Jura is the benign dragon of earth. It was the first one of it’s kind. Legend has it that Jura was present at the creation of the world. Jura is associated with creation, growth and tradition. When Jura is angry or hurt, earthquakes rock the land. Thankfully, Jura is seldom angry and exercises patience.

It’s lesser spawn is known as green dragons.

Elves are said to be descendants of Jura and the oldest elven oracles concurr.

The Druid

Saves: As cleric, To-hit: as cleric, Armor: Light or Wood

Weapons: Staff, bow, sling, dagger, sickle

LevelTitleExperienceHit DiceCommunion
Level 1Acolyte01d6
Level 2Adept1’5652d6
Level 3Druid3’1253d6
Level 4Druid6’2514d6
Level 5Druid12’5015d6
Level 6Elder Druid25’0016d6
Level 7Elder Druid50’0017d6
Level 8Great Druid100’0018d6
Level 9Great Druid200’0019d6
Level 10Great Druid300’0019d6+1
Level 11Great Druid400’0019d6+2
Level 12Great Druid500’0019d6+3
Level 13Great Druid600’0019d6+4
Level 14Arch Druid1’000’0019d6+5


1Animal Friendshipnew spell
1Fist of Stone-
3Animal Form: Bear-
4Animal Summoning-
5Earthquakenew spell

Animal Friendship Level: 1 Range: 10 yds. Components: V, S , M Casting Time: 1 hr. Duration: Special Area of Effect: 1 animal Saving Throw: Neg.

By means of this spell, the caster is able tu show any animal of animal intelligence to semi-intelligence (Intelligence 1-4) that he desires friendship. If the animal does not make a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal’s friend. If the caster has ulterior motives, the animal always senses them (for example, if the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (they cannot be complex). Training for each such trick must he done over a period of one week, and all must be done within three months of acquiring the creature. During the tluee-month period, the animal won’t harm the caster, but if the creature is left alone for more than a week, it will revert to its naNral state and act accordingly. The caster can use this spell to amact up to 2 Hit Dice of animal(s) per level of experience he possesses. This is also the maximum total Hit Dice of the animals that can be athacted and trained at one time: no more than twice the caster’s experience level. Only unaligned animals can be attracted, befriended, and hained. The material components of this spell are the caster’s holy symbol and food

Fist of stone: This spell targets an arm of a living creature that you can touch. This arm becomes as hard as stone and changes colour to grey. When attacking with the arm, the subject gains +3 to hit and +3 to damage and +3 to break down doors. You cannot hold objects in that hand because it closes to make a fist. Duration: 1 turn.

Animal Summoning Level 4,

By means of this spell, the caster calls up to eight animals of 4 Hit Dice or less, of whatever sort the caster names when the summoning is made. Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. For example, the caster first summons wild dogs to no avail, then unsuccessfully hies to call hawks, and finally calls wild horses that may or may not be within summoning range. The DM determines the chance for a summoned animal type to be within the range of the spell. The summoned animals aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, and so on. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell; (no chimeras, dragons, gorgons, manticores, etc.).