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       #Post#: 1259--------------------------------------------------
       Ceremony
       By: Dungeon Master Date: September 16, 2025, 12:19 am
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       [center]Ceremony [/center]
       Ceremony
       Spell Level: 1
       Class: Druid
       School: Invocation
       Sphere: All
       Details
       Range: Touch
       Duration Special
       AOE 1 creature, item, or area
       Casting Time 1 hr.
       Save Special
       Requirements Somatic, Material, Verbal
       The druidic ceremony is similar to the priest version, having a
       number of applications within the hierarchy of druids. The
       ceremony spell does not leave behind an aura of magic (although
       a know alignment spell or similar magic might reveal the force
       of true neutrality involved), and the effect cannot be
       dispelled. Druidic ceremonies include the following, which can
       be performed by a druid of the indicated or higher level:
       1st-level druid: coming of age, rest eternal, marriage
       3rd-level druid: dedication, investiture
       7th-level druid: initiation, special vows
       9th-level druid: hallowed ground
       12th-level druid: cast out
       The characteristics of the various types of druidic ceremony
       spells are as follows:
       Coming of age is performed upon young people in druidic
       societies, usually when they reach the age of 14, and is
       symbolic of the young man's or young woman's entrance into
       adulthood. A young person receives a +1 bonus to any single
       saving throw, which can be taken at any time after the
       coming-of-age ceremony is completed. The coming-of-age ceremony
       has a symbolic significance in that the adolescent can
       thereafter enjoy the rights and privileges of adulthood.
       Rest eternal is performed upon the body of a deceased creature
       and hastens the journey of the soul/spirit to its final resting
       place. The spirit of the deceased will not return to haunt the
       living
       Marriage is essentially identical to the clerical cer­emony of
       the same name.
       Dedication allows the recipient of the spell to be taken into
       the ranks of the druid's followers/worshipers, provided the
       individual has a neutral alignment. A recipient of this spell is
       charged, as are druids, with the responsibility to preserve and
       protect nature and the balance of forces in the world.
       Investiture must be performed upon an individual of true neutral
       alignment before he or she can become a 1st-level druid.
       Initiation imbues the druid with the shape-chang­ing and
       immunity to woodland charm powers that become available upon
       attaining 7th level. This ceremony must be performed upon a
       druid immediately after he or she begins to advance upward
       through the 7th level of experience; if cast earlier than this,
       it does not work, and the druid does not have the benefit of the
       above-mentioned special powers until receiving initiation.
       Usually, a druid must seek out another druid of 7th or higher
       level to perform the ceremony, but in unusual cases, a druid can
       cast it upon himself or herself.
       Special vows is a ceremony that operates in the same fashion as
       the clerical rite of the same name. It does not work upon
       paladins but will function upon cavaliers of any alignment.
       Hallowed ground is cast by the druid on his or her permanent
       grove. This ceremony ensorcelled the trees of the grove so that
       they will never be affected by disease or other natural
       disasters. The ground remains hallowed for as long as the druid
       maintains this grove as his or her permanent base.
       Cast out is a form of excommunication or punish­ment that can be
       performed by a druid upon some­one who has committed sacrilege
       upon the natural environment or in some other way violated the
       principles and standards of druids. Its effects can be lessened
       at a later date by the casting of a re­versed version of this
       ceremony, either by the same druid or another one-off at least
       as high a level as the original caster, but the casting out can
       never be completely neutralized except by a Hierophant Druid of
       any level. An individual who has been cast out exudes a powerful
       negative aura, causing any natural creature encountered to react
       negatively to the individual. This includes all normal
       (nonmagical) animals, monsters native to the woodlands,
       domesticated beasts such as horses and dogs, and all druids and
       their followers.
       Casting out is a very powerful form of punishment and can only
       be performed by a druid who has received permission from his or
       her Archdruid to do so. Similarly, an Archdruid must get
       permission from the Great Druid, and the Great Druid from the
       Grand Druid. The Grand Druid does not need to obtain permission,
       but his or her actions can be reversed by a Hierophant Druid at
       any time. This ceremony is usually only used on occasions where
       the severity of an offense warrants such extreme punishment; a
       druid who asks for and is denied permission to perform it, or
       one who later has his or her actions offset by another druid,
       may be subject to punishment by higher-ranking members of the
       hierarchy. An intended recipient of this ceremony who is
       unwilling receives a saving throw vs. spell, at -4, to negate
       its effects.
       The components of a ceremony spell always include mistletoe, and
       the rite (of any sort) must be performed in a druid grove or
       some other natural, healthy patch of forest. Such ceremonies are
       nor­mally conducted at either dawn or dusk, the times when night
       and day are in balance.
       Notes: Restricted to druids, common.
       Other Druidic Ceremonies
       Witness (3rd-level) Within their society, druids are legal
       of¬ficials as well as religious leaders. Having a druid witness
       an oath makes it binding. The oath taker pronounces the vow,
       usually an act to be completed within a specified time, calling
       upon the powers that be, and specifying a penalty if the oath
       goes unfulfilled. After the ceremony is completed, the
       oath-taker must fulfill his literal word or suffer the
       consequences. The druid may advise against rash promises or
       suggest suitable modifications to an oath, but the final say is
       the oath-takers. After an oath is wit¬nessed, nothing more can
       be done about it. Warriors often take oaths to perform certain
       deeds. While an unfulfilled oath may be binding for years, the
       death of the oath-taker breaks all but the most terrible oaths.
       Anointing (14th level): This ceremony is used to raise kings,
       high-level druids, and other important persons to their
       stations. Sovereignty is a goddess to be wooed and wedded. The
       candidate is expected to make offerings to the holy groves,
       conduct great sacrifices, and give away vast amounts of wealth
       to the poor to please his bride. Displays of the candidate's
       physical prowess lead up to the anointing. Finally, the
       anointing takes place. If the candidate proves himself good,
       wise, liberal, and powerful, he is accepted by the Sovereignty
       and is allowed to take up his station. At Tara, the kingstone
       upon which the new High King stood was supposed to cry out for
       the true king when he stood upon it. (King Arthur's pulling the
       sword from the stone is much the same.) While the anointing is
       the seal of station, dis¬putes can arise about whether a person
       is the rightful possessor of the office. A successful anointing
       raises the recipient's Wisdom and Charisma by one point each (to
       a maximum of 18). The saving throw for this spell is special.
       Assuming the candidate is properly qualified, he is rated on a
       scale of 1-4 (1 being highest) in each of five areas by the DM.
       The rating in each area is added, generating a saving throw of 5
       to 20. If the number or above is rolled on 1d20, the individual
       is confirmed as not only the lawful, but the rightful possessor
       of the office.
       Alignment: Has the recipient displayed good character and
       faithfulness to the druidic cult?
       Duty: Has the recipient shown himself responsible and reliable
       in all his past dealings, and loyal to the kingdom, sect, or
       organization?
       Leadership: Has the recipient been a strong and fair leader?
       Performance: Did the candidate perform well in the rituals,
       games, demonstrations, offerings, and generosity during the
       festivities prior to his anointing?
       Breeding: Is the recipient of good family connections, and does
       he act as befits his station?
       Seasonal Ceremony Spells
       The seasonal spells of spring, summer, autumn, and winter have
       the following in common. These affect the land and people under
       the druid's care, large or small. (A druid is off on his own, in
       his own charge: a party of adventurers of the druidic religion
       also might be considered his charge.)
       A druid of insufficient level to conduct a seasonal ceremony is
       part of another druid's charge, as are the people and lands
       under the lower-level druid. The junior druid must participate
       in the ceremony conducted by the senior druid for those in his
       charge to benefit. The lower-level druid is expected to conduct
       the ceremonies of which he is capable and to attend and assist
       when senior druids conduct seasonal ceremonies that he cannot.
       Failure in either case could mean disaster for the druid's
       charges.
       These ceremonies are all-night affairs, during which the druids
       keep vigil, chant, make offerings, and perform certain actions
       important to the community's or kingdom's welfare for the coming
       year. Ordinary worshipers are also participants, although the
       druids do much of their work withdrawn from the masses (and in
       secret).
       5th level druid: Spring (Beltane)
       7th level druid: Summer (Lugnasad)
       9th level druid: Autumn (Samain)
       12th level druid: Winter (Imbalc)
       Spring: The spring festival (Beltane) celebrates the sun's power
       to give life. Great fires are lit, and cattle are passed between
       them. Druids and people process between the fires, waving shoots
       of grain. The fiery sun is associated with health and the
       destruction of disease. The main point of this festival is to
       ensure protection from disease for animals, crops, and the
       faithful. The cere¬mony reduces the chance of disease for the
       year to come by 10%. Beltane is a major civic festival
       associated with the spring planting.
       Summer: The summer festival (Lugnasad) begins with the all-night
       vigil of Midsummer, the shortest night of the year. All is in
       full flower. Those involved in the ceremony wear garlands, which
       are later offered as sacrifices, beginning on Midsummer's Eve.
       This is the night when druids gather their mistletoe for the
       coming year. Each druid must gather his own mistletoe on this
       night for his spells to work at full potency during the next
       year. A druid who cannot perform the summer ceremony must join
       with other druids, or the mistletoe he gathers will be nothing
       more than lesser mistletoe. The penalty for neglecting this
       festival is a loss of spell potency throughout the coming year.
       On the night of the first full moon following Midsummer, great
       fairs are opened.
       Autumn: The autumn harvest festival (Samain) is a time of
       feasting. All the folk assemble to offer their first fruits to
       the gods. Great bonfires are built on prominent hills, and
       dancing and drinking go on all night. The harvest's bounty is
       meant to stave off hunger in the winter. Neglecting this
       festival brings dearth and poverty for the coming year (extra
       expenses will be accrued, various treasures collected will be
       deficient in value, etc.). (The DM handles this condition of
       misfortune until the next Samhain. A monthly loss of at least
       100 gp per level is suggested.)
       Winter: The winter festival (Imbalc) celebrates lambing season,
       and offerings of milk are in order. Like a lamb, the year is
       born as the sun begins to wax again. The ceremony takes place on
       Yule, the longest night of the year, the longest sea¬sonal
       ceremony is a petition for strength. Neglecting the ceremony
       produces a -5% penalty in experience points earned for the next
       year, and the Hit Dice of animals born in the new year have a
       penalty of -1 hit point per Hit Die.
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