Sunday, March 8, 2015


U is for Under-druids, distorted, subterranean versions of their more familiar, arboraceous brethren.

Tied to the dark and stone, rather than the moon and forests, the under-druids draw power from the stone, and twist it to their needs.

Under-druids (spec'ed here for S&W, with some add-ons borrowed from 3.5) share many characteristics with druids, modified for their subterranean environs. Deviations and modifications are noted below:

Prime Attribute: Wisdom and Constitution, both 13+ (a druid character gains a +5% experience bonus only if both their Wisdom and Constitution are 13 or higher.)

Hit Dice: 1d6/level (Gains 1 hp/level after 9th.)

Armor/Shield Permitted: Leather or bone armor and wooden shields only.

Weapons Permitted: Dagger, hammer, spear, sling, oil. Stone or stone-bladed weapons, if wielded by an under-druids may be treated as magical weapons.

Race: Any humanoids may become Under-druids.

Alignment - Any chaotic

Because of their disconnection from the world above, an under-druid does not require mistletoe as a spell/powers component. Instead, they utilize a variety of fungi, many of a hallucinogenic nature. In fact, they are likely addicted to them, resulting in a somewhat addled nature.  However, this also increases their sensitivity to the currents of the world around them, and they may cast an augury (as per 3.5) once per day.

Under-druids gain a +2 saving throw bonus against petrification.

Under-druids share most elements of the druidic spell list, except as noted below:
They do not have access to any weather-related spells, and plant-centered spells are substituted with either fungus/oozes, or stone.

Level 1
  • Detect Magic
  • Detect Snares & Pits
  • Faerie Fire
  • Locate Animals
  • Predict Weather
  • Magic Stone (as per 3.5 spell)
  • Purify Water
  • Stone Fists (as per 3.5 spell)
Level 2
  • Call Stone (as per 3.5 spell)
  • Create Water
  • Cure Light Wounds
  • Heat Metal
  • Locate Plants Fungus
  • Obscuring Mist
  • Produce Flame
  • Speak with Animals
  • Warp Wood 
Level 3
  • Call Lightning
  • Cure Disease
  • Hold Animal
  • Neutralize Poison
  • Plant Fungal Growth
  • Protection Against Fire Petrification 
  • Pyrotechnics
  • Stone Shape (as per 3.5 spell)
  • Water Breathing
Level 4
  • Animal Summoning I (summoned animals limited to subterranean types)
  • Control Temperature 10-ft. Radius
  • Cure Serious Wounds
  • Dispel Magic
  • Hallucinatory Forest Stones
  • Insect Vermin Plague (calls creeping, flying, scuttling mass of cave vermin)
  • Plant Stone Doorway (created passage through stone wall, only accessible by caster)
  • Produce Fire
  • Protection from Lightning
  • Speak with Plants Fungus and Oozes (may communicate with fungus, as well as oozes/slimes/jellies up to under-druid's HD)
Level 5
  • Animal Growth
  • Animal Summoning II
  • Anti-Plant Fungal and Ooze Ward (Protects caster from fungal attacks, as well as oozes/slimes/jellies, 10' radius)
  • Commune with Nature
  • Control Winds
  • Hold Plant Fungus and Oozes
  • Transmute Rock to Mud
  • Passplantwall (as 5th level MU spell)
  • Sticks to SnakesStones to Spiders caster may turn as many as 2d6 normal stones into large (1HD) spiders (lethal poison, +2 save).
  • Wall of Fire Stone (as per 3.5 spell)
Level 6
  • Animal Summoning III
  • Anti-Animal Ward
  • Conjuration of Fire Earth Elementals
  • Feeblemind
  • Finger of Death
  • Repel Wood Fungus and Oozes
  • Transport via Plants Stones
  • Weather Summoning Stone to Flesh (as per 3.5 spell)
Level 7
  • Animate Rock
  • Confusion
  • Conjuration of Earth Elementals
  • Control Weather
  • Creeping Doom
  • Fire Storm Meteor storm (as 9th level MU spell)
  • Reincarnation
  • Transmute Metal to Wood Earth (transmutation of metal to soil in a 10x10 area
Update: Gavin Norman commented on G+ that he'd made up some spells specifically for a druid such as this.  Here, here, and here. Thanks!

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