was originally of the Eldagaire Circle, and a disproportionate number of members of that circle have been raised to grand druid over the years. To say that the outgoing grand druid's word on his successor is final would be quite wrong. Often the grand druid is pressured into choosing the most politically expedient candidate.

Hierophants

Hierophants are ex-grand druids who have retired from their post. Usually this is because they are completely sick of the politics of their position and seek to get back to the basic nature of what it is to be a druid. The domain of the Hierophant is existence. They are not tied to a particular location, or even to a world. What few hierophants druids there are travel Iourn and the planes, seeking to protect The Balance and defend all that the druidic ethos holds dear. Hierophants tend to have a soft spot for the world on which they were raised, and the chances are that those born on Iourn will find themselves coming back to Iourn time and again.

Hierophants are movers on a global stage. They may be the power behind the throne in a dozen nations, and the mere mention of their name or rumour of their approach sends proud kings into cold sweats. Hierophants are not to be underestimated and always to be taken seriously. They have powers beyond the ken of even a grand druid, and have made alliances of a such a magnitude that one could topple a kingdom if he so desired. Hierophants are seen as immortal beings – and with the use of the Tree Spirit spell, they practically are. A hierophant who masters such magic can extend his life tenfold, and then live for thousands of seasons as a treant.

If they have a fault, it is that Hierophants tend to be so caught up in schemes and stratagems that they are prone to losing their hold on reality. Many live so long that they become a little peculiar, and find it increasingly difficult to relate to individuals and even to the Order. To the hierophant, many of the rules and regulations that the Order lives by do not apply to them, and they are so powerful that no-one likes to argue with them.

The Shadow Circle

The Shadow Circle is a secret society of druids that exists in parallel with the actual Circle. They follow the same beliefs and ethos as the other druids, but they take Eldagaire's teachings to the nth degree. They see nature as a pure, cleansing force. To members of the Shadow Circle civilisation is a plague that has weakened the thinking races, turning them into mewling infants dependent on others, and using society as a crutch when people should be running free. Cities, buildings, comfortable chairs – in fact, any trapping of civilisation – are no good for anyone. Members of the Shadow Circle see barbarians and their ilk as far more vital and alive than the nations of Man. As a result Shadow Circle druids often find themselves allied with barbarians, and some of the more militant of the goblin races.

At its heart, the Shadow Circle seeks to encourage the abandonment of decadent civilisations and the return to a basic, hunter-gatherer culture. They still possess the neutrality of their less militant comrades, and still seek to maintain The Balance. However, their actions tend promote chaos and evil, as they are not above using force to satisfy their aims. Tearing down a village and forcing the inhabitants to live in a cold, wet forest is a good way of repatriating them back to nature. However, the Shadow Circle supports the cause of good as much as it does evil (they are druids after all), particularly where Nature itself is threatened. Low-ranking members of the Circle wage campaigns of terror against helpless settlements. They set fire to out-buildings, steal cows and generally make life unpleasant and impossible for people.

The activities of the Shadow Circle are largely tolerated and condoned by druids of the Order. Unless a member of the Shadow Circle oversteps the mark to such an extent that the Great Druid would consider a Ban, they are left pretty much to their own devices. Each druid is left to follow the ethos as he sees fit, members of the Shadow Circle are doing just that. However, a considerable number of druids do not trust the Shadow Circle, and neither do they condone their actions. They see such activities as murder and destruction unbecoming, and not the sort of thing that the populace should begin associating with druids (especially given the present climate). At the very least they want the Great Druid to keep an eye on known members.

Of course, keeping an eye on known members of the Shadow Circle is practically impossible, because no-one knows who they are. Members keep their identities secret from non-members and are highly organised. The Shadow Circle operates a parallel hierarchical structure to the regular circle. Where there is a Circle of the Order, there is an Arc of the Shadow Circle. Instead of a Great Druid the Shadow Circle has the Shadowmaster who rules over his own inner circle. Ascension to the inner circle is by challenge as it is The Order. However, challenges in the Shadow Circle are always to the death. Only the fittest are worthy of survival, after all.

Members of the Shadow Circle keep their identities secret from each other, only meeting while masked or shapechanged into another creature. Unlike the Great Druid, the Shadowmaster is the absolute leader of the Arc, he has no advisers and calls for no votes. Only the Shadowmaster knows the true identities of everyone in the Arc, and as a result he has a considerable amount of power (and a considerable number of enemies). The Inner Circle of the Arc is made up if those who have proven themselves worthy to the Shadowmaster. Often membership of the shadow inner circle mirrors the membership of the true inner circle, but not always. Those members of an Arc's inner circle who are particularly favoured by the Shadowmaster are called the Shadowed Ones. They are the Shadowmaster's enforcers and assassins.

No-one volunteers for membership of the Shadow Circle – the Shadow Circle finds you. Shadowed Ones spy on potential converts at length before appearing before appearing before them and explaining the Shadow Circle's. Druids who refuse to join are killed to protect the secrecy of the organisation. Those who agree to join are taken blindfolded to the Shadowmaster. They swear allegiance and then are required to do something destructive against society to prove their loyalty. They are carefully watched in this endeavour, of course. If they succeed they are accepted into the Shadow Circle and given a wooden mask carved in the shape of a forest creature.

Why such violence and secrecy from the Shadow Circle? Their ethos and methods are surely not that antithetical to the Order, so why go to these lengths? The fact of the matter is that the Shadow Circle, does not like the Order very much. They see them very much as a group that has lost its way. By trying to accommodate civilisation, by believing in freedom they are putting The Balance in jeopardy, and doing themselves no favours into the bargain. The Shadow Circle acts to undermine the work of the Order where it can. A known member of the Shadow Circle earns great enmity (or at least disdain) from druids. The unpredictable nature of the Shadow Circle, their violence and lack of forethought are more than most druids can cope with. Unlike the Order, the Shadow Circle is not organised beyond the domain level. There is not equivalent of the Grand Druid, and no Shadow Circle hierophants as far as anyone is aware. But still, they are a threat to both the Order and the world in general. A threat made all the greater by the estimate that one in every five druids is also a member of the Shadow Circle; it appears that their call is often too hard to resist.

A Druid's Responsibilities

Obviously, druids must follow their ethical code as outlined above; they must protect Nature and guard The Balance. Beyond that, the exact duties of their profession are not as rigidly defined as those of a cleric. Many of the duties that druids should be doing, have been snatched from them by the Moon Gods, and druids are feeling increasingly marginalised. There was a time (during the Hadradan occupation and before) that druids in their capacity as priests of everything, officiated at weddings and funerals, as well as helped to guard villages, dispense justice, presided at trials and generally fulfilled all the roles the moon gods now perform. Now the druids are fighting what seems to a be a losing battle. The populace generally misunderstands and mistrusts the druids. To the average Man, farmland and cultivation is the purview of the Church of the Land, and the wilderness is the home of the Sylvani faith. Terranor is the embodiment of Nature, not the strange old religion that druid's follow. There are some place, in the loneliest parts of Urova, where the druids still enjoy the respect and support that they believe they deserve, but these places are few and far between. In Norandor, the druids considered untrustworthy, and many nobles think of them as little more than outlaws. The Order will only be pushed so far. Eventually it will snap and push back. If the Shadow Circle have anything to say on the matter, it will be sooner rather than later.

Ceremonies and Holy Days

The druidic order enjoys many different ceremonies and traditions, held on numerous holy days throughout the year. The exact number of these ceremonies, and what they entail, varies slightly from circle to circle. The following section provides a near comprehensive list of those rituals that are common throughout Urova. Note that none of the druid's ceremonies and observances have anything to do with the moons. The nature of these rituals were laid down long before Iourn even had any moons. They are dictated by the cycle of the seasons and the passing of night and day.

The Moot

The moot is held four times per year: once at each solstice and once at each equinox. It is a gathering of druids from all over the domain, and is a place for discussion and for druids to swap new stories with old friends. Ceremonies are performed celebrating the deeds of the dead, nature is honoured and marriages within the order also take place. New members of the order go through the Initiation (see below) at a moot, passing from their prepreparedness to the ranks of the Initiated. The timing of the moot is also to celebrate the changes of the seasons and the dates of the ceremony (25th Greenleaf; 25th Midsummer; 25th Dark Days and 25th Midwinter) seldom change. For a moot to be held on any other day than those listed spells trouble for the Order. For the moot is also the occasion on which important matters are discussed. During a moot the Inner Circle will meet secretly and discuss the problems of the day; they may include special advisers in their number on this occasion. Sometimes ambassadors from other Circles may attend the meeting, but this is rare. Only during times of the greatest crisis would a druid from another domain be present at a moot. The Inner Circle, plus any others who attend the meeting, are jointly referred to as the High Council of the Moot. After the meeting the Great Druid will address the rest of the moot and tell them what has been decided by the Inner Circle. He will then answer questions and take advice if he wishes.

Moots at non-traditional times can be called either by the Great Druid or an Archdruid. They take responsibility for sending messengers (often animals) to all those druids in the circle who are eligible to attend. The invitation is normally only extended to those who have reach the rank of Accepted. Acceptance of invitation is mandatory. Initiates of a less piety are not deemed capable of making a worthwhile contribution to events. However, such individuals may attend if they receive a special invitation by one of the Inner Circle. Certain sylvan creatures, and powerful rangers (that the circle gets on with) are often invited to the moot. The presence of anyone else is practically unheard of, in fact druids and their woodland friends often patrol the surrounding area looking for intruders. Trespassers are dealt with most severely.

Moots normally take place in a sacred grove, far from civilisation under the stewardship of the druid who called the moot. Normally, each archdruid will call one moot per year, with the great druid calling the moot that falls on the Summer Solstice. The location must be kept secret from those who are not part of the Order, although this is usually impossible due to the nature of the guest list. The Shadow Circle is also normally present at moots, to see what is going on, but they do not normally act openly during this time. Moots normally last for four days, but they cannot end until the steward dissolves it.

The Ban

The Ban is a strong, non-violent sanction against a druid who has violated his the ethos in some way, or anyone else who has offended the Circle. No member of the circle may give aid to anyone who has received The Ban. Bans can be applied to whole communities as well as individuals, so a Great Druid may impose a ban on a logging community that continually neglects to heed the wishes of the Order. Some forces aligned with the druids (such as rangers or the fey) may follow the ban as well. A ban is announced during a moot. The High Council of the Moot votes on all bans at sunset. Normally the council goes with the wishes of the great druid. If they do not then a challenge could very well ensue. Bans last for ten seasons, but the council can vote on extending the ban and lifting it early.

Bans only apply within a certain domain, which means the banned druid normally goes into exile – which was probably the intention of banning him in the first place. Against non-druids the Ban takes on a more symbolic status. They are normally directed against those individuals outside the Order are not powerful enough to openly oppose. If druids have a problem with a petty warlord, a woodcutter or a single creature, they don't pronounce a Ban, they deal the problem more directly. But, if a king has angered them, or another religion, then the Ban is a powerful way of saying that they are not in the Order's good books.

The Challenge

The Challenge is one of the oldest druidic traditions. It dates from a sure understanding that only the fittest survive. The only way for a druid to get on to the inner circle and take the title that rightfully befits his name, is to challenge someone who is already there. Druids don't like political double-dealing and skulduggery, they prefer to face their problems and their challenges out in the open (and usually with a heavy stick). Challenges assure that only the strongest and most cunning individuals hold positions on the Inner Circle. Form dictates that challenges are only ever made during a moot, although this is often ignored by initiates who feel they are ready now, and don't want to wait half a season for someone else to challenge their mark.

The challenge itself is highly formalised. The challenger announces: "[name of challenged]! I, [challenger], being well versed in the ethos of the Order, whose soul is Balanced and whose blood has spilt in defence of our charge, do challenge thee for the position of [position]." The challenged then replies: "I, [name of challenged] do except your challenge, [challenger] with good grace, and in the firm belief that the Order will be strengthened. Come thee on."

Challenges are always settled to pre-arranged rules. Those who fail to abide by those rules automatically forfeit the battle. Following the issue of a challenge, the two parties must agree on a time and a place for the duel. They must also engage the service of an individual to act as an impartial arbiter and broker. This witness is someone who is highly respected by both parties and the Order, but need not be a druid of the Circle. Often druids from other circles, or members of the Grand Druid's entourage are co-opted into the role. Both parties then set out the terms on which the challenge will be settled. This normally (but not always) involves a fight. These terms are witnessed by the broker, and may not be changed once they have been set. If neither side can agree on terms, then they are set by the witness. Traditionally, the witness proposes an all-out battle which only ends on the surrender or incapacitation of one party. However, the witness can choose any type of battle he deems worthy. Once the parties have put themselves in the hands of the broker by failing to agree between themselves, they are bound to do whatever he would have them do.

The terms that are discussed between the parties, regarding the nature of the challenge are many and varied. The size of the battlefield is an important consideration. It is usually limited to no more than a circle of twenty-foot radius to stop the battle from taking too long. If the challenge is to be settled by battle then the type of battle must be defined: is it to be an all out attack using all the resources in the druid's possession or is it to be limited somehow? Commonly, magical weapons and others items are banned, but conventional weapons, magic granted powers can all be excluded from a battle. Some challenges are fought simply by using the shape-change power. These are usually the most entertaining. Of course it doesn't have to be a battle: anything from a game of chess to a scavenger hunt to a tickling contest are equally valid as long as both parties agree. They will also select the criteria through which a winner is determined. Is it until the opponent is incapacitated? is it to first blood? or even to first successful strike? (these contests are very short). Regardless of the rubrics, one rule always applies: neither party may receive any outside aid of any king. If they receive any they are immediately disqualified and their opponent is named the winner.

A challenge begins with the Broker appealing to those present to witness the challenge in its entirety. The exact form of words will differ from circle to circle. Each party then enters the battlefield from opposite ends and the challenge begins. Few moots run the entire four days without seeing a challenge in form or another. Normally, the challenger fails in the attempt. Druids, archdruids and great druids got where they are because they are better than the average, but one day they will be toppled. It is this "one day" that all other druids look for.

This witness will make a note of the rules laid down, and is always present at the even to see that the rules are stuck to. Often more than one witness is present; if the challenge takes place at a moot, then half the Circle are likely to be watching.

The Appointment of Acolytes

Druids of the Inner Circle always have a number of special assistants called acolytes whom they deputise to act for them in certain circumstances. Finding prospective druids is one such example of the work of an acolyte. There are too many such individuals for the inner circle druid to speak to each and every one of them, so acolytes fill in the gap. A member of the inner circle normally approaches a prospective candidate quietly and offers them a position of acolyte. This is a very serious decision for the candidate. If they accept then they will have much more influence than one of the Accepted, and will be able to go places and do things that they would otherwise be unable to do. However, druids are great believers in freedom, and accepting an acolyte post very much robs them of this. Acolytes have loyalty to their master first and the Order second. They may not act against their master without running the risk of receiving the Ban. As a result acolytes seldom serve a master for more than a few seasons before moving on.

Those who accept the position become acolytes immediately. However, there position is ratified at a moot by a simple ceremony in which he ceremoniously gives himself to his new master. A large majority of the Order stand on one side of a river or small stream along with the new acolyte. The master stands on the other side. The acolyte crosses the river to his master. This is usually attempted by walking into the water and along the bottom (with the aid of a water breathing spell of course!) When the acolyte emerges on the other side, he is considered to have 'crossed over' from the Order to his new set of loyalties and priorities. When his service ends, the ceremony is performed in reverse at the next moot. Some members of the inner circle have dozens of acolytes, some only one or two. The origin of this practice dates from the earliest days of the Order before the formation of circles, and when druids owed loyalty to no-one save themselves. Some druids question the continuation of this practice in modern times when members of the inner circle have the circle as a whole to fall back upon. They fear that the creation of acolytes leads to the emergence of different factions within the Order. Their voices remain unheard at present.

Shadowclave

On the last day of each month is the Shadowclave. The Shadowclave is the Shadow Circle's version of the moot and much the same things take place there as would take place at a moot. Challenges are issued, and the Shadowmaster gives orders as what he wants his followers to do in the next month. The exact ceremonies involved are unknown outside the Arc, as no-one outside the shadow circle has ever attended a shadowclave and lived to tell the tale. Prisoners are apparently tortured and executed at these events.

Initiation

Initiation always takes up most of any moot. This is mainly because each new druid must be initiated by a member of the Inner Circle. At moots when a large number of hopefuls are to be initiated the process can resemble something of a production line as druids quickly bless them and bring them into the Order. The ease the burden, most circles also initiate on certain holy days, or in sacred groves as well as at a moot. This helps to spread initiation around the year, without concentrating it all in one place.

The uninitiated are always given a task to perform in the run-up to their initiation. This sometimes takes the form of a quest, or a spiritual discovery. They may be called upon to find a certain item, make peace between two warring tribes or deliver a sermon to the unenlightened. Some tasks are for a group, some are for individuals to perform. At initiation the group (or individual) lie in front of the member of the inner circle and tell what they have learned on their quest. If they had been asked to retrieve something then they present it at this time. The initiator listens to what they have to say and decides whether they are worthy to join the Order. If they are then he mumbles a short blessing in Thari, sprinkles them with holy water, and declares them full initiates. Nothing magical happens at this time. Chances are that the uninitiated of this degree of proficiency have already manifested druidic powers (they are first level druids), but they are now welcomed into the Order where they are thrive and progress.

Now they must take the druids oath. Each swears the following (or words to this effect): "I swear to preserve the Balance of the World, to follow the ethos of the Order as laid down by the Grand Druid, to respect the freedom of other druids in and beyond the Circle, to act as a Guardian of Nature, to maintain The Balance, and to live true to the Order and to keep its secrets safe."

Appeasement

Druids accept that land sometimes has to be cleared for farming and other uses. This ceremony is designed to appease the spirits of the trees who are to be destroyed. Whether appeasement is necessary in the way that the druids say it is, is unclear. One thing is certain: if the ritual is not carried out then the druids get very upset, and no-one wants a band of upset druids on their hands. There is nothing inherently magical in Appeasement, although some druids may cast a few minor spells to make for a bit more a show. It's really designed to impress local farmers with the power of the order, and to convince them that the Order are doing them a big favour by letting them cut down so much as a honeysuckle.

Sacred Groves

The appearance, placement and role of sacred groves are so wide and varied that no entry could really do justice to them. In short a sacred grove is an area that has been magically sanctified by a druid of the inner circle through at least one day of uninterrupted ritual and chanting. The 'grove' is always far away from civilisation, and is often located in an area of outstanding natural beauty, such as a waterfall or overlooking some incredible vista and the like. Some groves are made up of standing stones, that are primarily used as means of telling the date, through the length of the day and the positions of certain heavenly bodies.

After a grove has been in existence for seven years, it will begin to awake a certain number of magical powers. The extent of these powers depends partially on the personal might of the druid who sanctified the grove in the first place, but is mostly dependent upon age. The water in a natural spring may have the same effects as holy water, or a healing potion (or both). The fruit on the trees may be magical, or the whole area maybe enchanted so that no weapon can be drawn in anger.

Sacred groves always have a steward to look after them, who may or may not be the same druid who created the place. These stewards normally designate their own successors. Many stewards are initiates of considerable power who have not risen to the inner circle for some reason. If a member of the inner circle is a steward then they almost always hand over the maintenance of the grove to a handful of acolytes. A grove always has a number of laws that govern it. It may be forbidden to damage plants or pick flowers within a grove. The maximum penalty for breaking these laws is death. Death is often also the minimum penalty.

The Circles of Urova

It is on the fractured continent of Urova that one finds the greatest concentration of druids. The first of their number, Eldagaire, was born in the mountainous country that now bears his name, and from that time the teachings of Order spread like a flame across the land. Although each has come from common roots their outlook and activities vary markedly. These circles seldom come to each other's aid (or even talk to one another) except at times of terrible crisis. Each circle will celebrate a number of holy days throughout the year. Many of these days are universally acknowledged, such as the celebrations surrounding the first day of Summer. Others spring up around more parochial matters such as the birthday of a particularly well loved great druid. There follows information on the Norandon Circle. This will be expanded as the campaign moves from country to country.

The Norandon Circle

The great druid of the Norandon Circle is a powerful and respected woman called Morgase Esseni. She has ruled as grand druid for five seasons, and seems set to remain in that position for the foreseeable future. She has successfully beaten off two challenges from the ambitious Archdruid Zerrimir during her reign. The three archdruids are all male and human. In addition to the aforementioned Zerrimer, they are Tular (a man great introspection and little patience) and Glipson. Glipson can claim to have been a bard and a ranger in his lifetime. That he has also fought his way into the inner circle is a testament to his skill. Glipson is a large bearded man with fiery red hair, who delights in the more musical traditions of the druids.

Within Norandor the Circle is strongest in areas far away from civilisation. They have a strong presence in the vast Úngorn forest, as well as the Cullbarren peaks and the Barrowmoors. The druids are also believed to be active in the Arms of Uros, and miraculously on the islands of Arrock and Calsinor. However, Norandor is the most civilised of all the Urovan countries, and as such the druids are probably weaker here than anywhere else. The Moon faiths are very strong, and conflict with the Sylvani Church seems almost inevitable.

Druid Spells

The list of spells available to a druid has been heavily modified by the 3.5 rules. Until the Master Lists appear on this site, fully integrating Iourn to 3.5 please use the list below as a stop gap measure.

Level 0

  • Create Water
  • Cure Minor Wounds
  • Detect Magic
  • Detect Poison
  • Flare
  • Guidance
  • Know Direction
  • Light
  • Mending
  • Purify Food and Drink
  • Read Magic
  • Resistance
  • Virtue

Level 1

  • Animal Friendship
  • Beastmask
  • Calm Animals
  • Cure Light Wounds
  • Detect Animals or Plants
  • Detect Snares or Pits
  • Endure Elements
  • Entangle
  • Faerie Fire
  • Goodberry
  • Invisibility to Animals
  • Log of Everburning
  • Magic Fang
  • Obscuring Mist
  • Pass Without Trace
  • Puffball
  • Shillelagh
  • Summon Nature's Ally I

Level 2

  • Animal Messenger
  • Animal Spy
  • Animal Trance
  • Barkskin
  • Beastspite
  • Charm Person or Animal
  • Chill Metal
  • Delay Poison
  • Fire Trap
  • Flame Blade
  • Flaming Sphere
  • Fortifying Stew
  • Gift of Speech
  • Heat Metal
  • Hold Animal
  • Lesser Restoration
  • Produce Flame
  • Resist Elements
  • Soften Earth and Stone
  • Speak with Animals
  • Summon Nature's Ally II
  • Summon Swarm
  • Tree Shape
  • Warp Wood
  • Wood Shape

Level 3

  • Call Lightning
  • Contagion
  • Cure Moderate Wounds
  • Diminish Plants
  • Dominate Animal
  • Greater Magic Fang
  • Meld into Stone
  • Neutralise Poison
  • Plant Growth
  • Poison
  • Protection from Elements
  • Remove Disease
  • Snare
  • Speak with Plants
  • Spike Growth
  • Stone Shape
  • Summon Nature's Ally III
  • Water Breathing

Level 4

  • Antiplant Shell
  • Control Plants
  • Cure Serious Wounds
  • Dispel Magic
  • Earthmaw
  • Flame Strike
  • Freedom of Movement
  • Giant Vermin
  • Hunger
  • Knurl
  • Needlestorm
  • Quench
  • Reincarnation
  • Repel Vermin
  • Rusting Grasp
  • Scrying
  • Sleet Storm
  • Spike Stones
  • Summon Nature's Ally IV
  • Tree Steed

Level 5

  • Animal Growth
  • Atonement
  • Awaken
  • Commune with Nature
  • Control Winds
  • Cure Critical Wounds
  • Death Ward
  • Hallow
  • Ice Storm
  • Insect Plague
  • Nature's Charm
  • Summon Nature's Ally V
  • Thornwrack
  • Transmute Mud to Rock
  • Transmute Rock to Mud
  • Tree Stride
  • Unhallow
  • Wall of Fire
  • Wall of Thorns

Level 6

  • Antilife Shell
  • Earthwrack
  • Find the Path
  • Fire Seeds
  • Greater Dispelling
  • Healing Circle
  • Ironwood
  • Ivy Siege
  • Liveoak
  • Repel Wood
  • Spellstaff
  • Stone Tell
  • Summon Nature's Ally VI
  • Transport Via Plants
  • Wall of Stone

Level 7

  • Changestaff
  • Control Weather
  • Creeping Doom
  • Fire Storm
  • Greater Scrying
  • Harm
  • Heal
  • Summon Nature's Ally VII
  • Sunbeam
  • Transmute Metal to Wood
  • True Seeing
  • Unwilling Wood
  • Wind Walk

Level 8

  • Animal Shapes
  • Command Plants
  • Finger of Death
  • Repel Metal or Stone
  • Reverse Gravity
  • Summon Nature's Ally VIII
  • Sunburst
  • Whirlwind
  • Word of Recall

Level 9

  • Antipathy
  • Earthquake
  • Elemental Swarm
  • Foresight
  • Mass Heal
  • Shambler
  • Shape Change
  • Summon Nature's Ally IX
  • Sympathy
  • Tree Spirit
 
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