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Druid, the Protector of Nature


Druids are members of a secretive brotherhood of individuals who have studied the magical forces of the earth.

Druids have the ability to cast divine spells focusing on animals, healing, fire, lightning, the wind and the earth. They have more offensive power than clerics, who concentrate on healing.

They adventure to gain knowledge and power. Sometimes, they are assigned a mission by higher-ranking druids. A lower-ranking druid can also seek help from his superiors.

Some druids devote their life to the protection of a remote wilderness area, their sanctuary. The Shamans of primitive societies are often Druids or Clerics.





Hit Dice, Proficiencies, Alignment


D8 Hit Die. Light and medium armour proficiency, light shield proficiency. Starts with simple-weapons proficiency plus light blades proficiency. The alignment must be true neutral, neutral good, neutral evil, lawful neutral or chaotic neutral.


Special Abilities


Natural Armour: Druids gain a natural armour enhancement bonus at levels 4, 9, 14 and 19.


Elemental Sphere: At level 1, Druids may choose to be attuned to an elemental sphere if they wish. Each sphere provides several spellcasting bonuses. Not having any attunement also provides benefits. When a Druid selects an elemental sphere, a prefix is added to his class name. For example, a Druid attuned to Fire is called a Fire Druid.

Fire: Your spells Produce Flame and Flaming Sphere are Empowered for free. The range of your Produce Flame spell is increased from Medium to Long. The radius of your Flaming Sphere spells is increased from 10 feet to 15 feet. The radius of your Flame Strike spells is increased from 10 feet to 15 feet. The damage of your spells Flame Strike, Fire Storm and Sunbeam is increased by one point per level. Your summoned fire elementals gain a +2 bonus to Strength. You gain access to the level-6 spell Summon Efreeti (CR 8). Fire Druids are also called Pyromancers.

Earth: Your spell Magic Stone is Empowered for free and the range is increased from Medium to Long. The radius of your Entangle and Spike Growth spells is increased from 15 feet to 20 feet. You cast the spell Barkskin as a move-action spell. The radius of your Quicksand spells is increased from 10 feet to 15 feet. Your Turn Pebble to Boulder spells are Empowered for free. You cast the spell Stoneskin, Personal as a level-4 spell. You cast the spell Earthquake as a level-7 spell. Your summoned earth elementals gain a +2 bonus to Strength. You gain access to the level-6 spell Summon Crystal Golem (CR 8). Earth Druids are also called Geomancers.

Air: The radius of your spells Call Lightning and Call Lightning Storm is increased from 10 feet to 15 feet. The radius of your Fog Cloud spells is increased from 20 feet to 30 feet and the range is increased from Medium to Long. Your Gust of Wind and Greater Gust of Wind spells are more powerful. The damage dealt increases by 1d6 and you can affect creatures of one size category higher. You cast the spell Insect Plague as a level-4 spell. Your spells Sirocco and Whirlwind are Empowered for free. Your summoned air elementals gain a +2 bonus to Strength. You gain access to the level-6 spell Summon Invisible Stalker (CR 8). Air Druids are also called Aeromancers.

Water: All of your Cure and Mass Cure spells are Empowered for free. The radius of your Mass Cure spells is increased from 10 feet to 15 feet. The range of your Mass Cure spells is increased from Medium to Long. Your spells Ice Storm and Greater Ice Storm are Empowered for free. You cast the spell Ice Lance as a level-3 spell. You cast the spell Heal as a level-6 spell. Your summoned water elementals gain a +2 bonus to Strength. You gain access to the level-6 spell Summon Giant Crab (CR 8). Water Druids are also called Aquamancers.

Cosmos: This is the default sphere for all non-attuned Druids. You gain one extra spell slot of spell level 1, 2, 3, 4, 5 and 6.

Spells: The leading ability for Druid spells is Wisdom. A Druid can activate Divine Spell Scrolls of any spell in the lists of the Paladin, Ranger, Druid and Cleric. Druids cannot cast spells while wearing metal armour. They can wear Leather Armour or Hide Armour. Spell picks at level 1: 3 + Wisdom modifier. Spell picks at all other levels: 2. A Druid can cast somatic spells while holding a light shield, but not a heavy shield or tower shield. Druids can also cast somatic spells while wielding a two-handed weapon or several weapons at the same time, because switching a weapon from one hand to the other is a free action. A character cannot have more than one summoned creature at a time.


Spells


LEVEL 1: 10 spells


Summon Wolf (Conjuration. CR 1. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 1x1 square. For every caster level beyond 1, the summoned creature will gain one additional Hit Die.)

Cure Light Wounds (Conjuration. Touch spell cures 1D8 +1 per level up to 5. Hurts undead. Removes the bleeding and dying conditions.)

Entangle (Conjuration. 15' radius area. Duration 4 rounds + 1 per two levels. Long Range. Animated roots and vines appear in the area of effect. Everyone in the area of effect is entangled. Further, all creatures in the area must succeed on a reflex save or become stuck (unable to move). Breaking free is a full-round action that requires a strength check of difficulty class 15. If a creature successfully saves, it is not stuck but moves at half speed through the area. In order to avoid getting stuck, creatures must save upon the casting of this spell and once each round before the caster's turn.)

Longstrider (Alteration. Personal, Duration Until Rest, your speed increases by 10 ft.)

Enhance Weapon (Alteration. Duration Until End of Combat, Touch spell, your manufactured and natural weapons gain a +1 enhancement bonus to attack roll and damage roll.)

Magic Stone (Evocation. Throws three magical stones each dealing 1D6 points of bludgeoning damage, or 2D6 to undead. Requires ranged touch attacks. From caster level 5, the stones deal 2d6/3d6, and from caster level 9, 3d6/4d6.)

Fog Cloud (Conjuration. Medium Range. 20' radius circle, stays 4 rounds + 1 per two levels. Everyone inside the area benefits from 20% concealment against melee attacks and 50% concealment against ranged attacks. Creatures inside a fog cloud move at half speed and cannot charge.)

Produce Flame (Evocation. Personal, Duration Until Rest, you gain the 'Produce Flame' condition which allows you to perform a ranged touch attack each round, as a standard action. The spell gives you a number of flame attacks equal to your level plus two (maximum 10). The attacks deal 1d6 fire damage + 1 point per caster level up to 5. No save.)

Shillelagh (Alteration. Duration Until Rest, you gain the 'Shillelagh' condition. If you are wielding a club or a quarterstaff, you deal damage as if the weapon was two size categories larger and the weapon is considered to have a +1 enhancement. If your weapon has a better enhancement value, the higher value is retained.)

Animal Trance (Enchantment. This spell affects creatures in 20' radius. Up to 2d6 HD + 1 HD per two levels of animals, vermin and magical beasts are fascinated if they fail on a Willpower saving throw. Duration 1d4+1 rounds.)

LEVEL 2: 9 spells


Summon Crocodile (Conjuration. CR 2. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 1x1 square. For every caster level beyond 3, the summoned creature will gain one additional Hit Die.)

Barkskin (Alteration. 1 round per level, touch spell, the recipient gains a natural armour enhancement bonus of +2, or +3 at caster level 6, +4 at CL 9 and +5 at CL 12. Stacks with the natural armour bonus, but not with other natural armour enhancement bonuses.)

Enhance Ability (Alteration. For 10 rounds, the target gains a +4 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 9, the bonus increases to +6. From CL 15, the bonus increases to +8.)

Flaming Sphere (Evocation. 10' radius burst, reflex negates. Deals 2d6 fire damage. From caster level 5, the spell deals 3d6 fire damage. From CL 7, the spell deals 4d6. From CL 9, the spell deals 5d6. Creatures who fail their save also gain the 'burning' condition for 1d2 rounds. The condition deals 1d6 points of fire damage per round. Casting spells while suffering from burns requires a concentration check of DC 17 + spell level.)

Lesser Restoration (Conjuration. Touch spell. Removes the fatigued and exhausted conditions. Cures all ability damage, but not ability drain or negative levels.)

Quicksand (Conjuration. 10' radius area of effect. The ground turns to mud for 4 rounds + 1 per two levels. Creatures in the area of effect become Entangled and they must succeed on a Reflex saving throw or be unable to take any action for 1d2 rounds ('quicksand' condition). Creatures must save upon the casting of this spell, once every round before the caster's turn, and once for every five foot step moved inside the area.)

Gust of Wind (Evocation. 30' Line spell. Large creatures are unaffected. Reflex negates. All creatures are knocked prone and moved back by 1d4 squares (jumping over other creatures in between if necessary, but not over walls). If the destination square is occupied, the creature is moved to any free square adjacent to the destination square. Medium creatures take 1d6 bludgeoning damage, small creatures 2d6 damage, tiny creatures 3d6 damage. Creatures balancing on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they receive is increased by 1d6 points. The spells Gust of Wind and Greater Gust of Wind automatically disperse any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed.)

Hold Animal (Enchantment. A single animal target is paralyzed for 1 round per level, Willpower negates. Each round the target can attempt another Will save to negate the effect, as a full-round action.)

Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or sonic. The recipient gains resistance 15 to damage of that type, up to 10 x Level absorbed points of damage. Duration Until End of Combat. When this spell is cast by a Druid, the casting time is a Move Action. Energy resistance equal to a number of points is also called Energy Damage Reduction.)

LEVEL 3: 11 spells


Summon Scorpion (Conjuration. Large Monstrous Scorpion, CR 3. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 1x1 square. For every caster level beyond 5, the summoned creature will gain one additional Hit Die.)

Freedom of Movement, Personal (Enchantment. Duration Until Rest. Personal. The caster is freed from the following conditions: Paralysed, Slowed, Stuck, Entangled, Quicksand. He also gains immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole. Gold cost 100.)

Call Lightning (Evocation. Personal. Duration Until Rest. Medium Range. You gain the Call Lightning condition, which gives you the ability to call down lightning bolts every round as a standard action. You can call down lightning bolts a number of times equal to half your level. The lightning bolts deal 3d6 electricity damage plus 1 per level (up to 10) to all creatures in a 10' radius circle. Reflex half.)

Poison (Necromancy. Melee touch attack inflicts 2d10 points of constitution ability damage to the target. A special fortitude saving throw negates the effect.)

Cure Moderate Wounds (Conjuration. Touch spell cures 2D8 +1 per level up to 10. Hurts undead. Removes the bleeding and dying conditions.)

Dominate Animal (Enchantment. One hostile animal now fights for the caster for 1 round per two levels.)

Greater Enhance Weapon (Alteration. Duration Until End of Combat, your manufactured or natural weapons gain a +1 enhancement bonus for every four caster levels, up to +5, to attack roll and damage roll.)

Protection from Ability Loss (Enchantment. Duration Until End of Combat. Touch spell gives immunity to ability damage and drain.)

Spike Growth (Conjuration. 15' radius circle. 1 round per two levels, rounded up. Sharply-pointed roots suddenly appear in the area. Moving through the area, but not simply standing in the area, deals 1d4 piercing damage per square. Further, upon failing a reflex save, the limping condition is acquired until the end of combat. The damage increases to 1d6 per square from Caster Level 7 and 1d8 per square from CL 9. Creatures do not need to save more than once per round.)

Wind Wall (Evocation. This spell affects all allies in a 20' radius circle. You gain 50% concealment versus ranged attacks. Duration 1 round per two levels.)

Babau Slime (Necromancy. 1 round per level. Touch spell. The spell causes damage to creatures attacking the recipient in melee. Any creature dealing damage to the subject in melee takes 1d8 points of acid damage plus one point per caster level up to 10.)

LEVEL 4: 12 spells


Summon Griffon (Conjuration. CR 4. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 2x2 squares. For every caster level beyond 7, the summoned creature will gain one additional Hit Die.)

Cure Serious Wounds (Conjuration. Touch spell cures 3D8 +1 per level up to 15. Hurts undead. Removes the bleeding and dying conditions.)

Turn Pebble to Boulder (Evocation. Long Range. Requires a ranged touch attack. This spell causes a hurled pebble to grow into a boulder as it flies, inflicting 5 to 20 + 1 per level points of damage if it strikes the target. In addition, the target is knocked down if it fails on a reflex saving throw.) Dispel Magic (Alteration. Select Single Effect, Effects on Creature or Effects on Area:
Single Effect: Choose a single creature, then choose an ongoing magical or psionic effect on that creature. It is dispelled if you succeed on a check of 1d20 + level (up to 10) + Spell Focus bonus versus DC of 11 + level of the mage who created the effect. If the effect is 'summoned', the creature is unsummoned.
Effects on Creature: Choose a single creature. You make a check for each ongoing effect on the creature (but not effects from items). A successful check dispels that effect.
Dispel Area: Select a 20' circle area. For each area effect in the circle, you make a dispel check and for each creature in the circle, you make a dispel check against the ongoing effect of highest caster level. A successful check dispels that effect.)

Flame Strike (Evocation. 10' radius circle, everyone in the area of effect takes 1d6 points of fire damage per level, up to 15d6. Reflex half.)

Freedom of Movement, Touch (Enchantment. 1 round per level. Touch spell. The recipient is freed from the following conditions: Paralysed, Slowed, Stuck, Entangled, Quicksand. The subject also gains immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)

Ice Storm (Evocation. 25' radius circle, No save. Long Range. Magical hailstones rain down, dealing 3d6 points of cold damage and 3d6 points of bludgeoning damage to every creature in the area. From caster level 9, the damage increases to 4d6 cold + 4d6 bludgeoning and the radius increases to 30'. From CL 11, the damage increases to 5d6 cold + 5d6 bludgeoning and the radius increases to 35'.)

Disruption (Necromancy. With a melee touch attack, you soften the defences of a monster. The target loses two points of armour class until the end of the fight. The effect accumulates if cast repeatedly.)

Water Breathing (Alteration. Duration Until Rest, 10' circle spell, the targets gain the ability to breathe water. Without this spell, the player characters take 1d4 points of damage per round when fighting underwater, or when moving outside combat, every 20'.)

Mass Protection from Energy (Alteration. 10' radius circle. Select an energy type: fire, cold, acid, electricity or sonic. All allies in the area gain resistance 15 to damage of that type, up to 1 round per level and up to 10 x Level absorbed points of damage. When this spell is cast by a Druid, the casting time is a Move Action.)

Ice Lance (Conjuration. Medium Range. Ranged touch with a +4 bonus on the attack roll. The target takes 3d6 points of piercing damage and 3d6 points of cold damage. No save. The target is also stunned for 1d4 rounds if it fails on a Fortitude saving throw. From caster level 9, the damage increases to 4d6 cold + 4d6 piercing. From CL 11, the damage increases to 5d6 cold + 5d6 piercing.)

Greater Gust of Wind (Evocation. 60' Line spell. Huge creatures are unaffected. Reflex negates. All creatures are knocked prone and moved back by 1d6 squares (jumping over other creatures in between if necessary, but not over walls). If the destination square is occupied, the creature is moved to any free square adjacent to the destination square. Large creatures take 1d6 bludgeoning damage, medium creatures 2d6 damage, small creatures 3d6 damage, tiny creatures 4d6 damage. Creatures balancing on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they receive is increased by 1d6 points. The spells Gust of Wind and Greater Gust of Wind automatically disperse any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed.)

LEVEL 5: 10 spells


Summon Snake (Conjuration. Giant Constrictor Snake CR 5. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 2x2 squares. For every caster level beyond 9, the summoned creature will gain one additional Hit Die.)

Insect Plague (Conjuration. Long Range. 50' radius, no save, everyone gains the plagued condition, giving -4 penalty to ranged attack rolls, each round 1d6 damage, and the casting or use of power requires a concentration check of DC 16 + plague damage dealt on this round + spell level. Moving through is at half speed. The damage is inflicted upon casting and then every round right before the caster's turn. Entering the area also deals damage.)

Baleful Polymorph (Alteration. Medium range. Fortitude negates. For 1d6+1 rounds, you turn a living creature into a toad. While polymorphed, access to the inventory is lost. You cannot use manufactured weapons. Verbal spells cannot be cast without the Silent Spell metamagic. You gain a single bite attack (1d4 damage) which replaces all your normal attacks. Your speed drops to 10. You gain the following ability scores: Strength 4, Dexterity 14, Constitution 10, Intelligence 6, Wisdom 14, Charisma 4. You retain your class, level, hit points, size category, space, alignment, base attack bonus, saving throw bonuses, feats, immunities, spell-like abilities, extraordinary abilities and supernatural abilities.)

Call Lightning Storm (Evocation. Personal. Duration Until Rest. Long Range. You gain the Call Lightning Storm condition, which gives you the ability to call down lightning bolts every round as a standard action. You can call down lightning bolts a number of times equal to half your level. The lightning bolts deal 5d6 electricity damage plus 1 per level (up to 15) to all creatures in a 10' radius circle. Reflex half.)

Cure Critical Wounds (Conjuration. Touch spell cures 4D8 +1 per level. Hurts undead. Removes the bleeding and dying conditions.)

Death Ward (Necromancy. Duration Until End of Combat. Touch spell gives immunity to death effects, negative levels and negative energy.)

Stoneskin, Personal (Conjuration. Personal. Duration Until Rest. This spell creates a thin protective layer around your skin. You gain Damage Reduction 10 / adamantine and magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 adamantine weapon would bypass eight points out of DR 10 / adamantine and magic. The spell cannot stop more than 10 points of damage per caster level. Cost 250 gold.)

Energy Wall (Conjuration. 1 round per level, 10'x25' rectangle effect. Select fire, cold, acid or electricity. Creatures inside the wall take 2d6 + 1 per level points of damage of the appropriate type. No save. The dice damage increases to 3d6 at Caster Level 11, 4d6 at CL 15 and 5d6 at CL 19. The damage is applied upon the casting of this spell and every round just before the caster acts. Creatures also take damage when entering a Wall (if several energy squares are crossed, only the first one triggers the damage). Casting a spell or activating a power while standing in the wall requires a concentration check of DC 14 + half of the damage last dealt by the wall + spell level. Undead creatures take an additional 2d6 points of damage. Widening a wall doubles the length but not the width.)

Wall of Stone (Conjuration. 2d6 rounds. 5'x25' rectangle. The spell creates a magical wall at the location you specify. A magical wall of stone can be removed by a Dispel or Greater Dispel spell.)

Confusion (Enchantment. 15' radius circle. All creatures in the area of effect are confused for 2d6 rounds if they fail on a Willpower save. Each round, a confused subject rolls a D100 to determine what it will do: Attack an enemy creature (01-10), Act normally (11-20), Do nothing (21-50), Run away (51-70), Attack the nearest creature (71-100). Medium Range.)

LEVEL 6: 10 spells


Summon Girallon (Conjuration. CR 6. Duration 4 rounds + 1 per level, or until dismissed. Casting time Move Action. Space 2x2 squares. For every caster level beyond 11, the summoned creature will gain one additional Hit Die.)

Sirocco (Evocation. 40' circle spell, dust storm deals 1d4 per caster level points of bludgeoning damage to all enemies in the area, up to 15d4. Reflex half. Creatures who failed their save become prone. The spell automatically disperses any magical Cloud and Fog effect it comes into contact with, including Acid Fog and Solid Fog. Natural fogs cannot be dispersed. Creatures balancing on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they receive is increased by 1d6 points.)

Greater Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or sonic. The recipient gains resistance 30 to damage of that type, up to 20 x Level absorbed points of damage. Duration Until End of Combat. When this spell is cast by a Druid, the casting time is a Move Action.)

Raise Dead (Conjuration. A dead player character is brought back to life. He loses all XP beyond the minimum required for his current level. Costs 5,000 gold.)

Slay Living (Necromancy. Melee touch attack kills a living creature, Fortitude saving throw negates.)

Mass Enhance Ability (Alteration. For 10 rounds, all allies in a 10' circle gain a +6 enhancement bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 15, the bonus increases to +8.)

Mass Cure Light Wounds (Conjuration. 10' circle spell, living allies are cured for 1D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Greater Dispel Magic Same as Dispel Magic, but your dispel checks are equal to 1d20 + level (up to 20) + Spell Focus bonus.

Regeneration (Enchantment. Touch spell. 1 round per level. The recipient gains fast healing. Each round, he regains a number of Hit Points equal to half the caster level. Characters with fast healing recover all their HP at the end of the fight.)

Mass Hold Animal (Enchantment. 10' radius circle. All animals in the area of effect are paralyzed for 1 round per level, Willpower negates. Each round the targets can attempt another Will save to negate the effect, as a full-round action.)

LEVEL 7: 9 spells


Summon Treant (Conjuration. CR 8. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 3x3 squares. For every caster level beyond 13, the summoned creature will gain one additional Hit Die.)

True Seeing (Alteration. Touch spell, Duration Until End of Combat, the recipient gains the true seeing ability.)

Chain Lightning (Evocation. Long Range. This spell affects a number of targets equal to one per two levels. It is possible to target fewer creatures. The same target cannot be selected two times. The first target takes 1d6+1 per level points of electricity damage. All other targets take 50% of the damage dealt to the first target. All creatures get a Reflex save for half damage.)

Mass Cure Moderate Wounds (Conjuration. 10' circle spell, living allies are cured for 2D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Fire Storm (Evocation. 15'x40' rectangle spell deals 1D6 fire damage per caster level to all in the area of effect.)

Greater Ice Storm (Evocation. 40' radius circle, No save. Long Range. Magical hailstones rain down, dealing 6d6 points of cold damage and 6d6 points of bludgeoning damage to every creature in the area. From caster level 15, the damage increases to 7d6 cold + 7d6 bludgeoning and the radius increases to 45'. From CL 17, the damage increases to 8d6 cold + 8d6 bludgeoning and the radius increases to 50'.)

Heal (Conjuration. Touch spell heals 10 Hit Points per caster level up to 150. It also removes all ability damage (but not ability drain) and many conditions, including Blind, Confused, Nauseated, Stunned. Undead creatures are damaged by the spell, instead.)

Sunbeam (Enchantment. Personal. Duration Until Rest or until the spell expires. You gain the Sunbeam condition, which gives you the ability to create a beam of intense light, as a standard action. You can create one beam for every three caster levels. Activating the spell deals damage to all creatures in a 60' line. The damage is 4d6 (Reflex half) or 1d6 per caster level if the target is undead. Further, upon failing the reflex save, the target is blinded permanently.)

Mass Disruption (Necromancy. 10' radius circle spell. A blob of disruptive goo explodes in the area of effect. The AC of all creatures in the area of effect is reduced by two points until the end of the fight. Reflex negates. The effect accumulates if cast repeatedly.)

LEVEL 8: 8 spells


Summon Roc (Conjuration. CR 9. Duration 4 rounds + 1 per two levels, or until dismissed. Casting time Move Action. Space 3x3 squares. For every caster level beyond 15, the summoned creature will gain one additional Hit Die.)

Mass Cure Serious Wounds (Conjuration. 10' circle spell, living allies are cured for 3D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Mass Death Ward (Necromancy. Duration Until End of Combat. 10' radius circle, all allies in the area of effect gain immunity to death effects, negative levels and negative energy.)

Mass Greater Protection from Energy (Alteration. 10' radius circle. Select an energy type: fire, cold, acid, electricity or sonic. All allies in the area gain resistance 30 to damage of that type, up to 1 round per level and up to 20 x Level absorbed points of damage. When this spell is cast by a Druid, the casting time is a Move Action.)

Lower Spell and Power Resistance (Necromancy. Duration 10 rounds. Select a creature in close range. There is no saving throw but SR applies, with the spell penetration roll receiving a +6 bonus. The target's SR drops by half the caster level. Not cumulative.)

Earthquake (Evocation. 50' radius circle, Long Range, everyone in the area of effect takes 8d8 points of bludgeoning damage, Reflex half. Creatures who failed their save are knocked prone.)

Blindsight (Alteration. Personal, Duration Until Rest, you gain the Blindsight ability, which means you gain the same benefits as with True Seeing, plus the ability to ignore all forms of blindness. A creature with blindsight can locate other creatures using their hearing, smell sense and sensitivity to vibrations.)

Mass Regeneration (Enchantment. 10' radius circle. 1 round per level. All recipients gain fast healing. Each round, they regain a number of Hit Points equal to half the caster level. Characters with fast healing recover all their HP at the end of the fight.)

LEVEL 9: 7 spells


Summon Spider (Conjuration. Colossal Monstrous Spider CR 11. Duration 4 rounds + 1 per two levels. Casting time Move Action. Space 4x4 squares. For every caster level beyond 17, the summoned creature will gain one additional Hit Die.)

Finger of Death (Necromancy. Slays a living creature in close range. Fortitude negates. A creature who successfully saves is dealt 3d6 + 1/level points of damage.)

Whirlwind (Evocation. 15' radius circle. Long Range. A swirling tornado appears and deals 1d4 per caster level points of bludgeoning damage to everyone in the area, up to 20d4. Reflex Half. Creatures of size Huge or smaller who failed their save become stunned. The stun duration is one round for large and huge creatures and two rounds for all smaller creatures. The spell automatically disperses any magical Cloud and Fog effect it comes into contact with, including Acid Fog and Solid Fog. Natural fogs cannot be dispersed. Creatures balancing on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they receive is increased by 1d6 points.)

Mass Cure Critical Wounds (Conjuration. 10' circle spell, living allies are cured for 4D8 + 1 per level, while undead enemies take an equal amount of damage. Removes the bleeding and dying conditions.)

Foresight (Alteration. Personal. Duration Until Rest. Using this spell, you get warnings of impending danger. You receive a +4 insight bonus to AC and to Reflex saving throws. These bonuses are lost in situations where you would lose your Dexterity bonus to AC. You also become immune to critical hits for the duration of the spell. Gold Cost 250.)

Mass Freedom of Movement (Enchantment. 1 round per level. All allies in the area of effect are freed from the following conditions: Paralyzed, Slowed, Stuck, Entangled, Quicksand. Subjects also gain immunity to all these effects for the spell's duration. The spell does not affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)

Sunburst (Evocation. 35' radius, Long Range, all creatures are blinded permanently and take 6d6 damage, unless they succeed on a reflex save, then they take half damage and are not blinded. Undead creatures take 1d6 per level points of damage instead, reflex half.)

Druid Feats


Spell Focus: The DC of all spells with a saving throw increases by 1.

Greater Spell Focus: The DC of all spells with a saving throw increases by another 1. Requires: Spell Focus.

Improved Druid Armour: The natural armour enhancement bonus increases by 1. Requires: Level 6.

Greater Druid Armour: The natural armour enhancement bonus increases by another 1. Requires: Level 15, Improved Natural Armour.

Nature's Vigour: The base constitution increases by two permanently. Requires: Druid level 9.

Environmental Aptitude: The druid can cast the spells Freedom of Movement, Personal, Freedom of Movement, Touch, Mass Freedom of Movement and Water Breathing using a move action rather than a standard action. Additionally, the gold cost of casting Freedom of Movement, Personal is removed.

Furious Lightning Storm: You deal 1d6 points of extra damage with the spells Call Lightning and Call Lightning Storm and 1d6+1 points of extra damage with the spell Chain Lightning.

Fire Mastery: You deal 1d6 points of extra damage with the spells Produce Flame, Flaming Sphere, Flame Strike and Fire Storm.

Wind Mastery: Your spells Gust of Wind and Greater Gust of Wind gain a +2 bonus on their Difficulty Class and the damage they deal increases by 1d6 points. In addition, allied creatures in the area of effect are no longer affected.

Water Affinity: When fighting underwater or while swimming, the character gains a +2 circumstance bonus to Attack Rolls and Armour Class.

Forest Affinity: When fighting in a forest or jungle, the character gains a +2 circumstance bonus to Attack Rolls and Armour Class.

Fire Resistance: The character gains resistance 10 to fire damage.

Cold Resistance: The character gains resistance 10 to cold damage.



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