(Space) Dryad - ROM, 01/Dec/05


These rules attempt to describe the standard dryad in a little more detail, giving ways in which one might not be tied quite so closely to her tree, and describe a variant dryad, referred to as a wildspace dryad, or more commonly just as a space dryad, who is not tied to a tree at all, and may be suitable for use in a spelljamming setting.

The abilities of both the standard and space dryad are listed, as are their restrictions, detailed notes are given on the space dryads, their suggested history, and some scenario ideas, and existing and new spells to do with wood and dryads are listed, with notes on their use by space dryad priests and wizards.

"There are,
Worse things to be,
Than a dryad,
Without a tree."
- Anon

Abilities
Altering Dryads
Life Jewelry
Wood Space
Appearance
Wood Weave
Spelljamming
Ship Repair
Allies
Varieties of Dryad
Priests
Necromancers
Warriors
Dryad Raiders
Dryad Raider History
Dryad Raider Scenario
Dryad and Wood Magic
Spell Table
Explanation of Spells
Notes

Abilities

Normal dryad:
* AC 9
* 12" Move
* 2HD
* 50% Magic Resistance
* can Dimension Door to own tree
* Charm Person 3x/day, -3 save
* Speak with Plant
* pass through undergrowth as a druid
* walk through living wood at will
* may enter own tree
* may take dryad-charmed into own tree
* live indefinitely, as long as tree does
* feel and sense things that their tree does
* have an exact knowledge of wood/forest in which they dwell
* appearance and clothes follow seasons

Space dryad:
* AC and Move as normal dryad
* may have a level rather than being 2HD
* no Magic Resistance
* (auto) Dimension Door is to Life Jewelry
* Charm Person and Speak with Plant as normal dryad
* pass through undergrowth and living wood as normal dryad
* may take dryad-charmed into wood
* live indefinitely; have no tree to die of old age
* controls and protects wood entered
* can sense things about wood entered
* no exact knowledge of wood/forest
* appearance is fixed at 'Winter' season

Assume that dryad Dimension Door is at the 12th level of effect, and that the range is 36"/360yd.

Assume that dryads live at least hundreds of years, and remain beautiful and alluring throughout that.

The dryad Charm Person may be used at most once per round, and has a permanent effect (fail initial saving throw, and no further opportunities are given to save), though the dryad may choose to free someone. Assume that it is at the 12th level of effect, for the purpose of dispels, and magic resistance.

Assume that the dryad tree can sense things within 10' of it, by vibrations, the disturbance of the air flow changing the movement of leaves and branches, by pressure on the ground and hence the roots, or by things like shadows altering the light falling on the leaves. It is even possible that the breath of living things providing more carbon dioxide for the leaves, or the heat (infra red radiation) of living things, might be felt.

Assume that dryads have more than just the ability to Speak with Plant, and that their exact knowledge of the wood/forest in which they dwell comes from communing with their natural surroundings, listening to the gossip of the wood, so as to speak. This is why their knowledge extends beyond their 36" limit, and any plants they can speak to within that, or things they might learn from talking to elf, pixie or sprite.

Space dryads have no Magic Resistance, because all of them is actually there, rather than part of them being somewhere else, in their individual tree. If they are attacked when they do not have their Life Jewelry, then they will have the standard dryad 50% Magic Resistance. They have also lost the ability to commune with their natural surroundings, as they are no longer part of a tree, which is part of those surroundings.

Normal dryad restrictions:
* become weak if taken more than 36" from tree
* die after 6D6 hours if kept more than 36" from tree
* die if tree killed
* change in appearance as the seasons change

Space dryad restrictions:
* feel pain if more than 4' from Life Jewelry
* become weak if taken more than 4" from Life Jewelry
* die after 6D6 hours if kept more than 4" from Life Jewelry
* die if Life Jewelry destroyed

Altering Dryads

Altering dryads could be done in a number of ways. The simplest being to make them something that no longer has any dependence on anything outside themselves, but this would cost them their Magic Resistance, remove most of their connection to their surroundings, and produce something a bit like a druidic elf; probably rather pointless for the amount of effort required. Two other possibilities are: extending their locale, and providing them with a proxy.

Extending the dryad's locale, i.e. how far they may safely move from their tree, is the function of the set of Enhance Link spells, given below. These either allow movement within a larger wooded area, for example: the 5th level spell Enhance Link III allows movement anywhere within the forest which includes the dryad's tree, even if this was planet-wide; or movement in a bigger radius, or even travel a number of planes, away from the dryad's tree.

While something like a god might just confer enhanced range as a blessing on a dryad, a priest will probably need to put more thought into it. The most obvious way to ensure that a dryad can spend a long time away from their tree is to provide them with some sort of enchanted item, probably a Permanent Keyed enchantment of an Enhance Link spell. Using the Spell Smith rules even the basic spell will cost 4500gp and take 13.5 weeks for an 11th level priest (i.e. one capable of 6th level spells). However, One Use enchantment might be sufficient for some purposes, the enchantment terminating when the dryad next touches their tree.

Some DMs might desire more symbolism than just a dryad having something like an enchanted ever-living leaf which was removed from her tree. Removing a twig might do one permanent point of damage to the dryad, until the enchanted twig was returned (or destroyed, when she could heal), and the dryad might have a small but visible permanent injury, like a cut, which while it does not bleed, cannot heal. An acorn would probably have the wrong symbolism, as this is a product of the tree, rather than part of it.

The basic idea behind space dryads is to give them a proxy for their tree. In fact, this is a permanent proxy, and they are completely severed from their tree, see Life Jewelry. It might instead be possible to use a fertile acorn as part of a permanent proxy enchantment, as acorns are a part of a tree that is supposed to permanently leave it, but planting the acorn so it grows into a new tree for the dryad would root them in one place again. This might make sense for a migrating population of dryads. Doing this would probably involve at least a One Use enchantment of a Lesser Enliven Wood spell (5th). Using the Spell Smith rules this would cost 2500gp and take 7.5 weeks enchantment work for a 12th level wizard (i.e. one capable of 6th level spells).

Making the Life Jewelry for a space dryad requires heart wood from her individual oak tree, and requires the Permanent Keyed enchantment of a Lesser Enliven Wood spell (5th). Using the Spell Smith rules this would cost 7500gp and take 22.5 weeks enchantment work for a 16th level wizard (i.e. one capable of 8th level spells) - total price if someone was being paid to do this work about 65,000gp. Given the work involved it is probably good that the space dryad necromancers have an indefinite life-span!

Note that the problem with a dryad being far from her tree, or having a proxy for it which is not a tree, is that she cannot rely on the tree to feed her, using food made from sunlight. This means that she will have to feed herself, either by foraging or hunting, and this is one thing that may encourage her to use a sling, or even learn to use a bow; it can be assumed that all dryads are skilled in woodland Survival.

Life Jewelry

The main difference between space dryads, and standard dryads, is that these are not tied to a 36"/360yd radius from their individual oak tree. Instead they have a piece of necromatically enchanted wooden 'Life Jewelry', made from the heart wood of their individual tree, which they cannot part with more than about 4"(40ft) away, and causes them pain if taken more than about 4ft from them. This pain gives them -1 on rolls to perceive things, or which require their attention, and the DM may say this applies to other rolls. If this jewelry is destroyed, they die; it is as difficult to destroy as a large tree (if damaged, it heals at the dryad's normal healing rate, or healing magic which works on plants may be used; it is 12HD, 60HP). While the dryad is not on negative hit points, unless the jewelry is specifically targeted, assume it is not damaged.

If their jewelry is taken more than 4" from them, then they automatically Dimension Door to it, or if it is in too small a place for them to get into, it Dimension Doors to them. If the jewelry is up to about 4" from them, then they can Dimension Door to it at will. If there is something preventing the Dimension Door, then just as normal dryads too far from their individual tree, they will become weak, and if not reunited, will die after 6D6 hours.

Note that Life Jewelry does not detect as magical, just as a dryad tree does not. However, it does detect as living, unlike normal wooden jewelry.

Note that necromancer dryads can reshape their Life Jewelry at will, with just a day's light concentration per level they are. They have magics which can reshape the Life Jewelry of any dryad (see Lesser Enliven Wood spell), in only hours rather than days per level, but this is quite a painful process, rather like having hair pulled out.

Wood Space

Wood Space is a description of what is experienced when a dryad goes into the wood, either of their individual tree, or into other dryad-compatible living or pseudo-living wood. This is particularly relevant as people other than dryads, by default just the dryad-charmed, but possibly others, may also enter the wood. In some respects this is like the Astral Plane, or a place, maybe like a demi-plane, which only exists within the life force of the wood.

The space 'inside' a living plant, either the dryad's individual tree, a dryad-compatible large enough plant, or something like an elven spelljammer, resembles a house made of living wood, lit by a pleasant light with a strong greenish tinge. The main trunk is a large hallway, the branches are rooms opening off this, and the roots are cellars. The branches and roots have door-curtains made of living leaves. Branch rooms have green 'glass' windows above and to the sides, which can look out, through the 'eyes' of the leaves (they are shuttered when there are no leaves on the tree). The root cellars allow the earth that the tree stands in to be smelt, vibrations in the ground to be felt, and the opening of hatches in their walls so the earth can be directly touched; they tend to be a little damp. The light dims at night-time, or if spelljamming a dryad's will can dim or brighten it. Damage to the inside of the house damages the tree. It is possible that there might be Wood Space 'within' some large intelligent plants, that the plant might explicitly permit a dryad access to.

The space 'inside' pseudo-living wood resembles the external appearance of the wooden object, unless a dryad has spent some considerable time working on it, and is lit by a neutral light with a faint blue tinge. So, the space 'in the wood' of a spelljamming ship would resemble the ship, with doors, portholes and hatches. Though, all that could be seen of the outside would be things within 10' of the wood, and a blue glow beyond. The will of a dryad working over at least days, and often months, can make the wood surfaces look more lifelike. The dryad may make the light dim and brighten, at will, for example to simulate night-time.

Furnishings within 'the wood' depend on whether it is living, or pseudo-living. The dryad's will can re-shape living wood, at will, to provide comfortable bedding, seats and other furniture, cubby holes for storage, and even hollows which can be filled with stored rainwater, to bathe in. Pseudo-living wood must be furnished either in the same way that the 'external' wooden object is (metal more than a pound in weight, or other never-living materials, will not be duplicated, nor artifacts like Helms), or extra furnishings can be taken within it, carried by a dryad. Given sufficient time the dryad's will can re-work any furnishings to suit her taste. Taking something like a Helm into the wood requires a Plant Door spell (a Dimension Door spell, or other non-divine magic, will typically not do); dryads will be reluctant to take anything into the wood which contains much metal or other never-living things. Some dryads take potted plants, or plants in tubs or planters, into the wood, to make them feel more at home; the light within pseudo-living wood will be sufficient to keep these healthy.

A dryad can only take someone who is dryad-charmed into the wood, without use of extra magic, but if they cease to be charmed then without extra magic they are ejected from the wood (optionally with blurred memories). A Dimension Door or Plant Door spell allows a dryad to let someone who is not dryad-charmed into wood that a dryad can enter. Once they are within the wood that person can stay indefinitely and leave at will, but with a Dimension Door spell needs a dryad's help (and another spell) to re-enter. A non-dryad with a Plant Door spell can enter, but if there is a dryad within the wood and they oppose them, they must save vs. magic to enter, and a dryad with a Plant Door spell, who realises someone is trying to enter, can cast it to prevent entry. Note that if a non-dryad is trying to enter a dryad's individual tree, by any means whatsoever, they need the explicit permission of the dryad to enter, and the dryad will sense their entry, no matter how far away they are, in any case. A non-dryad with a Dimension Door spell cannot use it to force entry. A Teleport spell or effect, properly targeted, allows a non-dryad to enter into any wood that a dryad can, and if this is not her individual tree then there is little a dryad can do to prevent this, other than major magical wards.

Life Jewelry does not normally have any usable Wood Space within it, for anything larger than a tenth of an inch. However, some sort of spell or magic-item which handled the change in scale might allow entry to this, for example an Inter-Universal Teleport spell which adapts those who travel to the conditions at the destination. If this space was entered then it resembles any other place of pseudo-living wood, but the Life Jewelry's dryad, while she is within it, has as much control over it as a dryad would have over the living wood of her tree, and this includes the perceived shape of the space. Changing furnishings is trivial. Any view 'out', equivalent to looking out a porthole from within the wood of a pseudo-living ship, is of no more than 1' away from the wood of the jewelry. Note that for the purpose of who can enter it Life Jewelry is considered equivalent to a dryad's individual tree.

Note that those within 'the wood', as long as it is living and not only pseudo-living, do not need to eat, drink or excrete, though they still breathe. When someone who is dryad-charmed leaves the wood the dryad can choose to blur their memories of their experiences there; in this respect Wood Space is a little like a faery magical realm. By default assume that those taken into the wood do not age or suffer from disease or infirmities there, though DMs may rule otherwise on this, for example that they age at a tenth or a hundredth normal rate.

Appearance

Assume that all space dryads always have the dryad 'winter' season look, under normal circumstances, with white skin and hair, and can be confused with elves or those with elf blood. Both the priests and necromancers can change to at least the other seasonal looks, the priests by infusing their Life Jewelry with life, and the necromancers by using minor Polymorph effects. It is possible that a warrior dryad might have an enchanted item that could change her appearance.

Wood Weave

Dryads normally dress in a loose garment of the colour of their grove in that season. They create this from plant materials, for example fallen leaves from their tree. Space dryads can similarly create clothes for themselves, from any loose plant material, in several hours work, always in the browns and greys of winter, though they may well wear more utilitarian clothes than a loose gown, such as a tunic, leggings, and boots/gloves. Some even wear hooded cloaks. Like most things associated with dryads these may be assumed to look elegant.

Any damage to these clothes less than their near destruction can be repaired by the will, and a few gestures, of the dryad, in a few minutes. This capability to make clothes for themselves, and a personal dagger from hardwood (that is as effective as a standard iron one), is the Basic Wood Weave ability, which all dryads are assumed to have. The only other woven weapon that a dryad might have is a sling. If this equipment is taken from the dryad it falls to pieces after a few (1+D3) days.

Some dryads can create clothes for others, again with several hours work, and even hardwood daggers (as effective as a standard iron one), but without some stabilising magic (such as Protect Wood) these will fall to pieces after a few (1+D3) days outside 'the wood'. A single casting of Protect Wood will permanently preserve this equipment. This is the Wood Weave ability, which is represented by dryads having a NWP in Wood Weaving. DMs may choose that standard dryads have this, in particular if they have had those dryad-charmed within their trees for any length of time.

All dryads who have a character class can be assumed to automatically have the Wood Weave ability, though those who are not users of arcane or divine magic will need to spend one of their NWP slots on Wood Weaving. Dryads who are arcane magic users (typically necromancers) automatically have the Advanced Wood Weave ability, and other dryads may have this by taking a slot in the NWP Advanced Wood Weaving (which has the Wood Weave ability or NWP Wood Weaving as a prerequisite).

Advanced Wood Weave allows the making of permanent clothes from any plant material, with several hours work, which even have a slow self-repair capability (damage short of total destruction will be repaired in minutes). These resemble any clothes made from once-living material, i.e. things like leather or bone, but not metal or stone/crystal. These clothes may be re-coloured at will to any of the season colours by any wearer with at least some magical capability, or with the wearer's permission by any dryad with Wood Weaving. Strong thread, cord or rope, and even if known of paper, can similarly be woven. With enough time and care almost anything of wood can be woven, though NWP Carpentry will be needed for the most complex work. DMs may wish to distinguish between what can be made from softwood and hardwood, but for simplicity assume a dryad can ignore this distinction. All this can be done without any use of spells.

Dryads who do not have clothes made by Advanced Wood Weave may use magic (Life Infusion, Polymorph) to change their colours, priests typically to other season colours, other dryads to any colour (preferably those found in nature) which suits them. One use of a spell will last for several (1+D3) days.

With extra magic (Protect Wood) these permanent clothes can resemble any material. Armour can be made, to the limits of the same weight and as protective as studded leather or hide armour, or wooden shields, and wooden weapons, which are as tough as bronze or soft iron. A single spell has a permanent effect for this purpose.

All clothes and equipment, even that treated with Protect Wood, does not detect as magical, instead it detects as faintly living. Enchanted equipment does detect as magical, but also detects as faintly living. If equipment is destroyed then it reverts to loose plant material.

With enchantment (Protect Wood) armour does not become any more protective, but it and weapons become as tough in all respects as iron. Further enchantment (Enchant +1) is then possible, which makes the armour as protective as chain mail, while weighing as much as leather. Shields count as +1 iron. Weapons count as +1. All these items are now as tough in all respects as mithral.

While in theory dryads could do further enchantment of wood, up to +3 (the armour would then count as +2 chain mail), they rarely do so, considering +1 to be sufficient.

These armour and weapons are typically used to equip the more warrior-like dryad-charmed if the dryad is going to keep them for any length of time. Armour and non-dagger weapons are rarely carried by any dryads other than (the rather rare) warriors.

Dryads will very rarely make enchanted weapons and armour for non-dryads, as they fear these would be abused. If they do then the enchantment will often be keyed so that it only works for that single individual. Note that most dryad weapons are pointed, for stabbing, and the closest they get to bashing weapons tends to be slings; for some reason dryads do not tend to make or use axes.

Spelljamming

If a dryad can get into a ship, which they can only do if the wood is (pseudo) living, then they can control all the wooden parts of the ship. This causes the ship not to be affected by Warp Wood, gives truly living ships a saving throw against Plant Growth (as a warrior of the ship's tonnage, plus two for the dryad's HD, or plus their level, if they have one; ships which are only pseudo-living are immune), allows them to choose if Speak with Plants works (or they can instead speak for the elven ship, if they want to), gives a saving throw against Anti-Plant Shell, allows them to control what happens if someone uses Pass Plant or Transport Via Plants, and gives a saving throw against Turn Wood.

Against Hold Plant or Charm Plant two saving throws are gained, and if the second fails the dryad is held/charmed as well. But, if there are multiple dryads there then the others might subdue the held/charmed one, and take over, effectively negating the hold/charming of the ship. Elberan (see 'Dryad Raider History', below) would be proud of his success, if he wasn't in a death-like trance inside a rock!

The dryad can control the wooden objects of a ship that they are within, including things like rope and cloth made of plant materials, as effectively as an Animate Object spell, but the objects do not move themselves, only moving if the dryad wills them. Purely metal or stone/pottery objects cannot be directly affected. A dryad doing this sort of work gets tired as quick as a normal sailor would, though they count as ten sailors, so if a ship is to be run continuously there need to be several shifts of dryads.

Dryads inside the wood of a ship must at least partially emerge so as to be able to attempt charm, and those charmed may be pulled into the wood of the ship, even if it is thin planking, less than their girth (see 'Wood Space'). Dryads with an appropriate spell can allow non-charmed to enter the wood of their ship. A dryad can sense through the wood of the ship similarly to how a spelljamming helmsman can, and can instantly travel to and step in or out of any wooden part of the ship.

A helmsman can feel if a dryad has entered the wood of a ship that they are spelljamming, though they will not know exactly what has happened, or be able to track the dryad, unless this has happened to them before. They will also probably sense the effect of a pseudo-life spell on their ship, though again not know what it is. A dryad cannot actually control the Helm while there is an active helmsman in it, but they can fight for control of the steering of the ship with the sailors controlling the tiller and rigging. While there is no active helmsman a dryad capable of acting as a helmsman (having magical or priestly levels), who is within the wood of the ship, can spelljam any helm that is in contact with the wood of the ship.

Some dryads have spells that can allow them to pull the Helm of a ship into the wood of the ship, as long as there is no active helmsman (for example, spelljamming shock has occurred). Only a dryad can use a Helm which is within the wood of a ship. A dryad group (the Dryad Raiders, for example) are attempting to research a Living Wood Helm, which can be grown in Wood Space from the heart wood of an elven ship, and acts as a standard Helm, powered by the regenerating life-force of the ship. This would allow a normal dryad (or any other suitable magical woodland creature, within the wood, including elves) to operate it as if a wizard of level equal to twice their Hit Dice. If this research succeeded, and the elves found out about this, then it is something they would likely be very interested in. The dryads have not yet managed to grow elven ships for themselves, and are likely very interested in acquiring this elven secret.

Normal spelljammers faced by a dryad raiding ship have every reason to be worried, and even more reason to be worried if faced by a dryad boarding party! Even powerful adventurers may have to fight hard not to loose control of their ship.

Ship Repair

If a fully healthy dryad is within the wood of a (pseudo) living ship, then unless the DM rules otherwise the dryad's natural ability to heal her own body affects the ship. The ship recovers a tenth of one hull point per day that a dryad stays there. This repair only affects the wooden parts of the ship, not things like rigging and sails, and structural parts will heal first with detail work like railings and belaying pins last.

A carpenter may not be used at the same time as this will irritate the dryad and prevent healing, but healing spells which work on plants can be used. A dryad cannot use this healing on a ship that has lost more than 50% of its hull points; it is too badly damaged. Though, if other means of repair are used to bring the ship to at least 50% then a dryad can take over.

Using multiple dryads does not speed things up, though it means one or more can leave without stopping the healing. A dryad must be within the ship continuously for a whole day to cause any healing, DMs keep track of fractional hull points healed, but only count whole hull points for combat purposes.

Note that if a ship looses all of its hull points, and hence becomes wreckage, any dryads within the wood are ejected from it, and must make a Save vs. Death Magic or be stunned and incapable for D4 rounds. Anything else within the wood of the ship is also ejected, including any captives.

Allies

If at least some races know of them, they may be allied or hostile to one or more races, and if a group of elves approached them in the right way, and were prepared to trade them at least some of the secrets of growing elven spelljamming ships, they might even be elven allies. They might be allies of races which have a real respect for nature, in some form, or even worshippers of an earth or nature god or goddess, who felt they could tolerate them. If pressed hard, they might be allied with a race with a fleet of wooden ships, who could use magical 'space marines'. Some races would be really interested in enslaving some of these dryads, but to do so they would probably need a lot of ingenuity, or magical power.

Varieties of Dryad

There are four main groups, the largest being those who match the monster description of Dryad, and are the human equivalent of zeroth level. The next two groups are far smaller, and each is about 10%: the necromancers, and the priests (some might refer to the later as 'space druids'). The final and smallest group at 5% or less is the warriors. Less than 1% are other varieties of dryad.

There may be a number of groups of dryads, but this depends on how long ago the DM wants them to have appeared in the campaign, and how they have interacted with other races. If they have only been around a few hundred years then a single group, the Dryad Raiders, may be sufficient. If they have been around longer than that then there may well be several groups, in different spheres.

Priests

Priestly dryads are the ones with the magic which allows them to do things with (pseudo) living wood. One of their magics allows 'Wood Sleep' for those they take within the wood, so that they drop into an indefinite deep sleep, in which they do not need food and water, or air, and do not even age. This is what is typically done to captives, so they do not get in the way, and what is done with them in the longer term depends on the policy of the particular dryad group. Even the most militant dryad group will take sleepers out of combat areas, though they may have no intention of ever letting them awake, unless they see a use for them. If someone in Wood Sleep is dumped into wildspace, in an individual air envelope, treat them as being subject to a Softwood spell.

Another priestly magic is 'Regeneration in Wood', which allows the body of a dryad, as long as both this and their Life Jewelry has been retrieved, to be restored from the dead, by slow healing inside living wood (pseudo-living wood cannot be used). Healing is at one hit point per hour, and all negative hit points, then the dryad's full set of normal hit points, must be restored before they wake.

As long the Life Jewelry has not been destroyed, and a fragment of the body is retrieved, regeneration is possible - things like Disintegration of the body prevent this. There is no normal time limit. This is one reason that Life Jewelry often has a hollow within it, which can only be reached by someone like a dryad who can pass through wood, containing a lock of hair. If just a body fragment is retrieved then treat the dryad as being on double her hit points negative.

There are stories that the greatest of the priestly dryads can reincarnate non-dryads as dryads, tied as normal to an individual oak tree. Needed for this is a oak tree suitable for a dryad spirit, possibly one that previously held a dryad, now removed. However, if a skilled enough necromancer dryad is also involved then the reincarnation can produce a dryad with Life Jewelry, without there being any more involvement of an oak tree than needing a blessed piece of oak wood, from a tree that has had a dryad removed from it. Life Jewelry which has had the dryad associated with it permanently killed can substitute for the services of the necromancer, i.e. this becomes the Life Jewelry of the new space dryad. Some of the more exotic dryads around may be reincarnatees.

Necromancers

Necromancer dryads are the ones with the magic to make the heart wood Life Jewelry, though they can do a wide range of other magic on wood, including making other sorts of jewelry. For example, if several dryads have talismans carved from the same piece of wood, these may be enchanted so that they can verbally communicate with each other, in a way very difficult to tap into, as long as the talismans are in the same crystal sphere. Dryads captaining different ships often use this to communicate with each other, to co-ordinate - the standard talismans don't work for non-dryads. These are called 'Wood Links', and make use of communication via the astral plane.

If a dryad has a talisman carved from the wood of a (pseudo) living ship, this may be enchanted so that they can verbally communicate with any dryad who is within the wood of that ship, as long as ship and talisman are in the same crystal sphere - this also only works for dryads. This is referred to as a 'Ship Link'.

A slightly more sophisticated version of Ship Link allows communication, and the dryad Dimension Door, between talisman and ship, allowing a single dryad to board, and reinforcements Dimension Door in, or the dryad to retreat via Dimension Door to the ship. A 'Dimensional Ship Link'. Even more advanced is the version that allows communication, and Teleport without error both ways, anywhere within a crystal sphere. An 'Astral Ship Link'. There is also an 'Enhanced Dimensional Ship Link', which has an extended range of 1,760 yards, normally assumed to be four 500 yard tactical hexes.

Versions of Ship Link which allow dryads to send (willing) non-dryads either way via the link exist, but are far less common. A special version which allows just dryads and those in Wood Sleep (who don't count as unwilling) is a little more common. Those charmed almost always count as willing.

If dryads in the wood, on two different ships, each have a transfer variety of Ship Link for the other ship, they can move freely from one ship to the other, and also transfer non-dryads. This works as long as there is at least one dryad on each end, with the Ship Link. Transfer takes place without leaving the wood, which means those in Wood Sleep do not awaken, and those observing either ship may not realise what has happened.

In theory it would be possible for a dryad necromancer shipwright to construct a pseudo-living wooden ship from scratch, enchanting the ship as it is assembled. If they do this then no living tree needs to be specially sacrificed to make the ship 'living'; the process of enchantment has done this.

Note that dryad necromancers remain Neutral in alignment, and do not become evil as so many necromancers do. They understand the philosophy of the cycle of life and death, with plants dying, decaying, and returning to the soil, from which new plants spring. They consider that they are delaying this, for a while, which as faery immortals they are entitled to do, but that the cycle will almost undoubtedly continue, at some point. A dryad necromancer who does become evil will almost certainly have also become quite insane, and other dryads will almost certainly do their best to restrain her.

A small number of dryad wizards, less than 10% of them (i.e. less than 1% of all dryads), are not necromancers, being either general-purpose magic-users, or specialists far more interested in enchantment, illusion or charm. But, they are often referred to as 'necromancers', by the ignorant. Few object to this, given the honoured position of necromancers among the dryads.

Warriors

Warrior dryads make use of enchanted wooden weapons, including swords, which are as sharp and as tough as mithral (made for them by the necromancers). Bows are quite a common weapon for them, as are wooden throwing knives, usually found in sets of three, that return to their hand after use. All these weapons are magical +1. They make highly effective use of their ability to move through living wood, with acrobatic tumbles and rolls, and often carry talismans that allow them to move as freely through non-living wood, which makes them terrifying enemies in ship-board combat. Assume small non-wood objects like nails, rope, pitch and calking, do not give them any problems, but they cannot pass through metal objects at least a pound in weight, or the walls of metal-sheathed rooms (sometimes used to protect against clairvoyance, etc.).

Warrior dryads are fond of means of confusion and diversion in combat, such as Displacer Cloaks, Boots of Travelling and Springing, and Rings of Invisibility. They don't use any more armour than leather (usually enchanted so as to be as good as chain mail), and bracers. Their combat style is that of a fast-moving swashbuckler. Some of the really dangerous ones mix this with unarmed combat, and nasty magical tricks that let them leave opponents trapped part-way through wooden objects. They are trained to be able to sense even invisible opponents around them, by the opponent's contact with things like the wood of the deck.

One of the main reason there are so few warriors among the dryads is that very few have enough enthusiasm for combat, no matter how much they train.

Dryad Raiders

One way in which space dryads could be used in a campaign is to have them be a group such as the 'Dryad Raiders'. These could be considered to be a variety of buccaneer, in that they raid for supplies and prisoners to ransom, not for general looting and murder, or slave taking. Good looking men (16+ Charisma) may be at some risk of being charmed and taken off by them, though they have some chance of being released some years later, maybe with their memories tampered with, so as to preserve the dryad secrets.

All the normal Dryad Raider ships are elven, though their necromancers know spells to grant a (temporary) aura of life to any ship made of wood, so a dryad can enter and control it. Given time their necromancers can enchant any wooden ship to become permanently 'living', sacrificing the life of a tree large enough that it weighs as much as the wood of the ship, in the process. However, while normal elven ships might heal injuries, these necromantic wooden ships can only be repaired by healing spells which work on plants. The pseudo-living ships are also now susceptible to spells like Hold Plant and Charm Plant, though not Plant Growth.

Only once well-established are the Dryad Raiders likely to build their own pseudo-living ships from scratch. The only exception might be if they had allies who gave them access to ship-building facilities. One reason this would be attractive is that it avoids the need to sacrifice a living tree, to make an existing ship 'living'.

Dryad Raider ships appear eerily empty, the rigging and sails working themselves, with no visible hands. Actually all the work is being done by dryads, within the wooden body of the ship, one dryad being capable of doing the work of ten normal crewmen. They can even work catapults and bombards in this way. Most normal spelljammers, even pirates, want nothing to do with these 'haunted' ships, particularly as there are some tales of sailors apparently becoming charmed, and being pulled into the wood of such ships, never to be seen again!

The Dryad Raiders have a few 'Q' ships, which appear to be normal, though under-crewed, wooden ships, where the crew are all dryad-charmed, the dryads hiding within the pseudo-living wood of the ship, and operating the Helm. They use these for commerce with ports, for the small amount of metal parts they don't make for themselves, and to tempt pirates, and even elven ships, into coming close enough that they can be boarded.

Dryad Raider History

Elberan Moongaze, an elven necromancer and spelljamming researcher, was concerned about people using the plant nature of elven spelljamming ships against them, via Plant Control, Plant Growth, Warp Wood and other such spells. So, he decided the way to deal with this was to have a dryad in each ship, so not only would they be living, but also have a controlling mind.

Unfortunately, the way he did his researches was to 'rescue' some dryads from woodlands on scro worlds. He separated them from their native trees by making them various 'jewelry' (such as a bracelet, an anklet, a ring or an earring) from the living heart wood of their tree, and using necromantic enchantments. Which as he was an elf, he of course ensured did not kill, or even in the long term harm, the tree. However, for the dryad it was as painful a process as giving birth can be for a human mother.

Elberan now had dryads which could go anywhere, and merge with any large plant that was not itself intelligent. Even several per one (large enough) plant. He also had a number of elven craft to experiment on. As an extra boost to elven spelljamming he found that a few of the dryads could be trained to run the spelljamming helm, while merged with the ship, and did not get tired from the strain of spelljamming, in large enough ships, as they could draw on the living strength of the ship itself to sustain them. He was so pleased by this that he sent his elven assistants off on other urgent researches, saying he preferred to finish off the research on his ship dryad project alone.

Unfortunately for Elberan, in teaching the dryads to spelljam, he had not realised they might acquire other magical abilities. One became a priest of an earth goddess, and another secretly became a necromancer! The dryads did not like the way they had been treated, and while initially timid and shocked, for tens of years just doing what they were told, eventually revolted. In exchange for the help of the earth goddess in binding Elberan within a lifeless rock, they agreed to flee that sphere, and never return (while the goddess had taken pity on them, and granted them help, she considered them to be necromantic abominations).

The Dryad Raiders, as they call themselves, have little time for elves, except to acquire more ships from them, for their slowly growing dryad population. Though they hide quite how they do it (whether they are breeding, or just 'rescuing' new dryads), their numbers are slowly growing. Their necromancers (who have Elberan's spell books, and his research notes) know how to sever dryads from trees, typically large oaks grown on isolated planetary bodies, so they can join the raiders. The oaks can even be recycled, after a century or so, for another new-born dryad.

Several Dryad Raiders have attempted to return to living on planets, in woodlands, but while they can live in any sufficiently large unoccupied tree, not just oaks, almost all have returned to space, as they don't feel they really fit in on planets, any more.

Elberan's spell books contains non-standard spells which will: locate (tree-bound) dryads at considerable range (points to the nearest, even from low orbit) (5th), protect an elf from dryad charm magic (totally, with a good duration) (3rd), block dryad Dimension Door (into or out of a significant volume, with a good duration) (5th), detect 'his' dryads by their Life Jewelry (points to the nearest, with a range of several miles) (5th), and detect if there is a dryad within a (pseudo) living ship (with a range of at least a mile) (3rd). DMs are at liberty to include other non-standard spells (such as all the arcane spells in the basic SJ rules), which suit a powerful elven necromancer interested in improving the elven art of Spelljamming.

Dryad Raider Scenario

If these dryads were used in a campaign setting, and the adventure was to do something about them, then the characters could do worse than to track down and free Elberan. This would likely involve visiting the sphere where he did his researches, finding out what had happened to him, and then making a deal with the priests, or even the earth goddess herself, to free him. Elberan might well be in a bad mood, and handling a powerful elven necromancer may well take care and tact.

If Elberan can be persuaded to co-operate, he will have all the spells, listed above, which are in his spell books. He has got other copies of his spell books, which he can call to him. These should be useful in tracking down dryads, and providing protection from them. Exactly what level he is the DM can decide, but it is recommended that he be at least 16th, so as (using the Spell Smith rules) to be able to Permanent Keyed enchant (i.e. +3 spell levels) the Lesser Enliven Wood spell (5th) so as to create a space dryad, and cast both the Create Helm spells. DMs might consider it desirable that he be at least whatever higher level is required to be able to construct his own Minor, if not Major, Helm; 18th (20th for Major) under the Spell Smith enchantment system.

Though, at the time when he got 'stoned', the dryad necromancers had not worked out how to make normal wooden ships into pseudo-living ones, so this may surprise him. Nor did they have Ship Links, or the priests have Wood Sleep, etc. He will expect the dryads to be little more than normal dryads, with some extra 'simple tricks', and will very likely be surprised at what they have developed into. It is also possible he may regard the dryads as his, or elven property, or at least owing a big debt to him and elf kind (65,000gp per dryad?), that they should pay off.

Dryad and Wood Magic

Dryads do their best to avoid material components for spells, and are not fond of incantations that need to be said above a whisper, if they are needed at all. They are not too fond of obvious gestures used in the casting of some spells, either. Their nature as magical creatures strongly connected with charming, wood, trees, and woodland, may allow them to avoid some of this, but if they wish to do magic of other sorts, then they have no more advantage than any other user of divine or arcane magics.

Only spells which every dryad priest will have, or which are affected by the nature of being a dryad, have been added to the spell table below. All but the Create Helm spells are standard or dryad special spells. DMs could reasonably add spells like Softwood (dryads would need no material component, and the wooden covering would be oak), and anything else Spelljamming-related.

Spell Table

     1st
 1 Charm Person
 2 Cure Light Wounds
 3 Detect Never Living
 4 Detect Wood
 5 Entangle
 6 Lesser Life Infusion
 7 Protect Wood
 8 Shillelagh

     2nd
 1 Analyse Wood
 2 Barkskin
 3 Charm Person Indefinite
 4 Enchant +1
 5 Heal Plant
 6 Life Infusion
 7 Polymorph Enhanced
 8 See Never Living

     3rd
 1 Enhance Link I
 2 Charm Woodland Monster
 3 Enchant Pseudo Life
 4 Plant Growth
 5 See Wood
 6 Spike Growth
 7 Tree
 8 Wood Link I
 9 Wood Sleep

     4th
 1 Charm Monster
 2 Cure Serious Wounds
 3 Dagger Return
 4 Dimension Door
 5 Enhance Link II
 6 Plant Door
 7 Plant Growth
 8 Wood Link II
 9 Wood Trap
10 Wood Walk

     5th
 1 Create Minor Helm
 2 Enhance Link III
 3 Lesser Enliven Wood
 4 Raise Dead
 5 Regenerate in Wood
 6 Teleport
 7 Wood Link III

     6th
 1 Enhance Link IV
 2 Enliven Wood
 3 Heal
 4 Reincarnate as Dryad
 5 Turn Wood
 6 Wall of Thorns
 7 Wood Link IV

     7th
 1 Charm Plants
 2 Create Major Helm
 3 Enhance Link V
 4 Greater Enliven Wood
 5 Mass Woodland Charm
 6 Resurrection
 7 Wood Link V


Explanation of Spells

1st Level

Charm Person: functions as the dryad charm ability, i.e. -3 saves, 12th level of effect for the purpose of dispels and magic resistance, but only has the same duration as a standard spell, not indefinite.
Level: 1st (divine/arcane).

Cure Light Wounds: may be used for healing plants. Assume two uses of the spell repairs one hull point in plants with a spacial tonnage. It can also repair a space dryad's Life Jewelry.
Level: 1st (divine).

Detect Never Living: will show a dryad things that have never been living, that are at least a pound in weight, or are closely grouped together so the group weighs at least a pound (such as buried coins). Dryads are a bit ambiguous about rock and stone being never-living, but earth and soil has so much life in it that it does not detect, and the rock and stone underlying most places that dryads live is covered with soil, and can be ignored for the purposes of this detect. This spell does not distinguish much, but 'made' never-living materials, like metal (iron in particular), are sufficiently different that there is a 10% chance per level that they can be distinguished from rock and stone, down to a tenth of a pound weight (larger weights that a pound give a bonus to the roll; 10lbs gives +10%, every x2wt +10%). As far as dryads are concerned gems are just pretty rocks, and this spell does not distinguish them from rock. The spell can be considered to be ten times as accurate in terms of minimum weight detected if it is used to check an area that the dryad knows really well, for new or moved never-living objects. This spell can be used to search for water, which it will distinguish from rock and stone, but maybe not from metal. This spell uses the dryad's sensitivity to the living things around them as its basis, and so is useless to non-dryads. Otherwise as a Detect Evil.
Level: 1st (divine/arcane).

Detect Wood: will show a space dryad things that are made of once-living vegetable matter. In particular it will show wood which has been infused with life as different from normal dead wood, such as pseudo-living wood ships, and will clearly show space dryad Life Jewelry as different from both of these. This spell uses a space dryad's sensitivity to wood as its basis, and so is useless to others, even non-space dryads. Otherwise as a Detect Evil.
Level: 1st (divine/arcane).

Entangle: and similar spells do not work on dryads.
Level: 1st (divine).

Lesser Life Infusion: allows a space dryad to take on one of the other season looks, than winter, by infusing her Life Jewelry with life energy. The autumn/fall appearance is particularly popular for appearing more elven, and not as a space dryad. This spell might have other applications, probably related to minor healing, but the space dryads have not investigated these. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: 1 turn per level.
Level: 1st (divine).

Protect Wood: makes a wooden item as tough in all respects as iron. Must be applied before any other enchantments. One large item, such armour, a shield, a bow, or a (short) sword is possible, or three medium items, such as daggers, or six small items, such as arrow heads. This is done by binding life energies into the wood. This spell is mainly of use during the process of enchanting an item. Alternative (non-enchantment) uses for this spell are given with the Weave Wood ability. If arms or armour is to be as tough as iron then enchantment is required. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: enchantment/permanent.
Level: 1st (divine/arcane).

Shillelagh: may be used by dryads without needing a shamrock leaf as a material component, otherwise as standard. Some dryads carry carved oak wooden knuckle-dusters, and this spell allows them to gain +1 Hprob and do 2D3 damage, 1D3+1 damage to larger opponents.
Level: 1st (divine).

2nd Level

Analyse Wood: tells a (space) dryad all about the state of a piece of wood, including a mental image of the sort of tree that it is from, whether it is weakened by decay or is diseased (though it does not identify the disease, whether bacteria, fungus, or infestation), and whether it is damaged. Wood here includes all vegetable matter. If wood has been processed into something like paper, sawdust, cord or cloth very little can be told about it, except the plant(s) it came from. By carefully running hands over a piece of wood it can be told where it is damaged, and roughly how badly, in particular if it is just scratched, or if it will fail if put under just a little more stress; exact details cannot be told. Note that the spell analyses one piece of wood at a time, and it will take a long time to analyse all the wood in a boat, never mind a ship. Note that just as Detect Wood this spell will clearly identify pseudo-living wood and Life Jewelry. This spell uses the space dryad's sensitivity to (dead) wood, and is useless to others, even non-space dryads. Otherwise as a Detect Magic.
Level: 2nd (divine/arcane).

Barkskin: may be used by dryads without needing any bark as a material component, otherwise as standard.
Level: 2nd (divine).

Charm Person Indefinite: functions as the dryad charm ability in all respects, including duration.
Level: 2nd (divine/arcane).

See Never Living: is similar to a Detect Never Living spell, except that instead of detecting them, never-living things are seen line-of-sight, picked out to the dryad's sight by a blue aura. The disadvantage compared with the detect is that if a never-living object cannot be seen then it will not be known that it is there, though objects buried no more than six inches deep may be seen by a faint glow. This spell is of little use in direct sunlight as this will wash-out all the glows so they cannot be seen, and the faint glows of buried objects can only be seen at twilight and night. Never-living things that are within the life aura of a living being cannot be seen by this spell, so it is rarely of use in spotting invisible beings. Some dryads use this spell to help moving safely around at night, as their ability to move through plant life combined with seeing things that they cannot move through, or can even use for navigation, means that only animal life is a problem. Duration: 20mins.
Level: 2nd (divine/arcane).

Enchant +1: makes a weapon which has previously been enchanted with Protect Wood into a +1 weapon, or armour which has previously been enchanted with Protect Wood as protective as chain mail, while weighing as much as leather. Further toughens the material so it is as tough in all respects as mithral. Multiple medium or small items can be enchanted with a single spell, as Protect Wood. This is done by binding life energies into the wood. This spell is only of use during the process of enchanting an item. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: enchantment.
Level: 2nd (arcane).

Heal Plant: is a healing spell which is in all other respects as Cure Serious Wounds, except that it can only be used for healing plants, or possibly indirectly dryads, by healing their tree. If a space dryad is injured but their Life Jewelry is undamaged then this spell if cast on the jewelry heals the space dryad; otherwise the jewelry is repaired.
Level: 2nd (divine).

Life Infusion: is as the Lesser Life Infusion spell, but with a better duration. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: 8hrs.
Level: 2nd (divine).

Polymorph Enhanced: functions to allow taking any of the dryad season appearances, and to change apparent materials from which any clothes or other equipment are made, at will. This is a very minor form of Polymorph Self, which works by enhancing the natural abilities of the dryad. Duration: 20mins/level.
Level: 2nd (arcane).

3rd Level

Enhance Link I: increases the range that a normal dryad can be from her individual tree, and not become weak and start to die. The range at which a dryad can Dimension Door back to her tree is also increased. A dryad can sense when the duration of the spell is about to expire, and can pre-set the spell so that if when the duration expires she is out of safe range of her tree, she will automatically Dimension Door back to it, even if asleep or otherwise unconscious; this pre-setting can be cancelled at any time by the dryad. There are a set of these spells, each better one of which gives increased range, and is one level higher. The basic enhance link spell (Enhance Link I) gives 10mls range rather than 36"/360yd, or allows travel anywhere within the large wood or small forest which contains the dryad's tree. The first improved spell gives 1000mls range, or anywhere within a forest of any size which contains the dryad's tree (Enhance Link II). The second improved spell allows anywhere within a crystal sphere of up to the size of a solar system on the Prime Material, Inner Planes, or the Astral Plane (Enhance Link III). The third anywhere on any plane, even in other universes or crystal spheres (Enhance Link IV). The fourth absolutely anywhere, even across time (Enhance Link V). The cross-time link means that even if the dryad's individual tree is destroyed then they are badly shocked, but not killed while the spell persists, as the tree must have existed safely at some point in time. Enchanted items with one of these spells may be given to dryads by religions of woodland gods, and on occasion a woodland god, or more typically goddess, has blessed a dryad with the equivalent of one of these spells, while they do a task. Some enchanted woods have an altered reality, which acts as one of these spells on dryads within them. Note that the dryad must be within or touching her tree when the spell is cast, though if one of these spells is running then a further spell can be cast to extend the duration. This spell works on space dryads and their Life Jewelry, which they have instead of individual trees, but one step less, i.e. Enhance Link I gives 36" range, Enhance Link II 10mls, etc.; there is no Enhance Link VI spell. Duration: 6+D6hrs.
Level: 3rd-7th (divine).

Charm Woodland Monster: is a restricted Charm Monster spell, which only affects woodland creatures.
Level: 3rd (arcane).

Enchant Pseudo Life: is a restricted Enliven Wood spell which is only of any use when doing a ritual permanent (non-keyed) enchantment on already dead wood, and is not of use to create Life Jewelry. Typically this spell is used by a dryad shipwright while building a ship from scratch, or conceivably while completely re-building an existing ship which has been completely taken to pieces. The limit is one spacial ton per level; multiple enchanters could work together so as to add together and hence increase the maximum tonnage. The wooden object is flooded with Positive Material plane energy and becomes a pseudo-living creature, which is then subject to all the standard space dryad effects which only work on pseudo-living wood. Note that while this is a ritual enchantment it does not produce something which is magical, just something which is living. In theory this enchantment might be used as the basis of things like 'living' staffs, or wood golems, though the dryads have not investigated this. Necromantic. Duration: permanent enchantment only.
Level: 3rd (arcane).

Plant Growth: may be used for healing plants, 3D4 points of healing instead of causing any actual growth in the plant. Where this applies to large plants with a spacial tonnage then assume each use of the spell heals one hull point. Note that this spell can be used to repair, but not cause growth, in pseudo-living wood, produced by the Enliven Wood spells or enchantments. It can also repair a space dryad's Life Jewelry.
Level: 3rd (divine)/4th (arcane).

See Wood: is similar to an Analyse Wood spell, except that instead of detecting wood it is seen line-of-sight, picked out to the dryad's sight by brown, yellow and grey auras. The colours of the aura allow different sorts of wood to be easily picked out, and whether it is weakened by decay, is diseased, or damaged. Again this spell does not identify the disease, though a skilled healer could probably make a good guess. By concentrating on a particular piece of wood a mental image of the sort of tree that it is from can be seen, or exactly where it is damaged, and how badly. A skilled carpenter can tell practically anything about a piece of wood by using this spell. Using this spell a shipwright can walk around a wooden ship and make a very accurate assessment of its sea-worthiness. This spell is of little use in direct sunlight as this will wash-out all the glows so they cannot be seen. Aboard a wooden ship this spell would allow safe movement in total darkness. Note that just as Detect Wood this spell will clearly identify pseudo-living wood and Life Jewelry, and see if there are any dryads within the wood, or the link from Life Jewelry to its space dryad. The DM may allow other sorts of links to be seen, like Wood Links, though only in very low light levels. This spell uses the space dryad's sensitivity to (dead) wood, and is useless to others, even non-space dryads. Otherwise as a Detect Magic.
Level: 3rd (divine/arcane).

Spike Growth: does not work on dryads.
Level: 3rd (divine).

Tree: may be used by dryads without needing a twig as a material component, otherwise as standard. Some space dryads do not like using this spell, as it reminds them too much of what they have lost.
Level: 3rd (divine).

Wood Link I: exploits the connection between (space) dryads and (non-living) wood, by ritual creation of wooden talismans which allow them instant communication, or in some cases to make use of their (otherwise highly limited) Dimension Door capability. The basic version of the Wood Link spell allows a set of three talismans to be carved from the same piece of wood, preferably from an oak tree, but most hardwoods will do. If these are enchanted together with a Wood Link I spell, then a dryad can verbally communicate with another dryad who is carrying one of the other talismans, in a way very difficult to tap into, as long as the talismans are in the same crystal sphere. The minimum enchantment normally used is Self-Charging, once per day, but Permanent Enchantment is more common. Dryads captaining different ships often use this to communicate with each other, to co-ordinate - these talismans don't work for non-dryads. The talismans are called 'Wood Links', and make use of communication via the astral plane. For each higher Wood Link spell instead used there may be plus two talismans in a set, up to a total of seven (Wood Link III). A higher level spell allows non-dryads to use the talismans, but in this case a Keyed Permanent Enchantment is commonly used, keyed to a certain non-dryad individual user for each talisman (any dryad could still use them). In this case Wood Link IV would give seven talismans usable to non-dryads. Alternatively Wood Link I allows a single talisman to be ritually created from wood carved from a (pseudo) living ship, which allows verbal communication with any dryad who is within the wood of that ship, as long as ship and talisman are in the same crystal sphere. This talisman is called a 'Ship Link', and makes use of communication via the astral plane. The basic version only works for dryads, using Wood Link II a version could be made for non-dryads, but it would likely be restricted as above. Note that a non-space dryad could make use of these talismans. Duration: enchantment.
Level: 3rd-7th (arcane).

Wood Sleep: allows a dryad to put someone, who is within wood with them (typically an elven ship, or a pseudo-living wood ship), and is already dryad charmed, into an indefinite deep sleep, in which they do not need food and water, or air, and do not even age. They appear, as does their clothes and equipment, to have become made of wood, as if a very finely carved wooden statue. This lasts while they are within wood, though a priest who knows this spell, or the dryad who did the charm, can instantly wake, with just a touch. If someone in Wood Sleep is dumped into wildspace, in an individual air envelope, treat them as being subject to a Softwood spell. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: indefinite.
Level: 3rd (divine).

4th Level

Charm Monster: is the standard spell.
Level: 4th (arcane).

Cure Serious Wounds: may be used for healing plants. Assume one use of the spell repairs one hull point in plants with a spacial tonnage. It can also repair a space dryad's Life Jewelry.
Level: 4th (divine).

Dagger Return: causes a thrown dagger to return to the hand of a dryad after use, as if a leaf blown in a strong wind. This enchantment must be done after any which toughens the blade, or makes it more accurate. Typically this is used on a set of three daggers (which can be enchanted by a single spell). This is done by binding life energies into the wood. This spell is only of use during the process of enchanting an item. Non-reversible. No saving throw. Necromancy. Range: touch. Duration: enchantment.
Level: 4th (arcane).

Dimension Door: allows a dryad to let someone who is not dryad-charmed into wood that a dryad can enter. Once they are within the wood that person can stay indefinitely and leave at will, but needs a dryad's help (and another spell) to re-enter. A non-dryad with this spell cannot use it to force entry.
Level: 4th (arcane).

Enhance Link II: see Enhance Link, above.
Level: 4th (divine).

Plant Door: allows a dryad to let someone who is not dryad-charmed into wood that a dryad can enter. Once they are within the wood that person can stay indefinitely and leave at will, but needs a dryad's help (and another spell) to re-enter. A non-dryad with this spell can enter, but if there is a dryad within the wood and they oppose them, they must save vs. magic to enter, and a dryad with a Plant Door spell, who realises someone is trying to enter, can cast it to prevent entry. Some dryads find items enchanted with this spell very useful. Note that if a non-dryad is trying to enter a dryad's individual tree, they need the explicit permission of the dryad to enter, and the dryad will sense their entry, no matter how far away they are, in any case.
Level: 4th (divine).

Plant Growth (arcane): see Plant Growth, 3rd level divine, above.
Level: 4th (arcane).

Wood Link II: see Wood Link, above, allows better Wood Links or Ship Link talismans. Alternatively allows a talisman which functions as a Ship Link (i.e. instant verbal communication anywhere within the same crystal sphere) to also allow the dryad Dimension Door, range 36"/360yd, between talisman and those in the wood of the ship. Either the dryad holding the talisman can travel (with the talisman) to end up in the wood of the ship, or a dryad in the ship can travel to the talisman, or a dryad touching the dryad holding the talisman can travel to end up in the wood of the ship. This talisman is called a 'Dimensional Ship Link', and makes use of communication via the astral plane, while allowing a travel pathway along the communication link. Dryads often use this to provide reinforcement during boarding actions, or to allow quick retreat. Using Wood Link III there is an extended travel range of 1,760 yards (normally assumed to be four 500 yard tactical hexes); an 'Enhanced Dimensional Ship Link'. Using Using Wood Link IV the Dimension Door becomes a Teleport without error both ways, anywhere within a crystal sphere; an 'Astral Ship Link'. Instead of giving better range a Wood Link III could allow those in Wood Sleep to be sent instead of a dryad, a 'Sleeping Dimensional Ship Link'; Wood Link IV would give an 'Enhanced Sleeping Dimensional Ship Link' and Wood Link V a 'Sleeping Astral Ship Link'. Wood Link IV can allow (willing) non-dryads to be sent to (but not received from) the ship instead of a dryad, a 'Willing Dimensional Ship Link'; Wood Link V would give an 'Enhanced Willing Dimensional Ship Link' (there is no 'Willing Astral Ship Link'). Those charmed almost always count as willing. However, if dryads in the wood, on two different ships, each have a transfer variety of Ship Link for the other ship, dryads can move freely from one ship to the other, and also transfer non-dryads. This works as long as there is at least one dryad on each end, with an in-range transfer variety Ship Link. Transfer takes place without leaving the wood, which means those in Wood Sleep do not awaken, and those observing either ship may not realise what has happened. Duration: enchantment.
Level: 4th (arcane).

Wood Trap: allows a dryad who is moving through wood, either naturally through living wood, or via something like a Wood Walk spell, to allow someone to follow them, or to physically drag someone, so that the person ends up part way through that wood. The displaced piece of wood ends up on the Ethereal Plane, so that if the trapped tries to go ethereal to escape it blocks their way, and they are firmly held by the wood they are embedded in, so normal means of Dimension Door and Teleport will not work; if a purchase could be gained Giant Strength might slowly break thin wood. The part of them in the wood will not cause suffocation (the head is usually sticking out one side, and the legs the other, anyway), but without something like a Plant Door (or a Dispel Magic) to free them, the only choice is to chop or cut away the wood. This spell is specifically designed to humiliate rather than harm, but there is always a chance that someone will be injured while getting free. The spell releases the trapped after 4+4D4 hours anyway, allowing them to wriggle or be pulled free, with a clearly audible popping sound, and if they were trapped in (pseudo) living wood there is no hole, in non-living there is a neat hole with the plug of wood near it. If the saving throw is made then the pursuer or the one dragged will jerk back or break free in time, and will end up on the other side of the wood from the dryad. Note that if quick enough several may follow the dryad and be trapped, or be partially pulled into the wood. A dryad who can move through the wood that someone is trapped in can grab hold of them, and slowly drag them out, about as easily as if they had been caught in quicksand. The most sneaky dryad warriors often have items enchanted with this spell. This spell permanently enchanted would allow a dryad to make highly effective stocks, in particular if combined with a Sustenance enchantment. Non-reversible. Alteration. Range: 1". Duration: 1 round per level.
Level: 4th (arcane).

Wood Walk: allows a dryad to freely move through wood of any variety, not just living and pseudo-living wood. Assume small non-wood objects like nails, rope, pitch and calking, do not give any problems, but cannot pass through metal objects at least a pound in weight, or the walls of metal-sheathed rooms (sometimes used to protect against clairvoyance, etc.). This spell can only be used by or on dryads, or possibly other beings who already have the ability to freely move through living wood. Note that this spell means a dryad can ignore Trip, Snare, etc. The greatest dryad warriors often have items enchanted with this spell. This spell has no effect on non-dryads. Non-reversible. No saving throw. Alteration. Range: touch. Duration: 1 turn per level.
Level: 4th (arcane).

5th Level

Create Minor Helm: is identical to the standard divine and arcane Spelljamming spells.
Level: 5th (divine)/6th (arcane).

Enhance Link III: see Enhance Link, above.
Level: 5th (divine).

Lesser Enliven Wood: as the 6th level Enliven Wood spell, but only on small wooden objects, up to 1 pound in weight per level. If the wood is living to begin with, for example is cut from a living plant at least the size of a medium tree, and this spell is used as the basis of a necromantic enchantment, then it will remain living indefinitely. Using heart wood removed from a dryad's individual tree to make Life Jewelry for them, which replaces their connection to that tree, a dryad can move around freely, but looses her magic resistance; she effectively becomes a space dryad. This spell may be used to re-shape dryad Life Jewelry into anything that could be carved from wood, within the weight limit, taking one hour per dryad level/hit dice, i.e. two hours for a standard dryad; the experience throughout for the dryad is rather like someone pulling their hair out. Note that if wood is taken from a living tree, dryad or otherwise, this spell ensures that the tree is not permanently harmed. Non-reversible. No saving throw. Necromantic. Range: touch. Duration: 1 turn per level, or special.
Level: 5th (arcane).

Raise Dead: is not a spell that dryad priests make use of.
Level: 5th (divine).

Regenerate in Wood: allows the body of a dryad, as long as both this and their Life Jewelry has been retrieved, to be restored from the dead, by slow healing inside living wood (pseudo-living wood cannot be used). Healing is at one hit point per hour, and all negative hit points, then the dryad's full set of normal hit points, must be restored before they wake. If the dryad's body has been Disintegrated then this spell is useless, which is why many dryads ensure that a lock of their hair is kept inside their Life Jewelry. Note that even if a dryad's body has been Disintegrated then their Life Jewelry will automatically save; a second Disintegrate spell would be needed for this (or just enough normal damage to kill/destroy it). Non-reversible. No saving throw. Necromantic. Range: touch. Duration: special.
Level: 5th (divine).

Teleport: allows a non-dryad to enter wood that a dryad is capable of entering. It is quite difficult for a dryad to prevent this, except by using conventional wards against Teleport (e.g. Teleport Block), and this may be one reason that dryads fuzz the memories of the dryad-charmed who have been in the wood with them, to prevent them remembering clearly enough for Teleport to be safely used. The only exception is a dryad's individual tree, for which explicit permission to enter is required.
Level: 5th (arcane).

Wood Link III: see Wood Link, above, allows better Wood Links or Ship Link talismans. Duration: enchantment.
Level: 5th (arcane).

6th Level

Create Minor Helm (arcane): see Create Minor Helm, 5th level divine, above.
Level: 6th (arcane).

Enhance Link IV: see Enhance Link, above.
Level: 6th (divine).

Enliven Wood: similar in some respects to an Animate Dead spell, this makes some object made from non-living wood (or, less commonly, a whole dead tree), into a pseudo-living creature, using energy drawn from the Positive Material plane. This does not change the appearance, or give any abilities to move in ways the object could not previously, but saving throws may be improved, and healing spells and other things that would only work on living plants will now function. For example, healing will repair the object, but Plant Growth will not make it grow, as it is not truly living. It does not acquire any natural healing ability, or ability to replenish air, or sustain those living within it, but does not need air or sunlight. If the object is destroyed, by reducing it to zero or less hit points (hull points) then it ceases to be living. Note that wounding and death magic is also effective. Where applied to objects that are almost all wood, such as a ship held together with nails, pitch and calking, with a little metal fittings, the spell still works. Most wooden objects can be affected, but large objects, like spelljamming ships, are only affected if they are up to 2 spacial tons per level. DMs may allow multiple simultaneous castings of this spell to increase the maximum tonnage. Note that the object does not detect as magical, though it does detect as living, and is not subject to Dispel Magic (there is no magic there to dispel, only life energy). Also note this spell can be used to do all the small-scale work Lesser Enliven Wood can. Using this spell to carve a living tree into a pseudo-living wooden object is regarded as evil by elves and dryads. Even if they are not skilled enough to cast this spell themselves, dryad wizards often have access to it via scrolls, or possibly a potion which must be broken on, or poured on, a wooden object. Non-reversible. No saving throw. Necromantic. Range: 1"(10 yards) per level. Duration: 1 turn (10mins) per level, or special.
Level: 6th (arcane).

Heal: will work on (pseudo) living wood, and one spell restores 50% of total hull points to suitable Spelljamming ships. The reverse of the spell, Harm, which is not normally cast by dryad priests, removes 50% of total hull points. Reversible. No saving throw. Necromantic. Range: touch. Duration: permanent.
Level: 6th (divine).

Reincarnate as Dryad: is a Reincarnation spell which reliably reincarnates a non-dryad as a dryad, tied as normal to an individual oak tree. Needed for this is a oak tree suitable for a dryad spirit, possibly one that previously held a dryad, now removed. However, if a skilled enough necromancer dryad (using Enliven Wood, 6th arcane) is also involved, the reincarnation can produce a dryad with Life Jewelry, without there being any more involvement of an oak tree than needing a blessed piece of oak wood, from a tree that has had a dryad removed from it. Life Jewelry which has had the dryad associated with it permanently killed can substitute for the services of the necromancer, i.e. this becomes the Life Jewelry of the new space dryad. Some of the more exotic dryads around may be reincarnatees. Some DMs may consider this a suitable way to produce PC dryads. This spell does not preserve experience points or levels any better than a standard Reincarnation spell, though a character will guarantee to be at least a standard 2HD dryad, and space dryads can be wizards, priests and warriors (and anything else the DM permits). DMs might allow something like a Wish to allow lost levels to be regained at twice the rate (two experience points gained for every one awarded); a Limited Wish might allow half the lost levels to be regained at twice the normal rate. Necromantic. Range: touch. Duration: permanent.
Level: 6th (divine).

Turn Wood: has no effect on the Life Jewelry of a space dryad, but will affect all other (non-living) wood that they are carrying.
Level: 6th (divine).

Wall of Thorns: has no effect on dryads.
Level: 6th (divine).

Wood Link IV: see Wood Link, above, allows better Wood Links or Ship Link talismans. Duration: enchantment.
Level: 6th (arcane).

7th Level

Charm Plants: allows a dryad to extend their control of a wooden ship they are within, so that strong enough parts of it, like spars or hatch covers, attack with the effectiveness of a treant. The ship has to be at least 5 spacial tons, and attacks as a treant of HD equal to its tonnage, maximum 10HD. Ships of more than 14 tons can attack as multiple treants, for example 15 tons would allow a 10HD and a 5HD, 37 tons three 10HD and one 7HD, 100 tons as ten 10HD. The maximum HD possible with the tonnage is always used, i.e. the tonnage cannot be divided up to get more smaller, say 5HD, treants, and a dryad must be available to control each treant equivalent, though only one of the dryads need be able to cast the control spell. Treat each twenty points of damage, done to a ship fighting as one or more treants, as loss of one hull point. Occasionally dryads have potions of Plant Control, which they can use in a similar fashion to this spell.
Level: 7th (arcane).

Create Major Helm: is identical to the standard Spelljamming spell.
Level: 7th (arcane).

Enhance Link V: see Enhance Link, above.
Level: 7th (divine).

Greater Enliven Wood: as the 6th level Enliven Wood spell, but improved range and duration. Used in a necromantic ritual, this spell can be used to take the life force of a living tree of at least equal weight to the wooden object, and make the spell duration permanent, killing the tree (in this case all that matters is the size of the tree, not the tonnage and the wizard's level). Note that dryads are not willing to do this transfer without good reason, and possibly the permission of the tree, as they consider it to almost always be evil, and they very rarely commit this spell to a scroll, to help prevent use of it. Alternatively, if this spell is cast every day for two weeks on a ship then the ship will become pseudo-living anyway, but in this case the 2 spacial tons per level limit applies. Non-reversible. No saving throw. Necromantic. Range: 3"(30 yards) per level. Duration: 1 day, or special.
Level: 7th (arcane).

Mass Woodland Charm: is a Mass Charm spell which only applies to woodland creatures, including plants. This does not give the dryad the extra treant animation capabilities of Charm Plants, but it may be useful if faced with a very large number of hostile intelligent woodland creatures. In particular it does apply to (space) dryads, without any magic resistance being applicable (it reaches them through their link to their tree or Life Jewelry).
Level: 7th (arcane).

Resurrection: also sometimes called 'Raise Dead Fully', is not a spell that dryad priests make use of.
Level: 7th (divine).

Wood Link V: see Wood Link, above, allows better Wood Links or Ship Link talismans. Duration: enchantment.
Level: 7th (arcane).

Notes

DnD:
# 1-6
AC5
12" Move
2HD
20% in Lair
Type D Treasure
beautiful tree spirits
part of their own respective tree
will stay within 24"
shy and non-violent
really don't like being approached/followed
if so, 90% of using Charm
Charm Person at will, +10% success (-2 save)
permanent effect
exact knowledge of the woods around them

AD&D:
# 1-6
AC9
12" Move
2HD
10% in Lair
M (x100), Q (x10) Treasure
Damage: dagger
50% Magic Resistance
High (13-14) Intelligence
Neutral
beautiful and alluring tree spirits (CHAR 16+)
never more than 36" from individual tree
of which they are actually a part
can step into a tree and out other side
can Dimension Door to own tree
dryad trees are large oaks
and don't radiate magic
may Charm Person 3x/day, once per round,
-3 save, permanent effect; can free
speak dryad, elf, pixie, sprite, and to plants
have an exact knowledge of wood/forest in which they dwell

PC:
loss of magic resistance as 'all there'
treat as 4th level MU for xp and HD? no
Druid ability to pass through undergrowth?
speak with plants gives ability to animate (pseudo-living) wood?
also need Control Plant to produce Treant-type effects
just need Invisibility (2nd) on living ship?
value gems and gold? no
requisite INT 13+, DEX 13+, CHAR 16+


(c) Rory O. McLean, 1980 - Nov. 2005
    Permission granted to use for non-profit making purposes