Druids Supplement

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LibraryLass
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Re: Druids Supplement

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Went ahead and gave this one a quick once-over for SRD content.

Introduction (p1)
No text in common with SRD, good to go.

New Character Class (p1)
No text in common with SRD, good to go.

Spells (p2)
No text in common with SRD, other than some (fairly general and probably safe) spell names

Description of New Spells (pp 2-7)

Animal Friendship: No text in common with SRD (closest relevant spell is"Charm Animal"), good to go.
Animate Natural Objects: No text in common with SRD, good to go.
Assume Animal Form: No text in common with SRD (closest relevant ability is Druid's "Wild Shape"), good to go.

Call Lightning: Range: 100’ + 10'/level
Druid 3 Duration: 1 round/level Immediately upon completion of the spell, and at most once per round thereafter, the caster may call down a 5 ft wide, 30 ft long vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whichever target point the caster chooses within the spell’s range (measured from the caster's position at the time of casting). Any creature in the target area or in the path of the bolt is affected; a successful save vs. Spells reduces damage taken by half.

The caster needs not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first the caster may choose to call a bolt instead of taking some other normal action. The caster may call a total number of bolts equal to one third of his or her caster level, rounded down.
If the caster is outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental) – each bolt deals 3d8 points of damage instead of 3d6.
This spell functions only where the open sky is accessible, generally meaning outdoors; bolts may be summoned through windows or skylights at the GM's discretion.

Call Woodland Beings (nb: compared against "Summon Nature's Ally I"): Druid 4 Range: 120’
Duration: 1 round/level This spell summons woodland creatures. They appear where the caster designates and act immediately, on his or her turn (they cannot be summoned into an environment that cannot support them). They attack the caster's opponents to the best of their ability. If the caster can communicate with the creatures, he or she can direct them not to attack, to attack particular enemies or to perform other actions.
The caster may conjure one type of creature from this list, at his or her option:
- 4 Centaurs,
- 16 Pixies,
- 2 Treants, or
- 4 Unicorns
This spell only works outdoors in a natural location; it will not function in any artificial structure, nor within the boundaries of any village, town, or city.

Commune with Nature: Druid 5 Range: see text Duration: instantaneous
The caster becomes one with nature, attaining knowledge
of the surrounding territory.
After 10 minutes of concentration, the caster instantly gains knowledge of one fact per caster level among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, presence of settlement or structure, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings – caves, caverns, and the like – the radius is limited to 100 ft per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.


Control Temperature, 10' radius: Not from SRD, fine as is.
Control Winds: Range: 0 (see text) Druid 5 Duration: 10 minutes/level
The caster alters wind force around him or her (40 ft per caster level radius cylinder 40 ft high). The caster can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until the caster chooses to alter it, which requires concentration. The caster may create an "eye" of calm air up to 40 ft radius around him or her and may choose to limit the area of effect to any cylindrical area less than his or her full limit
The caster may choose [...] wind patterns over the spell’s area. He or she can choose a downdraft blows from the center outward, an updraft blows from the outer edges in toward the center[...], a rotation that causes the winds to circle the center or a blast that simply causes the winds to blow in one direction across the entire area from one side to the other.
For every three caster levels, the caster can increase or decrease wind condition by one level
(as described in the Waterborne Travel section of the Basic Fantasy RPG Core Rules)

Detect Snares and Pits: Detect Snares and Pits Druid 1 Range: 60’ Duration: 10 turns
By means of this spell, the caster can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
This spell does detect certain natural hazards, for instance quicksand (detected as a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring[...]), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long
the caster studies a particular area.
• 1st Round: Presence or absence of hazards.
• 2nd Round: Number of hazards and the location of each. If a hazard is outside
the caster's line of sight, then the caster discern its direction but not its exact location.
• Each Additional Round: The general type and trigger for one particular hazard closely examined
by
the caster. Each round, the caster can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 ft of stone, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt blocks it.

Entangle: Completely in the clear, only incidental words in common and not presented similarly.

Faerie Fire Range: 200’ +10'/level Druid 1 Duration: 1 minute/level
A pale glow surrounds and outlines all objects including individuals within a 20 ft radius from a point chosen by the caster. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, and the spell effectively negates the effects of blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Flame Strike: Range: 60’ Druid 5 Duration: instantaneous
A flame strike produces a vertical column of divine fire roaring downward (cylinder of 10 ft radius, 30 ft high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.

Heat Metal: Range: 25’ Druid 2 Duration: 7 rounds
[...]
Round Temperature Damage
1st Warm None
2nd-3rd Hot 1d4 points
4th-5th Searing 2d4 points
6th Hot 1d4 points
7th Warm None


Hold Animal: [...]
This spell functions like hold person, except that it affects

Obscuring Mists: Range: 20' radius Druid 2 Duration: 1 turn/level
This spell causes a bank of misty vapor to arise around the caster, remaining stationary once created. The vapor obscures all sight, including darkvision, beyond 2d4 feet. A strong wind can disperse the spell in one-quarter the usual duration.

Part Water: Not in SRD, should be good to go.

Pass Tree: No text in common with SRD (compared against SRD "Tree Stride")

Pass Without Trace: Range: Touch Druid 1 Duration: 1 hour/level
This spell permits up to one creature per caster level to move through any type of terrain, leaving neither footprints nor scent. Tracking the subjects by nonmagical means is thus rendered impossible.

Plant Growth: Range: special Druid 3 Duration: permanent
This spell causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within [...] 400 ft. + 40 ft./caster level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement rate is reduced to a maximum of 5 ft./round, or 10 ft for Large creatures. The area must have brush and trees in it for this spell to take effect. An area up to 100 ft radius may thus be altered. Also, the caster may specify an area (a path, a clearing, etc.) within the given area of effect which is not so affected.
This spell has no effect on plant creatures, that is, any self-willed and/or animated plant.

Produce Flame/Cold Range: 0 Druid 2 Duration: 1 min./level
Flames as bright as a torch appear in
the caster’s open hand. The flames don’t harm the caster or his or her equipment. Alternatively, a bluish, cold aura may be produced, which also sheds light as bright as torch-light.
In addition to providing illumination, the flames or cold aura can be hurled or used to touch enemies. The caster can strike an opponent with a melee touch attack, dealing fire or cold damage respectively equal to 1d6, +1 points per caster level[ (maximum +5). Alternatively, the caster can hurl the flames or cold aura up to 50 ft as a thrown weapon. When doing so, the caster must make an attack roll (with no range penalty), and on a successful hit deals the same damage as [...] the melee attack. As soon as the caster hurls the flames or cold aura, a new one appears in his or her hand. Each attack made reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends with that attack.

Protection From Fire [/Lightning] (compared to SRD "Protection from Energy"): Druid 3 Range: Touch Duration: special
If the caster touches himself or herself, this spell grants temporary immunity to fire (normal and magic). When the spell absorbs 12 points per caster level of magical fire damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level.
If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.

Rock to Mud* (Compared against SRD "Transmute Mud To Rock" and "Transmute Rock To Mud") Range: 150’ Druid 5 Duration: permanent
This spell turns natural, uncut or un-worked rock of any sort into an equal volume of mud
; up to two 10 ft cubes per caster level may be so transformed. Magical stone is not affected by this spell. The depth of the mud created cannot exceed 10 ft. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 ft and causing it to suffer a -2 penalty to attack rolls, saving throws, and armor class. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 ft., suffering none of the other penalties given.
If rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool to a depth of 5 f[...]t. The falling mud and the ensuing cave-in deal 8d6 points of [...]damage to anyone caught directly beneath the area, or half damage to those who succeed a save vs. Death Ray.
Castles and large stone buildings are generally immune to the effect of the spell, since rock to mud cannot affect worked stone and doesn’t reach deep enough to undermine such a buildings’ foundation. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially-toppled by this spell.
The mud remains until a successful dispel magic or mud to rock spell restores its substance
(though not necessarily its form). Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
When using the reverse, mud to rock, the spell converts the same volume of mud into relatively soft stone (such as limestone or sandstone[...]) permanently. Any creature in the mud must save vs. Death Ray to escape before the area transforms into rock (assuming it has enough movement to do so).

Slow Poison (Compared to SRD "Delay Poison") Range: Touch Druid 2 Duration: 1 hour/level
The creature touched by the caster becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Slow poison does not cure any damage that poison may have already done, with exception of the following circumstances.
[...]

Summon Animal I-III (compared to SRD "Summon Nature's Ally I"): No text in common with SRD.

Tree Sanctuary: Spell not in SRD, good to go

Warp Wood: Range: 50’ Druid 2 Duration: instantaneous
The caster causes non-magical wood in a 20 ft radius to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open [...]or becomes stuck; a boat or ship springs a leak; warped [...] weapons (like bows and arrows) are useless. The caster may warp wood object(s) up to 1 ft on all sides per caster level.
Alternatively, the caster can "un-warp" non-magical wood (effectively warping it back to normal), straightening wood that has been warped by this spell or by other means. The caster can combine multiple consecutive warp wood spells to warp (or un-warp) an object that is too large to warp with a single spell.

Weather Summoning: Not in SRD, good to go.

New Combat Rules: Animal Affinity (pp 8-9) Mechanic not in SRD, check against Turn Undead for any language changes that may need to be made.

New Magic Items

Ring of the Green: Not in SRD, good to go

Ring of the Dryad: Not in SRD, good to go

Slippers of the Dryad: Not in SRD, good to go

Staff of the Woodlands: No language in common with SRD, apart from spell names.

Sword of the Sylvan (compared to SRD "Sylvan Scimitar"): This slightly curved single-edged
sword (counts as a longsword/scimitar) is a +1 magic weapon under normal circumstance, but when used outdoors in a temperate climate it becomes a +3 magic weapon.

Torc of Protection: Not in SRD, good to go

Vestment of the Druid (compared to SRD "Druid's Vestment"): This is a light covering that can be
worn over other [...]clothing or armor. It is typically green (though sometimes brown) in color with natural scenes embroidered across the front and back panels. The wearer may manifest the effects of the animal shape spell once a day. The duration is for up to one hour, though the wearer may end the effect early. This item may only be used by Druids.

Making Magic Items (p. 9): Item crafting rules in SRD are distinctly different in the first place, good to go.
Last edited by LibraryLass on Fri Jan 13, 2023 10:24 pm, edited 2 times in total.
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Solomoriah
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Re: Druids Supplement

Post by Solomoriah »

Thanks LL!

If anyone wants to suggest textual rewrites of these spells, just post them here, it's a short enough list. Everyone can weigh in on terminology etc.
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Re: Druids Supplement

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Solomoriah wrote: Fri Jan 13, 2023 10:13 pm Thanks LL!

If anyone wants to suggest textual rewrites of these spells, just post them here, it's a short enough list. Everyone can weigh in on terminology etc.
Taken care of

Call Lightning
Druid 3, Range: 130'
Duration: 1 hour/level

When you cast this spell, a bolt of lightning strikes down from the heavens anywhere the caster chooses within range. The lightning bolt is 30' long and arcs within a 5' square area, dealing 3d6 points of damage to anything it strikes. If the caster can see the sky and the weather is cloudy or stormy, or if a magically-created storm (such as a djinni's whirlwind) is within range of the spell, the lightning bolt deals 3d8 points of damage. A successful save vs. Spells reduces damage taken by half.

Instead of attacking or taking any other action, during the duration of this spell, the caster can call another bolt of lightning down to strike anywhere within its range. The caster may call down one bolt for every three levels he or she has reached, rounded down (for example, a ninth-level druid could call three bolts.)


Call Woodland Beings: Druid 4 Range: 120’
Duration: 1 round/level
Magical woodland creatures appear wherever the caster chooses within the range of the spell. As soon as they are summoned, the creatures willingly act to assist the caster, including by fighting on his or her behalf if the caster so chooses. They share the caster's turn.
The caster may conjure one type of creature from this list, at his or her option:
- 4 Centaurs,
- 16 Pixies,
- 2 Treants, or
- 4 Unicorns
This spell only works outdoors in a natural location; it will not function in any artificial structure, nor within the boundaries of any village, town, or city.

Commune with Nature: Druid 5 Range: see text Duration: 10 minutes
The caster mentally communicates with the spirits of the land, water, and sky around them. After 10 minutes, the caster learns one fact per level from among the following subjects: the lay of the terrain, what plants, living things, unnatural creatures, minerals, or bodies of water may be found nearby, the location of any nearby settlements or lairs, or any other such general information about the state of the natural world in the area.
When cast outdoors, the range of the spell is as many miles as the caster has levels. In natural caves or tunnels, the range is one hundred feet for each level the caster has reached. In artificial environments such as settlements or dungeons, the spirits are silent and no useful information can be learned.

Control Winds: Range: 200' Druid 5 Duration: 2 hours
The caster alters the direction and force of the wind, commanding it to blow as hard or as softly as he or she wants in whatever direction he or she wants, including creating an updraft or downdraft, calming the wind entirely, or creating a rotating eddy. The caster may alter the speed and direction of the wind at any time during the duration of this spell. The caster may increase or decrease wind conditions (as defined in the Waterborne travel section of the Basic Fantasy RPG Core Rules) by one step for every three levels they have.

Detect Snares and Pits Druid 1 Range: 60’ Duration: 10 turns
By means of this spell, the caster can detect simple traps and hazards made of natural materials, including pits, snares, deadfalls, quicksand, or potential landslides or sinkholes. The spell is not able to identify complex mechanical or magical traps. It takes a single round of concentration to determine the presence or absense of any traps or hazards. By concentrating for another round, one trap's exact location and how they are triggered can be identified at a time. The spell can even sense hazards through thin walls, up to three feet of natural materials or one inch of worked stone or metal.

Faerie Fire: Range: 200’ +10'/level Druid 1 Duration: 1 minute/level
An aura of flickering colored light, as bright as the flame of a candle, surrounds all objects and creatures within a 20 ft radius from a point chosen by the caster. This light is visible even in magical darkness and makes it impossible to benefit from any magical effect that might conceal an object or creature from view or obscure its position, including invisibility.

Flame Strike: Range: 60’ Druid 5 Duration: instantaneous
A pillar of fire, 10' in radius and 30' high, blazes from the ground with a terrible roar, dealing 6d8 damage to any creatures within the area of effect. A save vs. Spells for half damage is allowed.

Heat Metal Range: 25’ Druid 2 Duration: 7 rounds
This spell causes a single item made of ferrous (iron-based) metal to become hot for a brief eriod of time. The affected item is warm to the touch immediately, and then becomes progressively hotter each round, dealing damage to any creature holding or wearing the affected
item. A brief touch does no damage. On the first and final rounds, the object is warm to the touch but does no damage. On the second, third, and sixth rounds of the duration, the heat deals 1d4 damage. On the fourth and fifth rounds, the heat deals 2d4 damage.

Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within affected metal item, possibly causing an affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful.

The reverse of this spell is chill metal. It inflicts the same damage, but the damage is caused by cold instead of heat. Note that this can freeze water, congeal oil, and so on. Frozen water might burst its vessel.

Hold Animal Range: 180’ Druid 3 Duration: 2d8 turns
This spell works just like hold person, except that it affects animals rather than people; specifically, this means non-magical living creatures of animal intelligence, including giant-sized animals. A save vs. Spells is allowed to resist this spell.

Obscuring Mists Range: 20' radius Druid 2 Duration: 1 turn/level
This spell causes a solid fogbank to arise around the caster, remaining stationary once created. The vapor obscures all sight beyond 2d4 feet, and doesn't move. A strong wind can disperse the spell in one-quarter the usual duration

Pass Without Trace: Range: Touch Druid 1 Duration: 1 day
This spell permits up to one creature per caster level to move through any type of terrain, leaving no scent or physical sign of passage. Thus any nonmagical means of tracking is rendered useless in following the subject.

Plant Growth: Range: 500' Druid 3 Duration: permanent
This spell causes plants within to suddenly grow into a nearly-impassable tangle of entwined branches, roots, and vines. Movement rate through the thicket is reduced to a maximum of 5 ft./round, or 10 ft for Large creatures. The spell has no effect on an area where no vegetation exists. An area up to 100 ft radius may thus be altered. Also, the caster may specify an area (a path, a clearing, etc.) within the given area of effect which is not so affected. Used carefully, this spell can double the harvest yielded by a garden, field, orchard, or woodlot.
This spell has no effect on plant creatures, that is, any self-willed and/or animated plant.

Produce Flame/Cold Range: 0 Druid 2 Duration: 1 min./level
A ball of fire as bright and hot as a lit torch floats just above the caster’s hand. The fire don’t harm the caster or his or her equipment. Alternatively, a bluish, cold aura may be produced, which also sheds light as bright as torch-light.
The flame or cold aura can be used as a melee or weapon as well as a source of light, dealing fire or cold damage respectively equal to 1d6, +1 points per caster level[ (maximum +5). It can be thrown as far as fifty feet. As soon as the caster attacks, the flame or cold aura reappears in his or her hand. Every such attack reduces the duration of the spell by 1 minute, to a minimum of zero minutes, at which point the spell ends.

Protection From Fire [/Lightning]: Druid 3 Range: Touch Duration: special
If the caster touches himself or herself, this spell grants temporary immunity to fire (normal and magic). The spell ends if it prevents more than 12 points of magical fire damage for each level the caster has reached. Otherwise the spell lasts for 1 turn per caster level.
If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.

Rock to Mud*: Range: 150’, with a depth of no more than 10' Druid 5 Duration: permanent
This spell transforms solid, unworked stone into thick, sticky mud; up to two 10 ft cubes per caster level may be so transformed. Stone created by magic, or that has been worked, is not affected by the spell. Any creature in contact with the muck sinks chest-deep into it. While trapped in the mud a creature cannot move more than 5 ft per round and suffers a -2 penalty to attack rolls, saving throws, and armor class. Tall creatures can wade through at a speed of 5 ft per round but suffer none of the other penalties given.
This spell can also be cast upon the ceiling of a cavern or tunnel, causing a cave-in that deals 8d6 points of damage to anything beneath it and spreading out until it reaches a 5-foot depth. The cave-in deals only half damage to those who succeed a save vs. Death Ray.

The mud will dry naturally in the course of time according to natural conditions, or until magically dispelled or transmuted back into stone.

When using the reverse, Mud to Rock, the spell permanently converts the same volume of mud into relatively soft mudstone or shale. Any creature trapped in mud affected by this spell must save vs. Death Ray to escape being entombed in the rock (assuming it has enough movement to do so).

Slow Poison: Range: Touch Druid 2 Duration: 1 hour/level
The creature touched by the caster becomes temporarily immune to poison. Any poison already in the system of the creature affected by this spell, or any poison to which it is exposed while under the spell, has its effects delayed until the duration ends. Slow Poison does not reverse any effects of the poison that have already occurred, with exception of the following circumstances.

If cast on a character who received lethal damage from poison the previous round, the spell will remove that round's poison damage only, and delay it for the duration of the spell. Prior poison damage will remain unaffected, but, as noted above, no further damage is accrued until the spell lapses, and will never accrue if the poison is neutralized while this spell is in effect. This will give the poisoned victim an opportunity to seek a cure to neutralize the poison before it is fatal.

Warp Wood: Range: 50’ Druid 2 Duration: Permanent
The caster causes non-magical wood in a 20 ft radius to twist and bucke, permanently deforming it. Wooden doors become either stuck shut or stuck open; wooden boats and ships begin taking on water; and wooden weapons (such as bows and arrows, staves and clubs, and the hafts of most spears, polearms, and maces), and shields are rendered useless. The caster may warp wood object(s) up to 1 ft on all sides per caster level.
The caster can, if they prefer, instead straighten non-magical wood that has been warped either by this spell or by natural conditions. An object too large to be repaired by a single casting of this spells can be straightened over the course of multiple castings.

Sword of the Sylvan: This slightly curved single-edged
sword (counts as a longsword/scimitar) is a +1 magic weapon under normal circumstance, but when used in a forest or other natural outdoor environment it becomes a +3 magic weapon.

Vestment of the Druid: This is a light but roomy surcoat that fits over armor or clothing. It is typically green (though sometimes brown) in color with natural scenes embroidered across the front and back panels. The wearer may manifest the effects of the animal shape spell once a day. The duration is for up to one hour, though the wearer may end the effect early. This item may only be used by Druids.
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Re: Druids Supplement

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r13 in Projects.
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Re: Druids Supplement

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Problem: We do not have consent from these contributors:

Nazim N. Karaca
galstaff
Theo Zarras
Chris Hearn
Merias

I'll try to get emails to them.
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Re: Druids Supplement

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Problem 2: There is reason to believe there is SRD text in this supplement. It should be reviewed by the SRD removal team, if any of them are still available, or we need to do it otherwise.
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Re: Druids Supplement

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Emails have been sent BTW. Not sure I've correctly identify Chris Hearn. Several of these were from the early Dragonsfoot days.
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Re: Druids Supplement

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Solomoriah wrote: Fri Jul 21, 2023 9:47 am Problem 2: There is reason to believe there is SRD text in this supplement. It should be reviewed by the SRD removal team, if any of them are still available, or we need to do it otherwise.
AND I just saw that LibraryLass has done an SRD removal pass. Chi, did you apply their changes to your updated manuscript?

I just received consent from Merias. Still waiting for the others:

Nazim N. Karaca
galstaff
Theo Zarras
Chris Hearn
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Re: Druids Supplement

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I'm 98% certain I applied LL's new Call Lightning text to the latest version in Projects 8-)
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Re: Druids Supplement

Post by Boggo »

98% is disturbingly precise, you aint a Vulcan are you boy?
No matter where you go...there you are
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