The Sacred Herbs of Spring: Magical, Healing, and Edible Plants to Celebrate Beltaine
A practical guide to the celebration of Beltaine and the sacred herbs of spring
• Explores the identification, harvest, and safe practical and ritual use of more than 90 plants and trees
• Details rituals for honoring the traditional Gods and Goddesses of spring, such as the Goddess Chloris, the Goddess Flora, and the Daghda
• Reveals which herbs to use for luck, magic, protection, purification, abundance, fertility, and love as well as the herbs of the Faeries and Elves and herbs for journeying to the Otherworld and for contacting the High Gods and Goddesses
The festival of Beltaine, May Day, is a celebration of the return of spring and the promise of summer, a time for love magic and spells for increasing the fertility of the land and the plants that grow upon it. Like Samhain in autumn, Beltaine is also a time when the veil between the physical and spiritual world is at its most transparent and the ancestors and denizens of the Otherworld easily interact with the world of humans.
Presenting a practical guide to the celebration of Beltaine, Ellen Evert Hopman examines the plants, customs, foods, drinks, and rituals of May Day across many cultures. Discussing the gods and goddesses of spring, Hopman details the rituals for honoring them as well as traditional poems, prayers, incantations, folk rhymes, and sayings related to this time of year. She explores well dressing, the custom of honoring the source of sacred water by decorating a well. She also looks at Beltaine’s association with Walpurgisnacht and Hexennacht, which fall the preceding evening.
In the extensive section on the sacred plants of Beltaine, the author explores more than 90 herbs and trees, offering spells, rituals, and recipes alongside their medicinal healing uses. She reveals sacred woods suitable for the Beltaine fires and Beltaine flowers for rituals and spells. She explores herbs for luck, magic, purification, abundance, and love; herbs for protection, such as bindweed, elder, and St. John’s wort; herbs of the Faeries and Elves, such as burdock and dandelion; and herbs for journeying to the Otherworld and contacting the high gods and goddesses. She also details the identification, harvest, and preparation of seasonal edible herbs, greens, mushrooms, and flowers.
Woven throughout with mystical tales of folk, Faery, and sacred herbs, this guide offers each of us practical and magical ways to connect with Nature, the plant kingdom, and the Spirits that surround us in the season of spring.
https://amzn.to/440c3ms
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Cleric (Nature Domain)
Cleric spells
Level 1: Animal Friendship and Speak with Animals
Level 3: Barkskin and Spike Growth
Level 5: Plant Growth and Wind Wall
Level 7: Dominate Beast and Grasping Vine
Level 9: Insect Plague and Tree Stride
Acolyte of Nature: At 1st level you learn one Druid Cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling (Wisdom) Nature (Intelligence) or Survival (Wisdom).
Bonus Proficiency: Also at 1st level you gain proficiency with heavy armor.
Channel Divinity: Charm Animals and Plants: Starting at 2nd level you can use your Channel Divinity to charm animals and plants. As an action you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of your must make a Wisdom saving throw. If the creature fails its save it is charmed by you for 1 minute or until it takes damage. While it is charmed by you it is friendly to you and other creatures you designate.
Dampen Elements: Starting at 6th level when you or a creature within 30 feet of you takes Acid Cold Fire Lightning or Thunder (or sound damage as I call it) damage you can use your reaction to grant resistance to the creature against that instance of the damage.
Divine Strike: At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 cold fire or lightning damage (your choice) to the target. When you reach 14th level the extra damage increases to 2d8.
Master of Nature: At 17th level you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants trait you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Gods in this domain their alignment and their symbol:
Auril NE Six pointed snowflake (Also one of the villains of Rime of the Frostmaiden sorry not sorry for the spoilers), Eldath NG Waterfall plunging into still pool, Malar CE Clawed paw, Mielikki NG Unicorn's head, Silvanus N Oak leaf, Beory N Green Disk, Ehlonna NG Unicorn Horn, Obad-Hai N Oak leaf and Acorn, Habbakuk NG Blue bird, Chislev N Feather, Sirrion N Multi-Colored Fire, Arawai NG Sheaf of wheat tied with green ribbon, Balinor N Pair of antlers, Deep Sashelas CG Dolphin, Eadro N Spiral design, Rillifane Rallathil CG Oak, Sekolah LE Shark, Skerrit N Oak growing from acorn, The Daghda CG Bubbling cauldron or shield, Dunatis N Red sun capped mountain peak, Manannan mac lir LN Wave of white water on green, Silvanus N Summer oak tree, Artemis NG Bow and arrow lunar disk, Pan CN Syrinx (Pan Pipes), Osiris LG Crook and flail, Sobek LE Crocodile head with horns and plumes, Njord NG Gold coin, Skadi N Mountain peak, Uller CN Longbow.
Source: Players Handbook
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A map of my solar system that i forgot to label.
Dûnspace
named after Dunatis, the first habited planet (later became locally known as Mystara). Most of the places are based on canon locations: Arawn is Toril, Mannanan is based on Karpri, Midway is set to become Eberron. Then of course there's Mystara, Θέρος (Theros), and Ravnica.
There are two stars that the planets orbit; Belenus, a red giant, and Cailleach, a blue subdwarf. Mannanan and Arawn travel on the same orbit, but opposite eachother, passing the red giant in Summer and the blue dwarf in winter with purple springs and autumns.
Aldrìnatt orbits the barycenter of the two suns, experiencing terrible winters for 3/4 of the year with a short and hot summer. It's akin to Hoth, until Summer when suddenly the millions of black plants grow to absorb as much of the light as they can. It is the world where Giants, Dwarves, and Goliaths come from. Hearty folk who never experience night.
Middvegur, now known as Midway because some travelers found its name to be offensive, was once a moon of Aldrìnatt. The orbits of the moons become very eccentric in summer months and on one occasion, this home of gnomes was flung into Finnegan's Wake, the asteroid belt of the system. It is now considered a Dwarf planet (it should be a Gnome planet but the Elves came up with the naming conventions) that floats through the belt, acting as a pitstop for all Wildspace travelers. Because of its position as a trade center, they have access to all kinds of resources and the inventive gnomes have developed the planet to steampunk levels.
Sirrion is basically just Mustafar. It's a forge planet that an ancient race of primeval Duergar use to make Adamantine weapons.
Daghda is like Jupiter, though instead of gas it's a sort of breathable liquid (think Evangelion cockpit) that is extremely buoyant. This gives the planet a strange gravity that is both incredibly strong but you still feel floaty, making climbing the incredible mountains strangely easy. The planet is home to huge Colossi and vast landscapes. It is a world for the lone adventurer (think Shadow of the Colossus and Legend of Zelda)
Daghda's moons are much like the Galilean moons: Brigit is like Io, a sulfuric volcanic wasteland said to be a portal to the Nine Hells; Llŷr is Europa: an ice moon that may or may not house hostile alien life below its surface. The remaining three are a touch different. Oghma is a planet made almost entirely out of fungus, and a homeworld to Mind Flayes. Its core is said to be the Elder Brain Prime, where all Illithids originate. Ravnica is a Cathaircruinne, a cityworld much like Coruscant. And Theros is the largest of the moons, larger even than most planets in the system. As the Outer Planes rotate and the hold of different gods have passed through the ages, the one place the Greek gods never left was Theros. As Brigit is said to be the Gate to the Nine Hells, Theros houses Mount Olympus, the entry to Arborea. This is a land of mythos and legend where demigods fight great beasts and yeah you get it it's Mythic Odyssey of Theros.
Morrígan is a distant planet that lives up to its namesake. Many planets were once crosspoints to other planes and Morrígan is no exception. As Karpri was to the plane of water, and Sirrion to that of fire, Morrigan is said to have been the crossing to many planes. Some say Carceri, while others say the Shadowfell, it is unknown what lies on the surface of this planet of death, but it is certain that it is nothing good. Some say it's where you go when you die, giantfolk use it as a way to scare their children into obedience. Most theologians believe it is the severed head of Oblivion, dead god of Void. But who knows, maybe it's an ice planet with nothing on it and it just happened to make a skull pattern.
Oh yeah side note. So Mystara is where AD&D took place right. The planet is hollow for some reason? But what bewilders me is the moon. It's invisible, and home to feudal Japan??? With like tiger people??? So if you ever want to Isekai someone just have Truck-kun, an interplanar being, transport them to this wierd moon.
Also Karpris moon has a space station full of ghosts orbiting it. I decided to make there be Moon Elves that are researching and creating SCPs.
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✰✰God And Spirit Correspondences✰✰
✰ The following lists contain information on magical goals and their related deities
AGRICULTURE • Adonis, Amon, Aristaeus, Baldur, Bonus Eventus, Ceres, Consus, Dagon, Demeter, Dumunzi, Esus, Gahanan, Inari, Osiris, Saturn, Tammuz, Thor, Triptolemus, Vertumnus, Yumcaa, Zochipilli
ARTS • Athena, Ea, Hathor, Odin, Thor
ASTROLOGY • Albion
CATS • Bast, Freya
CHILDBIRTH • Althea, Anahita, Bes, Camenta, Cihuatcoatl, Cuchavira, Isis, Kuan Yin, Laima, Lucina Meshkent
COMMUNICATIONS • Hermes, Janus, Mercury
COURAGE • Tyr
DREAMS • Geshtinanna, Morpheus, Nanshe
EARTH • Asia, Consus, Daghda, Enlil, Frigga, Gaea, Ge, Geb, Kronos, Ninhursag, Ops, Prithivi, Rhea, Saturn, Sif, Tellus
FERTILITY • Amnu, Anaitis, Apollo, Arrianrhod, Asherali, Astarte, Attis, Baal, Bacchus, Bast, Bona, Dea, Boucca, Centeotle, Cernunnos, Cerridwen, Cybele, Daghda, Demeter, Dew, Dionysus, Eostre, Frey, Freya, Frigg, Indra, Ishtar, Ishwara, Isis, Kronos, Ono, Lulpercus, Min, Mut, Mylitta, Ningirsu, Ops, Osiris, Ostara, Pan, Pomona, Quetzalcoatl, Rhea, Rhiannon, Saturn, Selkhet, Sida, Tane, Telepinu, Telluno, Tellus Mater, Thunor, Tlazolteotl, Yarilo, Zarpanitu
GOOD LUCK AND FORTUNE • Bonus Eventus, Daikoku, Fortuna, Ganesa, Jorojin, Laima, Tyche
HEALING • Apollo, Asclepius, Bast, Brigid, Eir, Gula, Lxlilton, Khnos, Paeon
JOURNEYS • Echua, Janus
LAW,TRUTH, AND JUSTICE • Astraea, Maat, Misharu, Themis
Love • Aizen Myo-O, Alpan, Angus, Aphrodite, Asera, Astarte, Asthoreth, Belili, Creirwy, Cupid, Dzdzilelya, Eros, Erzulie, Esmeralda, Fenrua, Freya, Frigg, Habondia, Hathor, Inanna, Ishtar, Kades, Kama, Kivan-Non, Kubaba, Melusine, Menu, Minne, Mamaja, Odudua, Olwen, Oshun,Prenda,Rao, Sauska, Tlazoletotl, Turan, Venus, Xochipilli, Zochiquetzal
LUNAR MAGIC • Aah, Anahita, Artemis, Asherali, Astarte, Baiame, Bendis, Diana, Gou, Hathor, Hecate, Llmaqah, Ishtar, Isis, Jacy, Kabul, Khons, Kilya, Lucina, Luna, Mah, Mama Quilla, Mani, Menu, Metzli, Myestaa, Nanna, Pah, Selene, Sin, Soma, Taukiyomi, Thoth, Varuna, Yarikh, Yerak, Zamna
MARRIAGE • Airyaman, Aphrodite, Aryan, Bes, Bah,Ceres, Errata, Frigg, Hathor, Hera, Hymen, Juno, Patina, Saluki, Svarog, Thalassa, Tutunis, Vor, Xochipilli
MUSIC AND/OR POETRY • Apollo, Benten, Bragi, Brigid, Hathor, Odin, Orpheus, Thoth, Untunktahe, Woden, Xolotl
REINCARNATION • Hera, Khensu, Ra
SEA • Amphitrite, Benten, Dylan, Ea, Enoil, Glaucus, Leucothea, Manannan Mac Lir, Neptune, Nereus, Njord, Paldemon, Phorcys, Pontus, Poseidon, Proteus, Shoney, Yamm
SHAPE-SHIFTING • Freya, Volkh, Xolotl
SKY • Aditi, Anshar, Anu, Dyaus, Frigg, Hathor, Horus, Joch-Huva, Jupiter, Kumarbis, Nut, Obatala, Rangi, Svarog, Tane, Thor, Tiwaz, Ukko, Uranus, Varuna, Zeus
SLEEP • Hypnos
SOLAR MAGIC • Amaterasu, Apollo, Atum, Baldur, Bochia, Dazhbog, Helios, Hiruku, Horus, Hyperion, Inti, Legba, Lugh, Mandulis, Mao, Marduk, Maui, Melkart, Mithra, Orunjan, Paiva Perun, Phoebus, Ra, Sabazius, Samas, Sams, Shamash, Sol, Surya, Texcatlipoca, Tonatiuh, Torushompek, Utto, Vishnu, Yhi
VENGEANCE • Nemesis
WEALTH AND PROSPERITY • Adad, Acolus, Agni, Amen, Baal, Bragi, Burlash, Catequil, Chac-Mool, Chernabog, Donar, Fomagata, llyapa, Indra, Jove, Jupiter, Kami-Nari, Koza, Lei-Kung, Marduk, Nyame, Perkunas, Pillan, Pulug, Quiateot, Raiden, Rammon, Rudra, Shango, Sobo, Summanus, Taki-Tsu-Hilo, Tawhaaki, Tawhiri, Tefnut, Thor, Thunor, Tilo, Tinia, Typhoeus, Typhon, Yu-Tzu, Zeus, Zu
WISDOM • Aruna, Athena, Atri, Baldur, Brigid, Dainichi, Ea, Enki, Fudo- Myoo, Fugen Bosatsu, Fukurokuju, Ganesha, Minerva, Nebo, Mimir, Oannes, Odin, Oghama, Quetzalxoatl, SIa, Sin, Thoth, Vohumano, Zeus
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