When not adventuring, druids prefer to live near a sacred grove and worship there as well. While the term "sacred grove" usually calls to mind a stand of trees within a forest, here it refers to any sacred place where druids worship Nature. All sacred groves are places of great natural beauty - and sometimes magical power. Areas with a history of druidic veneration tend to acquire wondrous abilities from their prolonged contact with druidic magic and rites.
Sometimes several druids share a single sacred grove. This arrangement enables them to take turns adventuring or traveling, leaving someone always on hand to protect and tend the grove. Druids occupying a sacred grove singly have to arrange for its safety before departing: setting various wards and traps, or arranging for allies to protect it in the druid's absence.
Features of a Sacred Grove
Each branch of the druidic order prefers certain sites for sacred groves. These include the woodland groves of the forest druids, the oases of the desert druid, the fungus-rich caves of the gray druid, and so on. In nearly every case, the overriding requirement is that the sacred grove possess a natural splendor. This splendor may range from the stark grandeur of a ring of standing stones atop a hill on a windswept moor to the gardenlike beauty of a tended forest glade.
A sacred grove is typically between 60 feet and 360 feet across (6d6-10 feet). Besides the expected grass, undergrowth, bushes, trees, or other local features, desirable groves share certain elements.
Distinct Boundaries
Sacred groves reveal themselves readily to those who know what to look for. A grove's boundary markers often result from the efforts of generations of druids. For example, the trees in a woodland grove may form concentric circles, the outermost layer reserved for the largest, most ancient trees.
Often the trees in a sacred grove are of an unusual size or a type distinct from others in the wood. For example, a sacred grove in a birch forest might have many oaks. Their branches may even entwine to form natural arches to welcome visitors. In more open terrains, sacred groves may surround themselves with high, thorny hedges or even a river. Some groves have artificial borders, such as an outer ring of standing stones. A few are small islands.
A Clearing
A quiet place of meditation blanketed with soft moss or grass lies in the center of the grove. Druids prefer groves carpeted with soft ground cover that encourages dancing over a floor of simple dirt or stone.
Source of Water
A spring, well, brook, or pool (often fed by a waterfall) provides the grove with pure, drinkable water. Druids use this water in their rituals and in their day-to-day life as well. Some druids prefer still water to a brook or spring, since the quiet water is less distracting during meditation and can prove useful in divination.
Central Feature
A commanding structure - perhaps the source of water--acts as a natural altar in the grove or as a focus for worship. Other common central features include a single great tree, a standing stone, or a fairy ring (a circle of toadstools or other fungi). These and other features sometimes possess magical powers, detailed in a later section.
--Native Animals
An owl lives in a grove's great tree, a snake dwells under a stone--the druid is never really alone in a sacred grove. The place feels alive in every sense, and druids usually befriend a grove's inhabitants.
Living Quarters
While the druid and any servants or family members rarely live within the sacred grove proper, home lies not far away. A forest druid, for instance, generally has a stone, log, or sod cottage within a mile of the grove, with a vegetable and herb garden, and perhaps a few domestic animals.
Stewardship
Although druids do not claim to "own" sacred groves, they take responsibility for them very seriously. The druid associated with a grove normally goes by the title of steward, keeper, or caretaker. Stewardship of a sacred grove is traditional: Keepers always designate their successors.
Guards and Wards
The steward of a sacred grove is first and foremost responsible for the grove's safety, especially if the grove has "awakened" with magical powers (explained later in this chapter) or if beings such as dryads live there. Therefore, druids devote considerable effort to protecting a sacred grove--in some cases, through secrecy. Only a few trustworthy people and creatures know the grove's location. A druid obscures the pathway to the grove, while hallucinatory forest spells and better-cleared false trails twist away from it, leading a searcher astray.
More active defenses include pits covered with branches and leaves (perhaps sharp stakes, poisonous spiders, or snakes). Druids of at least 5th level use the snare spell liberally, as its defenses remain fixed until triggered. Using plant growth to set up permanent dense barriers around the grove is a very good strategy, especially if a druid plans to lace the obvious paths through these barriers with traps and snares, leaving only one or two concealed "safe" passages.
If enemies are on their way, the druid should strive to prevent them from using fire to damage the grove. Controlling weather to create a rainstorm before foes even reach the grove keeps the enemy miserable and stops the grass, bushes, and wood from igniting. Of course, one of the best ways a druid can defend a grove is to discover potential enemies and strike before they even reach the sacred natural site. (See "Eyes in the Wilderness," Chapter 4.)
Tending the Grove
While safeguarding the grove remains most important, stewards must not neglect regular care. This day-to-day work involves tending the plants and animals in the grove, talking to them, and dealing with illnesses or parasites that might appear. In addition, if a druid prefers a gardenlike appearance to a wild one, the steward cleans up loose branches, prunes trees and bushes, and so on. Druids should devote 12 days per month to this job, or about three days per week. If a druid fails in this duty, the DM can assume the sacred grove's health and appearance deteriorates (as does the magic of awakened groves, lesser powers first). Deterioration is immediately obvious to any visiting druid.
Several druids may use the same sacred grove as a place of worship, sharing the work detailed above, but only one is its steward; the others usually consider themselves the sacred grove's tenders. By tradition, if the keeper dies or retires, one of the tenders takes over the stewardship.
It is considered a crime for one druid in the Order to forcibly displace another from a stewardship. Such an incident, when reported to the great druid, constitutes grounds for the ban. In response, several druids will join together to expel the offender from the grove, finding a more suitable replacement - the original steward, if that druid did not die in the grove's defense.
An exception is allowed when a druid's negligence results in the deterioration or defilement of a sacred grove. In this case, an inner circle druid or the great druid appoints a new keeper for the grove. It becomes that druid's responsibility to reclaim the grove, by force if necessary, from its inept steward.
Grove Law
Druids, far stricter about protecting their sacred groves than any other wilderness area, have established a law to safeguard these special sites. The following points make up the law of the grove, upheld by all except the steward and those with special dispensation from the steward:
No trees or plants within the grove may be harmed, cut, or pruned. No one may pick or cut branches, berries, nuts, or fruit, either; visitors can eat or otherwise use only that which has fallen to the ground.
No one may fight within the grove.
No bird or animal within a sacred grove may be harmed. If a hunted creature flees into the grove, hunters must break off the chase; they cannot shoot at the beast from outside the grove once it enters.
No one may fish in the waters of a grove, nor foul these waters in any way.
None may light a fire within a grove's bounds--not even tinder or a pipe.
The maximum penalty for violating the law of the grove is death, though a druid may apply a lesser penalty in certain cases. The punishment for violating these rules - or for more serious defilement of a sacred grove - depends on the offender's motives, the damage, and the druid's inclination. If a cruel wizard damaged a sacred grove with a fireball in an attack on the steward, the druid would think death a proper punishment - preferably death by fire. On the other hand, if a careless toddler did the same damage by accidentally setting fire to the grove, the druid seeks a more suitable punishment: kidnapping the child to raise as a druid. Thus the child devotes a lifetime to atonement.
Note that there is no law against folk entering the grove. While some druids keep visitors away, others welcome people and animals who come to admire the grove or worship, and even shelter needy travelers. Similarly, the steward may allow visitors to collect fallen deadwood, fruits, nuts, and berries. Since druids usually can speak with the animals, plants, and (sometimes) stones in their grove, they can determine easily how a person acquired suspicious bounty.
Becoming a Steward
A druid player character can acquire stewardship of a sacred grove in four ways:
First, the keeper of a grove might nominate the PC to become the successor to the stewardship. This tactic allows the PC to take over when the existing steward dies, disappears, or decides not to care for the grove any longer. The successor must have the current steward's trust and respect, and usually has spent time worshiping in the grove and tending it under supervision. Most of all, the nominee must prove worthy to defend the grove. If the grove has magic, the character should have reached at least 7th level to deserve consideration. However, young sacred groves lacking magic often receive the protection of lower-level druids.
Second, a player character can find an abandoned sacred grove and reclaim it. Sometimes a powerful monster or other foe eliminates both the steward of a sacred grove and the chosen successor. Such groves often are cursed, haunted by undead, or frequented by local monsters. But a druid who overcomes these obstacles and reclaims the grove proves worthy of the stewardship.
Third, a stewardship may come with a title, although this practice varies from circle to circle. For instance, a circle may award the responsibility for certain sacred groves to its archdruids or great druid, and - unlike a normal grove - this stewardship changes hands as new druids assume the high ranks. At the DM's discretion, the world might even hold a wondrous "high sacred grove" - the responsibility of the Grand Druid.
Fourth, a PC can find a virgin grove site and sanctify it. Virgin groves match the physical requirements listed earlier for a sacred grove, but have no magical powers and have never been tended. Finding such a spot is simply a matter of the druid's knowledge of local geography. A virgin grove rarely has clear boundaries, so the druid may make "improvements," such as planting a circle of trees or erecting standing stones to mark the new grove's borders.
Sanctifying and Awakening a Grove
Druids may wish to consecrate a sacred grove, perhaps awaken it to its magical properties. To this end, they must find a suitable natural site with the features described earlier.
After preparing a site, the druid performs a ritual to sanctify it. This ceremony, a blessing and invocation of Nature - takes a day of uninterrupted prayer. Once sanctified, a site becomes a sacred grove - a living shrine to Nature, where druids can perform their rites.
As druids worship there over the years, a sacred grove tends to absorb power from the rituals, becoming a holier place. If druids consistently venerate a grove, it may awaken to the magical powers described earlier. Venerating a grove means that druids (not necessarily just the one who sanctified it) pray and meditate there on a regular basis. Furthermore, the druid appointed the grove's steward must faithfully tend it.
A sanctified sacred grove actively visited and tended for seven years has a chance to gain magical powers. This time need not be contiguous - that is, a sacred grove can be active for five years, then abandoned, then active for another two years. After the seven years have passed, the DM begins rolling 1d10 each spring. On a roll of 10, the grove "awakens." Awakened groves gain the basic powers of a lesser sacred grove and a special ability (Table 3).
Sacred groves with a long history of druidic use become the most potent, their power slowly increasing over the ages as a result of continued exposure to druidic magic. For every seven years an awakened grove remains active, it has a further 10% chance of gaining additional powers, to a maximum of six powers. Roll on Table 3 at each success, rerolling duplicated powers.
A lesser magical sacred grove becomes a greater grove only through millennia of use by druids or direct divine intervention. DMs may assume a 10% chance of gaining greater grove status (and 1d4 such powers) per thousand years of veneration by druids.
Magical Sacred Groves
Not all sacred groves have magical powers, but many of them do. A grove may have been innately magical since the creation of the world or have gained its magic through an unusual event, such as a visit by a deity, the birth of a unicorn, or a dryad or nymph's long-time residence in the grove.
Lesser Magical Groves
An enchanted lesser sacred grove always radiates magic, although never good or evil. It has the following properties:
Druids entering the grove feel a watching presence and a sense of power. For every three rounds they spend within its boundaries they learn one power of the sacred grove, through a vision or intuition.
All druids receive a +1 bonus to saving throws vs. spell, death magic, and wands while within a lesser magical grove. The grove's steward receives a +2 bonus.
All in the grove are rendered immune to magical fear while within it.
Dig spells never work within a grove.
Natural (nonmagical) lightning never strikes trees or beings in the grove.
Evil enchanted creatures cannot enter the grove unless it has been defiled. (See "Defiled and Cursed Groves" in this chapter.)
In addition to these abilities, lesser magical sacred groves may possess other powers. To quickly create a grove the PCs might stumble upon while adventuring, the DM first decides how many lesser powers the grove has (chooses or rolls 2d4-2). Then, the DM selects the powers from Table 3 or rolls 1d10 to pick from the table randomly. (Descriptions of the powers follow.)
Awakened Plants. The grove's magic has "awakened" 1d3 10-foot-square patches of weeds, creepers, or bushes with semi-intelligence, 4 Hit Dice, AC 10, and the ability to attack as an entangle spell. They will act to protect themselves and defend the grove.
Bountiful. If the sacred grove contains plants that produce edible fruit, nuts, or berries, 3d6+20 enchanted examples sprout each spring along with the usual crop. The magic fruit, nuts, or berries--the largest and most healthy of their species--confer the benefits of a goodberry spell's products on the characters who eat them. Once picked, no more will grow until the following year.
Control Temperature. Any Nature worshiper in the grove may make a grove's temperature rise or fall within 30 degrees. This ability, possible once per day, affects the entire grove. Arctic or desert groves commonly feature this power, which enables those in the grove to survive brief climatic extremes, especially combined with the power to still winds (below).
Faerie Fire. A Nature worshiper (even a nonpriest) may cause a faerie fire luminance to appear, centered on the character or upon any of the trees, rocks, or standing stones in the grove. The faerie fire, which lasts one turn per level of the caller, can be summoned once per person in a given day. Faerie fire that druids call endures for two turns per level of the druid and can flicker about the grove at will. When a druid casts a faerie fire spell within the grove, its duration triples.
Healing. Beings of neutral alignment or those allied to the druid may heal wounds at twice the rate of natural healing while in the magical sacred grove. Healing-related spells produce the maximum benefits; for instance, cure light wounds restores 8 points of damage.
Prophecy. A druid who spends the night sleeping in the grove may receive a magical portent in a dream concerning the past, present, or future. The nature of the prophecy remains the DM's decision, but it should never contain more information than would come to light using a properly cast commune with nature spell. The portent usually warns of danger or hints at a task Nature wishes the druid to perform.
Protective Aura. Any creature but a druid, dryad, or nymph who sees the grove must save vs. spell. Those who fail perceive the grove as nothing other than a normal clearing (or the like) until they are led into it. The sacred grove also generates a continual protective field similar to protection from evil, 10' radius, except it covers the entire grove and has the powers of both protection from evil and protection from good spells.
Still Winds. Worshipers of Nature in the sacred grove (even nonpriests) can cause winds to calm for up to one turn per level, as long as they concentrate on maintaining this power. Triple the duration when a druid invokes it. This power, possible once per day, is quite common in desert, mountain, and arctic groves, as it protects the sacred grove and those in it from sandstorms, tornadoes, or snowstorms, and the like.
Sweet Water. Water from a source within the grove or dew gathered from the grass in the area has the properties of sweet water, but loses these special properties as soon as it is removed from the site.
Special. The DM can create a power associated with the branch or kit of the druid that sanctified this grove. For instance, the grove of a Hivemaster might contain a wasp's nest or beehive from which a druid could call an insect plague once per day, while a swamp druid's grove could feature a patch of firm ground that turns suddenly to quicksandlike mud (as in a rock to mud spell).
Greater Magical Groves
A greater magical sacred grove possesses exceptional enchantments. Each domain includes fewer than a score of such groves, most of which fall under the control of druids of 12th or higher level.
A greater grove has all the basic powers of the lesser grove, mentioned earlier. In addition, druids who sleep overnight in the grove before praying for spells receive an extra spell. Thus, a druid who chooses two 1st- and one 2nd-level spell receives another 1st- or 2nd-level spell of the DM's choice.
A greater magical sacred grove has 2d4 lesser grove powers (rolled on Table 3) and 1d4 greater grove powers (rolled on Table 4). Descriptions of the greater powers follow.
Awakened Tree. A large, ancient tree living in the grove gains Intelligence and Wisdom (2d6+6), the spellcasting ability of a 3rd-level druid, and the power of speech. It can use any two of its branches at once like arms. It speaks--in a deep, slow voice--in the secret language of the druids. In combat, treat it as a treant created by the liveoak spell. Roots bind it to the earth like a normal tree.
Beast Speech. Any normal or giant animal with an Intelligence score between animal and low can speak and understand the secret language of the druids for as long as it remains within the sacred grove. The animal's Intelligence does not increase. Also, casting animal summoning calls a 50% greater number (or Hit Dice) of animals than usual.
Concealment. All mobile beings (not normal plants) within the grove when this power is invoked become invisible for three turns per level of the druid or until they leave the grove. This power, possible once a day, ceases to conceal anyone who attacks.
Earthpower. When druids in the sacred grove cast a Plant or Earth Elemental sphere spell within its boundaries, they double the spell's duration, area of effect, and range.
Know Alignment. A druid may know the alignment of others in the sacred grove by concentrating one round. (The druid and subject must remain in the grove during this time.) This spell-like power can be used any number of times. Nonpriest worshipers of Nature can use this power after two rounds of concentration (and two successful Wisdom checks), but can make only one attempt.
Peaceful. Anyone entering this grove may notice odd sights, like predators and prey playing together. Those who make a successful attack against another within this grove must make a saving throw vs. wands. Attackers who fail suffer all the damage themselves; the wounds they meant to inflict appear on their own bodies. If they save, they suffer only half damage.
Reincarnation. If a druid's ashes or remains are buried in the sacred grove, the character becomes reincarnated (per the priest spell). The new incarnation appears within a mile of the grove in 1d6 days.
Waters of Life. Any source of water within the grove has unusual healing properties. Anyone bathing in the water (maximum of once per day per person) gains the benefit of simultaneous neutralize poison, cure disease, and cure serious wounds spells. The water loses all special properties outside the grove's boundaries, however, so characters cannot use it as a healing potion.
Scrying Pool. A source of still water within the grove, such as a pool or well, may be used for divination. Once per day a druid can command the pool or well to act as a reflecting pool cast at the druid's level.
Magic Fruit. The grove has a tree whose fruit or berries have a magical effect when eaten. In a given year, 1d6 fruits ripen, each with a distinct appearance to set it apart from common fruit--lustrous golden apples, for example. The magic fruit's effects are equivalent to one of the following:
• Potion of animal control
• Potion of heroism
• Potion of longevity
• Potion of treasure finding
• Philter of love
• Philter of glibness.
Forbiddance. A druid can invoke the forbiddance power (per the spell) to cover the boundaries of the grove. The effects can be called up only once per day and, once called, last one hour per level of the druid.
Special. The DM should devise a power associated with the branch or kit of the first steward of the greater magical sacred grove.
Defiled and Cursed Groves
Some sacred groves tell a tragic story: Their plants have been dug up, trees burned or chopped down, water sources fouled, or standing stones overturned and broken. Perhaps their clearings once served as altars to other priests in the worship of strange gods. Such groves have been defiled, stripped of all their powers until druids reclaim them (described below).
Other events may result in a still worse fate--a grove becoming cursed. For instance:
• A terrible event takes place within the grove's boundaries: Someone reads a cursed scroll, a deity's avatar passes through, a druid dies violently, or another highly charged event takes place.
• The grove is deliberately defiled but not destroyed. When plants begin to grow back, the grove may retain some twisted vestige of its original power.
• If the druid who sanctified the grove strays badly from the neutral alignment, abandons the Order, or takes up the path of the Lost Druids, the grove's beauty and powers may become warped--perhaps as a warning to the erring steward.
To determine what curse has struck a particular sacred grove, the DM may roll on Table 5. A druid who discovers a cursed grove nearly always tries to find a way to lift the curse and ultimately resanctify the land. Some typical curses are described below.
Table 5: Properties of Cursed Groves
d6 Property
1 Entrancing
2 Poisoned ground
3 Haunted
4 Perpetual season
5 Hungry trees
6 Special
Entrancing. This curse can apply to any grove containing a source of water or plants bearing fruit, nuts, or berries. Those who eat natural fruits of the grove or drink its water must save vs. spell or become charmed: They refuse to leave the grove, claiming they must defend this beautiful place. They resist forcefully if anyone tries to harm the grove or take them from it. The charm is broken if those it has entranced leave the grove, or it can wear off, per the charm person spell.
Poisoned Ground. A terrible poison lives within the ground, although the plants in the grove are immune. Those who touch the vegetation (including grass) with bare skin must save vs. poison each round of contact or suffer 1d6 points of damage. Characters who eat fruits, etc., from the grove must save vs. poison or die.
Haunted. The life forces of people who die in a haunted grove or within a mile of its boundaries are drawn into one of the grove's trees or standing stones. The trunks of the trees or the surfaces of the stones contain twisted images of the dead trapped within. While trapped, these souls cannot be raised, resurrected, or reincarnated.
To defend itself, the grove can summon any of its prisoners' spirits as ghosts or banshees (described in the Monstrous Manual ™). Each summoning takes two rounds, but only one ghost or banshee can exist at any time. Resanctifying the grove (described below) ends the curse and frees the trapped spirits, who now may be reincarnated, raised, or resurrected. Destroying the grove before resanctifying releases all the trapped spirits as malevolent ghosts or banshees to haunt the region henceforth.
Perpetual Season. The grove, locked into a single season, never experiences a change in climate. Though a grove locked into winter isn't ever popular, a grove of perpetual spring or summer may seem like a blessing. While winter blizzards rage outside, the day is warm and sunny within a grove of perpetual summer; grass is always green, trees always leafy, and flowers ever blossoming. Nevertheless, druids consider this redundant setting horribly unnatural.
Hungry Trees. The trees in this grove have been animated by a hunger for flesh. Treat the 2d8 hungry trees of this cursed grove as evil treants. Masquerading as normal trees, they suddenly attack anyone entering the grove. They never cross its borders unless attacked from outside the grove, though; in that case, they re-enter the grove after defeating (and consuming) foes.
Reclaiming Cursed or Defiled Groves
Druids whose sacred grove becomes defiled or destroyed must perform a ritual of atonement, plus find and punish the guilty party. Failing deprives druids of all granted powers and major access to priestly spheres.
The first step in reclaiming a defiled grove involves repairing any damage it has sustained: planting new trees, restoring damaged standing stones, and so on. Then, a druid must perform an uninterrupted daylong ceremony within the grove to ask for the renewed blessings of Nature.
Reclaiming a cursed grove poses additional difficulties. After performing the above steps, the druid must complete a task to balance the forces behind the curse. The nature of the task is up to the DM, but it usually involves a dangerous quest in a real or symbolic attempt to "undo" the curse, punish those who caused it, or make amends for the act that led to it. After concluding the task, the druid must return to the grove to invoke Nature and cast a remove curse spell.
Standing Stones
Standing stones are large, shaped stones that rise from the ground to towering heights. In some cases, their presence in a forest, on a bleak moor, or atop a lonely hill automatically qualifies an area as a sacred grove, even if it lacks other natural beauty. Druids may have erected the standing stones, or they may mark a holy place that predates the druids' arrival in the area-- perhaps a site sacred to prehuman peoples (elves, for instance) or prehistoric tribes.
Though sometimes stones stand alone, they more often join together to form various arrangements. A single standing stone is called a megalith--either a shaped slab or a more natural, tapering obelisk. Two shaped stones placed upright with a third laid across their tops constitutes a trilithon. Several megaliths or trilithons frequently form patterns, usually circles or horseshoe shapes.
Individual stones may weigh 5 to 25 tons each and stand 10 to 30 feet tall. A large circle may take a generation to build, unless powerful earth magic or suitable monsters (treants, earth elementals, or giants) help in the construction. Because druids possess the necessary magic, they often create these monuments for their sacred groves.
Standing stones fall into one of two categories: magical and nonmagical.
Nonmagical Standing Stones
Many standing stones have no innate magical properties, although they may have been built by magic. In "awakened" groves, these nonmagical stones may share in the general magic of the grove. The DM decides on the purpose, type, and number of stones.
Boundary Markers. Stones can simply mark the grove's borders, a common practice when a circle of trees is inappropriate. Mountain druids, in particular, use stone circles to mark borders.
Natural Observatory. The stones might serve as a primitive astronomical calculator (as in the case of Stonehenge), their positions marking eclipses, equinoxes, and other important solar and lunar dates whose exact times remain important for religious reasons and for maintaining the agricultural calendar. Usually one such astronomical circle of stones exists in every major druidic domain. Creating such a circle requires two proficiencies: astrology and engineering. In some cases, these circles are relics left behind to mark the visits (and predict the eventual returns) of spelljamming space druids.
Monuments. The lives of particularly notable historical figures can merit great megalith memorials. Sometimes treasure or a body lies buried under the stone. In rare instances, although the stone has no magic, the body beneath it rests in magical suspended animation--think of King Arthur, waiting for Merlin to awaken him.
Magical Standing Stones
Magical standing stones can serve any of the nonmagical variety's purposes. Lesser magical sacred groves containing standing stones possess a 10% chance of having one with magical powers. This chance increases to 20% for groves with five or more stones, and 30% for groves with 25 or more stones. Standing stones within greater groves have triple the chance of being magical.
Standing stones may become magical through association with druidic rites, divine intervention, or via the normal process used to create druidic magical items. DMs deciding that a stone has magic either pick its powers from those described below or roll on Table 6. Add a +1 bonus to rolls for standing stones that help form a trilithon.
Table 6: Powers of Standing Stones
d4 Power
1 Petrified entity
2 Stone guardian
3 Peaceful stones
4 Speaking stones
5 Trilithon gate
Petrified Entity. The magical stone is actually a huge being--often a giant or titan--that has been so weathered and overgrown with moss or ivy over the years its original humanoid form is no longer discernable. It radiates magic and may return to life if a dispel magic or stone to flesh spell succeeds. Depending on its alignment and the reason it became petrified, the creature may feel either grateful or hostile to its rescuer. A petrified entity usually points to the work of dual-class wizard/druid.
Stone Guardian. Once per day, the steward of the grove can order the stone to come to life for one turn per level of the druid. The animated stone fights as a 16 HD earth elemental, but if it leaves the grove it reverts to a normal stone and may not be reanimated until returned to the grove--a herculean task, since it weighs several tons! If injured, the magical stone heals at a rate of 1 hit point per turn--within the grove only.
Peaceful Stones. The standing stones exert a calming influence on the earth. No earthquake spells may succeed within a radius that measures (in feet from the center of the stone or cluster) a distance equal to the number of stones in the circle. Since no earthquakes or volcanic eruptions occur in this area, peaceful stones often stand near volcanoes or faults. Removing them could spell disaster for nearby forests and towns!
Speaking Stones. Any druid can cause any standing stones in the grove to speak, per the stone tell spell. Characters can use this power as often as desired, but the stones speak for no more than three rounds per day. Stewards use this power to learn whether intruders have visited the grove while they were away; druids who find a strange grove could use it to become familiar with the grove's history and keepers (if any).
Trilithon Gate. Characters passing under the stones may emerge from any other sacred grove in the world that also has a trilithon gate, no matter how distant. Those who have a particular gate in mind reach it; otherwise, characters come through a random gate. Anyone can travel via trilithon gate only once per day; it is impossible to go through and return again immediately.
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