Table 23:
Priest Experience Levels
Hit Dice
Level Cleric Druid (d 
1 0 0 1
2 1,500 2,000 2
3 3,000 4,000 3
4 6,000 7,500 4
5 13,000 12,500 5
6 27,500 20,000 6
7 55,000 35,000 7
8 110,000 60,000 8
9 225,000 90,000 9
10 450,000 125,000 9+2
11 675,000 200,000 9+4
12 900,000 300,000 9+6
13 1,125,000 750,000 9+8
14 1,350,000 1,500,000 9+10
15 1,575,000 3,000,000 9+12
16 1,800,000 3,500,000 9+14
17 2,025,000 500,000* 9+16
18 2,250,000 1,000,000 9+18
19 2,475,000 1,500,000 9+20
20 2,700,000 2,000,000 9+22
l See section on hierophant druids under "Druids" in this chapter.
Table 24:
Priest Spell Progression
Priest Spell Level
Level 1 2 3 4 5 6* 7**
1 1 -- -- -- -- -- --
2 2 -- -- -- -- -- --
3 2 1 -- -- -- -- --
4 3 2 -- -- -- -- --
5 3 3 1 -- -- -- --
6 3 3 2 -- -- -- --
7 3 3 2 1 -- -- --
8 3 3 3 2 -- -- --
9 4 4 3 2 1 -- --
10 4 4 3 3 2 -- --
11 5 4 4 3 2 1 --
12 6 5 5 3 2 2 --
13 6 6 6 4 2 2 --
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
* Usable only by priests with 17 or greater Wisdom.
** Usable only by priests with 18 or greater Wisdom.
Druid
Ability Requirements: Wisdom 12
Charisma 15
Prime Requisites: Wisdom, Charisma
Races Allowed: Human, Half-elf
Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to chieftains and held great influence over the tribesmen. Central to their thinking was the belief that the earth was the mother and source of all life. They revered many natural things -- the sun, moon, and certain trees -- as deities. Druids in the AD&D game, however, are only loosely patterned after these historical figures. They are not required to behave like or follow the beliefs of historical druids.
The druid is an example of a priest designed for a specific mythos. His powers and beliefs are different from those of the cleric. The druid is a priest of nature and guardian of the wilderness, be it forest, plains, or jungle.
Requirements
A druid must be human or half-elven. He must have a Wisdom score of at least 12 and a Charisma score of 15 or more. Both of these abilities are prime requisites.
Weapons Allowed
Unlike the cleric, the druid is allowed to use only "natural" armors -- padded, hide, or leather armor and wooden shields, including those with magical enhancements. All other armors are forbidden to him. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff.
Spells Allowed
Druids do not have the same range of spells as clerics. They have major access to the following spheres: all, animal, elemental, healing, plant, and weather. They have minor access to the divination sphere. Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids.
Granted Powers
A druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks.
All druids can speak a secret language in addition to any other tongues they know. (If the optional proficiency rules are used, this language does not use a proficiency slot.) The vocabulary of this druidic language is limited to dealing with nature and natural events. Druids jealously guard this language; it is the one infallible method they have of recognizing each other.
Additional powers are granted as the druid reaches higher levels:
He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level.
He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level.
He can learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The druid can add one language at 3rd level and one more every time he advances a level above 3rd. (If the optional proficiency rules are used, it is the druid's choice whether or not to spend a proficiency slot on one or more of these languages.)
He is immune to charm spells cast by woodland creatures (dryads, nixies, etc.) after he reaches 7th level.
He gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature's characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.
Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive.
The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
A druid cannot turn undead.
Ethos
As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature--birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus, the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned. Given this view of things, the druid must be neutral in alignment.
Druids are charged with protecting wilderness--in particular trees, wild plants, wild animals, and crops. By association, they are also responsible for their followers and their animals. Druids recognize that all creatures (including humans) need food, shelter, and protection from harm. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids are both very unforgiving and very patient.
Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable.
Druids as a class do not dwell permanently in castles, cities, or towns. All druids prefer to live in sacred groves, where they build small sod, log, or stone cottages.
Druid Organization
Druids have a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level.
Druids, Archdruids, and the Great Druid
At 12th level, the druid character acquires the official title of "druid" (all druid characters below 12th level are officially known as "initiates"). There can be only nine 12th-level druids in any geographic region (as defined by oceans, seas, and mountain ranges; a continent may consist of three or four such regions). A character cannot reach 12th level unless he takes his place as one of the nine druids. This is possible only if there are currently fewer than nine druids in the region, or if the character defeats one of the nine druids in magical or hand-to-hand combat, thereby assuming the defeated druid's position. If such combat is not mortal, the loser drops experience points so that he has exactly 200,000 remaining--just enough to be 11th level.
The precise details of each combat are worked out between the two combatants in advance. The combat can be magical, non-magical, or a mixture of both. It can be fought to the death, until only one character is unconscious, until a predetermined number of hit points is lost, or even until the first blow is landed, although in this case both players would have to be supremely confident of their abilities. Whatever can be agreed upon between the characters is legitimate, so long as there is some element of skill and risk.
When a character becomes a 12th-level druid, he gains three underlings. Their level depends on the character's position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates.
Only three archdruids (13th level) can operate in a geographical region. To become an archdruid, a 12th-level druid must defeat one of the reigning archdruids or advance into a vacant position. Each of the three archdruids is served by three initiates of 10th level. From among the archdruids of the entire world, three are chosen to serve the Grand Druid (see "The Grand Druid and Hierophant Druids" section). These three retain their attendees but are themselves servants of the Grand Druid.
The Great Druid (14th level) is unique in his region. He, too, won his position from the previous great druid. He is served by three initiates of 11th level.
The ascendance of a new Great Druid usually sets off shock waves of turmoil and chaos through the druidical hierarchy. The advancement of an archdruid creates an opening that is fiercely contested by the druids, and the advancement of a druid creates an opening in their ranks.
The Grand Druid and Hierophant Druids
The highest ranking druid in the world is the Grand Druid (15th level). Unlike great druids (several of whom can operate simultaneously in different lands), only one person in a world can ever hold this title at one time. Consequently, only one druid can be 15th level at any time.
The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (for example, one 6th-level spell, six 1st-level spells, three 2nd-level spells, etc.).
The Grand Druid is attended by nine other druids who are subject only to him and have nothing to do with the hierarchy of any specific land or area. Any druid character of any level can seek the Grand Druid and ask to serve him. Three of these nine are archdruids who roam the world, acting as his messengers and agents. Each of them receives four additional spell levels. The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve him and often considers applications from humble aspirants.
The position of Grand Druid is not won through combat. Instead, the Grand Druid selects his successor from the acting great druids. The position is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand experience points of such stuff, any adventurer worthy of the name probably is ready to move on to something else.
For this reason, the Grand Druid reaches 16th level after earning only 500,000 more experience points. After reaching 16th level, the Grand Druid can step down from his position at any time, provided he can find a suitable successor (another druid with 3,000,000 experience points).
Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of his experience points but 1 (he keeps the rest of his abilities). He is now a 16th-level hierophant druid, and begins advancing anew (using the progression given in Table 23). The character may rise as high as 20th level as a hierophant druid (almost always through self training).
Beyond 15th level, a druid never gains any new spells (ignore the Priest Spell Progression table from this point on). Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired.
16th level: At 16th level, the hierophant druid gains four powers:
Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas.
Vigorous health for a person of his age. The hierophant is no longer subject to the ability score adjustments for aging.
The ability to alter his appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50% is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
17th Level: The character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. He awakens either at a preordained time ("I will hibernate for 20 days") or when there is a significant change in his environment (the weather turns cold, someone hits him with a stick, etc.).
A 17th-level hierophant druid can also enter the Elemental Plane of Earth at will. The transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material Plane at will. It does not confer similar abilities or immunities on the Prime Material Plane.
18th level: The character gains the ability to enter and survive in the Elemental Plane of Fire.
19th level: The character gains the ability to enter and survive in the Elemental Plane of Water.
20th level: The character gains the ability to enter and survive in the Elemental Plane of Air.
属性需求:感知12,魅力15
主要属性:感知,魅力
可选种族:人类,半精灵
在历史上,德鲁伊生活在罗马帝国时期西欧和英国的日耳曼部落。他们作为酋长的顾问对部落有着深远的影响。他们的主要思想就是认为大地是所有生命的母亲和根源。他们尊某些自然事物——太阳、月亮和某些树——为神祗。但是,AD&D中的底鲁伊,只是他们历史原型的不确切的模仿。他们并不需要遵循历史上的德鲁伊的行为和信仰。
德鲁伊是一个为特殊神话而设计的祭司(priest)的范例。他的力量和信仰与牧师(cleric)不同。德鲁伊是自然的祭司和荒野的护卫者,无论是森林、平原还是丛林。
需求
德鲁伊必须是人类或半精灵。他至少要拥有感知12,魅力15。这两种属性都是主要属性。
可选武器
和牧师不同,德鲁伊只能使用“自然”的盔甲——厚布甲、革甲、皮甲和木盾,包括那些有魔法增强的。其他的盔甲则禁止使用。他的武器只限于木棒、镰刀、飞镖、长矛、匕首、弯刀、投石索和木棍。
可选法术
德鲁伊和牧师的法术列表不同。他们拥有以下领域的高等通路:通用、动物、元素、医疗、植物和天气。他们拥有预半夜凉初透言领域的次级通路。德鲁伊能够使用所有祭司使用的魔法物品,除了那些写成的(书和卷轴)和德鲁伊不能使用的盔甲和武器。
神授力量
德鲁伊如同祭司一样进行豁免检定,但是在对火焰和电东篱把酒黄昏后击的豁免上+2有利。
所有的德鲁伊都能说一种除了他们已知语言外的秘密语言。(如果使用可选的擅长规则的话,该语言不算做一个擅长位。)德鲁伊语言的词汇只限于处理自然和自然事物。德鲁伊警惕地看守这种语言;这是一种可靠地辨认对方的方法。
当德鲁伊等级提升时会得到额外的力量。
3级以后他能精确地鉴定植物、动物和纯净的水源。
3级以后他能在簇叶从生的地区(带刺植物、茂密树丛等)以正常速度行走且不会留下痕迹。
他能够学习林地生物的语言。这些包括人马、树精、精灵、半羊人、侏儒、龙、巨人、蜥人族、刺尾狮、尼克精、皮克精、小妖精和树人。在3级时他能选择一种语言而3级以后每升一级就能学习另一种。(如果使用可选的擅长规则的话,德鲁伊可以选择是否将擅长位花费在这些语言上。)
7级后他对林地生物(例如树精和尼克精)施展的魅惑类法术免疫。
7级后他每天能变成爬行动物、鸟类或哺乳动物共三次。每种动物形态(爬行动物、鸟类或哺乳动物)每天只能变一次。大小能从牛蛙或小鸟到黑熊。在变成新形态时,德鲁伊恢复10%-60%(1D6X10%)他所受到的伤害(舍去小数)。德鲁伊只能变成一般大小的一般(真实世界的)动物,但是这样做他能使用所有那个生物的数据——它的移动速度和属性,它的防御等级,攻击次数和每次攻击造成的伤害。
因此,德鲁伊能够变成鹪鹩飞越河面,在对面变成黑熊攻击在那里集结的兽人,最后在更多的兽人赶来之前变成蛇钻进附近的灌木丛逃脱。
德鲁伊的衣服和手中的物品也变成新形态的一部分;当德鲁伊变回原形时它们会再度出现。在动物形态下这些物品不能被使用。
德鲁伊不能驱散不死生物。
性格
作为自然的保护者,德鲁伊远离尘世间的纷纠。他们最关心的就是秩序的恰当的自然循环的延续——出生、成长、死亡和重生。德鲁伊将世间万物都看作是循环的一部分,因次善恶之战只是时间的潮涨潮落。只有循环和平衡被打破时德鲁伊才感到关切。因为这种观念,德鲁伊在阵营上必须是中立的。
德鲁伊承担了保护荒野的职责——特别是树木、野生植物、野生动物和农作物。偶尔,他们也对他们的随从和他们的动物负责。德鲁伊承认所有的生物(包括人类)都需要食物、安全场所和防护伤害。为了家而打猎、耕作和伐木是合理的也是自然循环中必要的一部分。但是,德鲁伊不能容忍为了利益对自然的不必要的破坏和开发。德鲁伊会使用难以捉摸的狡猾的方法报复那些亵渎自然的人。很多人都知道德鲁伊不会轻易原谅别人也很有耐心。
槲寄生是德鲁伊的重要圣徽而且也是一些法术的必要成分(那些需要圣徽的)。为了发挥全效,必须在满月的光辉之下使用特制的金或银的镰刀进行收集。用其他方法采集的槲寄生只有半效:如果那个法术造成伤害或者有区域效果的话则减半,如果那个法术允许通过豁免的话则对方豁免获得+2有利。
德鲁伊是一种不会永远居住在城堡、城市或城镇的职业。所有的德鲁伊都喜欢居住在神圣的小树林里,在那里他们建造小型的草坪、原木和石制小屋。
德鲁伊、主德鲁伊和大德鲁伊
在12级,德鲁伊人物得到了“德鲁伊”的官衔(所有12级以下的都被称为“入会者”)。在一个地区(以大洋、大海和山脉来定义;一块大陆可能有三到四个地区)只能有九个12级的德鲁伊。一个人物在成为九个德鲁伊之一前无法达到12级。可能是在那个地区德鲁伊的数目不足九个,或者人物在魔法或肉搏战中击败了九个德鲁伊之一,从而接替了他的地位。如果这场战斗不是必死的,那么失败者将失去经验值到达200000——刚刚11级。
交战双方在事前商量好具体资料。这场战斗可以是魔法的、非魔法的或者混合的。可以作战到死、直到一个人昏迷、直到约定数目的生命值失去、甚至可以是看谁先击中对方,当然在这种情况下,双方都对自己的能力无比自信。双方间的任何约定都是合法的,只要里面有技术和风险成分。
当人物成为12级的德鲁伊时,他会得到三个下属。他们的等级依赖于人物在九个德鲁伊中的地位。经验值最多的德鲁伊被三个9级的入会者所服侍,次多的被三个8级的入会者所服侍;依次类推,经验值最少的德鲁伊被三个1级的入会者所服侍。
在一个地区只能有三个主德鲁伊(13级)。要成为主德鲁伊,12级的德鲁伊必须击败现存的主德鲁伊之一,或者是那个位置是空的。每个主德鲁伊都被三个10级的入会者所服侍。在整个世界的主德鲁伊之中,有三个被选中服侍最高德鲁伊(见“最高德鲁伊和圣师德鲁伊”段落)。这三个仍然保持他们的地位但是自己也是最高德鲁伊的仆人。
大德鲁伊(14级)在他的地区是唯一的。他也要从前任大德鲁伊那里赢得他的地位。他被三个11级的入会者所服侍。
大德鲁伊的晋升通常在德鲁伊教派里引发骚动和混乱的冲击波。主德鲁伊的晋升制造了德鲁伊竞争的机会,而德鲁伊的晋升也造就了他们那一阶层的空缺。
最高德鲁伊和圣师德鲁伊
世界上德鲁伊的最高阶层是最高德鲁伊(15级)。不像大德鲁伊(可以几个同时在不同的陆地上管理),世界上同时只能有一个人拥有这个头衔。因此,世界上任何时候都只有一个15级的德鲁伊。
最高德鲁伊每等级知道6个法术(取代了普通的法术进展),同时也能施展最多6个额外等级的法术,或者是一个法术,或者是几个法术,总等级不超过6(例如,1个六级法术,6个一级法术,3个二级法术等)。
最高德鲁伊被九个其他的德鲁伊所服侍,他们只隶属于他而不涉及任何地区和大陆的任何层次。任何等级的任何德鲁伊人物都能寻找最高德鲁伊要求服侍他。九个其中的三个是在世界上漫游的主德鲁伊,作为他的使者和代理人。他们中的每一个都会得到4个额外等级的法术。剩下的一般是7到11级的德鲁伊,虽然最高德鲁伊能够要求任何等级的德鲁伊为他服务,而他通常会考虑谦逊的上进者的请求。
最高德鲁伊的位置不是通过战斗得到的。相反,最高德鲁伊从现任的大德鲁伊中选择继任者。这个位置对于除了政客的任何人都是要求严格的、不讨好的且不令人兴奋的。在获得了几十万的经验以后,任何有名的冒险家都可能即将成为新的事物。
因为这样,最高德鲁伊只要再获得500000经验就能到达16级。到了16级以后,最高德鲁伊可以在任何时候退位,只要他能找到合适的继承者(另一个有3000000经验的德鲁伊)。
一旦退位,前任最高德鲁伊必须放弃6个额外等级的法术而他的经验值只剩1(他保持剩下的其他能力)。他现在是一名16级的圣师德鲁伊,重新开始冒险(使用表23的进程)。人物作为圣师德鲁伊最高能够升至20级(几乎都是通过自我训练)。
超过15级之后,德鲁伊不会得到新的法术(从现在开始忽视祭司佳节又重阳法术进程列表)。施法者等级随经验继续上升。不得到法术,而得到类法术能力。
16级:在16级,圣师德鲁伊得到四种能力。
免疫所有自然毒素。自然毒素包括食入的动物和蔬菜毒,包括怪物毒,但不包括矿物毒和毒雾。
不老身躯。圣师不再受到因为变老而遭受的属性减值。
能够随意改变外貌的能力。改变外貌需要一轮。身高和体重可以增加或减少50%,外表从小孩到极老。身体和面貌特征能够模仿任何人类或类人生物。这种改变不是魔法的,所以它不能被比真知术弱的法术所侦测。
17级:人物得到冬眠的能力。人物的身体运行缓慢以至轻轻一瞥会以为那是一具因为年老而死的尸体。在冬眠时人物完全失去意识。他可能在一个预定的时间醒来(“我要冬眠20天”)或者当环境发生重大改变时(天气变冷,有人拿小树枝打他等等)。
17级的圣师德鲁伊也能够随意进入土元素位面。这种转移只需要一轮就能完成。这种能力也包括了在在那个位面生存,移动和随意返回主物质界的能力。它并没有授予人物在主物质界的类似的能力和免疫力。
18级:人物得到进入火元素位面并在内生存的能力。
19级:人物得到进入水元素位面并在内生存的能力。
20级:人物得到进入风元素位面并在内生存的能力。