Druna, the Silver Lady, tenth born daughter of the high gods, controls the dominion of magic. At the announcement of her birth, her sisters crafted her an orb of silver, called Druna’s eye, which they embedded in the night sky. She is the goddess of potentiality, transformation, and witchcraft. She demands her followers pursue silence and stillness, and in exchange transforms them by the hidden magic of the moon into immortal beings of power. Those who draw on this power are considered witches.
Moon Phases: The moon of the mortal world is only a reection of a reection of the true eye of Druna, and the phase of the true moon does not follow a pattern mortals understand. To determine the phase of the moon, roll 1d24, with result 1 a new moon, result 12 a full moon, and intermediate phases between. On a full moon, spells tied to Druna gain a +2 bonus, in addition to other benets; on a new moon, they suer -2 and other penalties; and for intermediate stages ±1. Druna is originally introduced in the adventure Trespassers of the Full Moon Tower by Stinkhouse Games. To see the creatures her worshippers become, be sure to read the module.
Invoke Patron check results:
1 - 12 |
The moon is weak, and Druna keeps her power veiled. |
12 - 13 |
Stillness. Silence. Pursue these rst. For each round hereafter that the witch spends in silent contemplation (taking no actions), she gains +1 to the next spellcasting (max +12). |
14 - 17 |
The Silver Lady values the beauty of secrets. The witch is rendered completely invisible and inaudible for the next 1d6 turns. Any successful attack counts as a backstabs. |
18 - 19 |
Druna sees the secrets mortals try to hide. The witch is told the secret weakness of an enemy. Anyone aware of this weakness attacks that enemy at +1d, and on a successful hit scores a critical. |
20 - 23 |
The enchanted light of the moon condenses in the witch’s hand, forming into a dagger of resplendent silver. The dagger’s mystical light illuminates and opens all locked doors, and it deals 1d8 magical damage. The dagger will evaporate back into moonlight after 1d3+CL turns. |
24 - 27 |
Stillness is the cocoon for transformation, bursting into new potentiality. For each round hereafter that the witch spends in silent contemplation (taking no actions), she may grant a +1 bonus to an ally’s actions. This bonus accumulates to a max of +6. If she moves or speaks, even involuntarily, all bonuses disappear and this eect is over. |
28 - 29 |
The witch may select one creature of CL or fewer HD. She must successfully touch that creature. The creature is then turned into an arcane horror (see Trespassers of the Full Moon Tower for stats), which ghts for her. After 2d4+CL turns, the magic re goes out, and the creature reverts to a lifeless corpse. |
30 - 31 |
Druna leans close to the world to aid the witch. The full moon suddenly appears in the sky regardless of the time, or moonlight seeps through cracks in the walls of this room no matter how far underground. Any creature hostile to the witch is scalded by the light, suering 1d4+CL points of damage each turn exposed to the moonlight, and must spend the next actions eeing until away from the light. |
32+ |
The liminal magic of the moon pervades the mortal world, and the secrets of mens souls are laid bare. Blinding moonlight lls a sphere 100ft in radius centered on the caster. Any creature (friend or foe) caught within this sphere that is not somehow magically connected to the moon must make a Fortitude check against the witch’s Personality score as the DC; on a failure, that creature is enthralled to the Silver Lady, losing all free volition. She may direct them to assist the caster in future endeavors, or not, depending on how pleased she is. She might release enthralled allies, in exchange for something else. |
Patron Taint: Druna
When patron taint is indicated for Druna, roll 1d6 on the table below. When a caster has acquired all six taints at all levels, there is no need to continue rolling any more. The 1st time this is rolled, the witch becomes compelled to remain more still, her movement speed dropping by half. On the second roll, she must also rest for twice as long each night, spending the time in stillness. The third time, she is rendered catatonic, and must be carried. Inwardly, the caster is still quite alive, and may still cast spells without needing to perform any auditory or somatic component.
Roll |
Result |
1 |
The rst time this is rolled, the witch’s irises become paler in color and become sensitive to the sun; the witch must shade her eyes during midday.
The second time, the witch’s irises turn a pale yellow, and she cannot see in direct sunlight without a veil over her eyes. The third time, the witch’s irises turn pure white and she is blinded by even indirect sunlight. |
2 |
The rst time rolled, the witch’s skin becomes pale and freckled. The second time, the skin becomes so sun-sensitive the witch must cover her body under a veil or suer 1d2 damage for every partial hour of sun exposure. The third time, the witch’s skin bleaches chalk white. She must wear a veil when exposed to any light but moonlight, or suer 1d4 damage for every hour of partial light exposure. |
3 |
The witch is mystically entwined with the magic power of the moon, and gains a permanent +1 to whatever spell triggered this result, up to a maximum of +3. |
4 |
The moon’s reected light dwells in the caster. On nights of the full moon, the witch suers -2d to any sneak check, with +2d on a new moon, and ±1d at intermediate times. |
5 |
The rst time this is rolled, the witch’s voice becomes soft and hard to hear. The second time, she is no longer able to speak above a whisper. The third time, she becomes permanently mute. |
6 |
The first time this is rolled, the witch becomes compelled to remain more still, her movement speed dropping by half. On the second roll, she must also rest for twice as long each night, spending the time in stillness. The third time, she is rendered catatonic, and must be carried. Inwardly, the caster is still quite alive, and may still cast spells without needing to perform any auditory or somatic component. |
Patron Spells: Druna
The silver lady of the moon grants three unique spells, as
follows:
Level 1: Detect Secrets
Level 2: Moon Well
Level 3: Enthrall
Spellburn: Druna
Roll |
Result |
1 |
Moonlight glows in the witch’s hand, condensing into a thin ceremonial knife of molten silver. She must make incisions into her esh with this knife, which manifests as stat loss. The knife then vanishes. |
2 |
The true light of Druna’s eye pierces the caster with its radiance. The witch suers moonburns across her body, which manifest as light purple patches on the skin with dark purple blisters that only slowly heal with the spellburnt ability points. The skin is sensitive to the touch and will cause pain when exposed to moonlight, represented as the stat point loss. |
3 |
Druna has enjoyed a glut of human pain, but the incessant chatter of mortals grates her. The witch is granted the spellburn bonus without the stat loss, but must cut out the tongues of 1 humanoid for every 3 points (round down), to be burnt in an offering. If this is not done within 1d6+CL days, she suers double the spellburnt stat loss. |
4 |
Determine the phase of the moon. If the moon is waxing, the witch gains 2 points for each spellburnt ability point; if the moon is waning, the witch must sacrice 2 ability points for 1 point of bonus; on a full moon Druna is in the height of her power and the witch gains 3 points for each spellburnt ability; on a new moon, Druna’s power is at a low, and she cannot oer assistance. |
5 |
The witch foolishly stared directly at the unveiled splendor of the true moon. She must pass a DC15 Will save; if saved, she shields her gaze in time and the spellburn is granted as normal. On a failure, the witch gains the spellburn, but her mind is infused with moonlight; for the next 1d8 rounds she is compelled to spend her actions attempting to cast this same spell, but with an additional +6 spell bonus. The spell can not be lost for the duration. While the witch remains largely in control of her will, the drive to repeat the spell is so strong she will chose any target necessary to cast the spell, be it friend or foe, regardless of outcome. |
The Silver Goddess
Druna is a goddess, and may be worshipped by a Cleric. Due to the universal distrust of the Silver Goddess, her followers form into small covens that work furtively toward goals known only to Druna. Over each coven is a single archwitch, often the oldest, who has oered her body to be destroyed by Druna, leaving her mind and soul to be transformed. To become an archwitch, a priestess must be unmarried, cut out her own tongue, and drink a fowl potion to turn herself into a living mummy. To advance beyond level 5, the cleric of Druna will need to make this sacrice. Males cannot be clerics of Druna, though they may still become witches and serve her in other ways.
Weapons
Clerics of Druna may only use weapons based on stealth and deceit. This includes: poison, garrotes, darts, and daggers.
Unholy Creatures
Songbirds, dogs, angels, lawful priests, scholars, Law-aligned humanoids.
Disapproval
When Disapproval is indicated for a Cleric of Druna, roll on the below table:
Roll |
Result |
0-1 |
The Silver Lady’s powers were merely waning with the moon; there is no punishment. |
2 |
You have been dwelling too long in the cursed light of the sun. You must stand vigil the next night, observing the patterns of the moon, and may not rest until the following night. Spells, disapproval range, etc. do not reset tonight. |
3 |
You are struck mute until your next rest. |
4 |
You suer patron taint. |
5 |
There is a secret in the house of the village elder. You must sneak into his house to learn it. You may not reuse this spell until you do. |
6 |
Power only ever comes with a cost. You crackle with liminal magic; all spell checks against you are made at +1 until your next rest. |
7 |
Your devotion to the sacred night is questioned. Until your next rest, sunlight blinds you. You cannot see anything within daylight. |
8 |
Stop and ponder. This spell is cast at -5 until you rest. |
9 |
You have forgotten the beauty of hidden things. You must spend the next day, from sunrise to sunset, resting indoors. You may not adventure, and you may not leave your building. |
10 |
The moon leaves as surely as it comes. To teach you this lesson, you are turned into a ghostly form of yourself until your next rest. You may no longer interface with physical items and anything you were carrying falls to the ground. You may still cast spells. |
11 |
Treasure instead the beauty of a mortal wound and the passing of life. You lose the ability to lay on hands until your next rest. |
12 |
To remind you who it is that holds you in her hands, you fall into a cursed coma and cannot be woken until exposed to moonlight. If there is no moon tonight, you must wait until there is. |
13 |
Your power wanes. All spell checks are made at -2. |
14 |
You are testing Druna’s patience. Your Disapproval range has doubled. |
15 |
So much blather. You cannot speak for 2d3+CL days. |
16 |
All of your spell checks are made at -4. |
17 |
The king of your realm holds a dark secret that the Silver Lady desires. You must obtain his secret. All spells cast at -4 until you do. |
18 |
You are rushing. You may not cast this spell again until your next rest. |
19 |
You are only making a fool of yourself, and may no longer cast any spells until your next rest. |
20 |
You have overstepped the bounds, and are to be completely cut o. You must seek out a coven of fellow witches to be given a quest from the archwitch to atone. Until then, you cannot cast any spells. |
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