Druid's Skills & Spells
Druidess
Druids earn their spells by discovering the ancients tomes, artifacts, and wise entities that contain the knowledge to teach druidic spells. After they receive their initial lesson of the spell or skill (looking upon or reading these power objects & entities will give a druid his initial lesson) druids can call upon the magic of the skill at any time, and will continue to learn the skill naturally as headvances in levels. How well and to what extent you know the spells dependent on several things, such has your intelligence,and wisdom.

**Max % to know spell is the maximum percent chance that druids can have to successfully cast a spell (never 100%).  Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.
 

Max % to know spell Max % gain per level Min % gain per level
90 90 25
The chart below shows the spells and it's attributes in order of which level the druid can learn the spell. This chart is given to allow druids to compare the statistics of their spells & skills conveniently and with greater ease then reading from the spell compendium.  Click on the title of the spell you wish to know more about to see it's long entry in the spell compendium. Click here to quickly move to the Spell Compendium's Glossary, and view definitions of the terms used in the chart below.
 
Spell Level Type Target Duration Effect Mana/Move:
 Bandage 1 Skill - Healing Ability Friend Instantaneous heals dying target --
 Barkskin 1 Spell - Protective Enchantment Self or Friend 16 hours -1 AC per caster level  32-100 (+2)
 Mount 2 Skill - Ability Mountable Creature until user dismounts user mounts target --
 Scan 3 Skill - Ability Area Instantaneous user can see creatures in adjacent rooms --
 Track 3 Skill - Ability Creature or Player Instantaneous user can see the tracks of target --
 Summon Will-O-Wisp 4 Spell - Summoning Will-O-Wisp Instantaneous summons will-o-wisp 30-60 (+2)
 Aid 6 Spell - Protective Enchantment Self or Friend 10 hours +2 to hitroll & damroll 9-50 (+1)
 Sense Life 8 Skill - Ability Self 1 hour per level of caster  see the invisible 10-20 (+2)
 Shadow Missile 10 Spell - Offensive Enemy Instantaneous 5d10 +4 damage, -1 to  constitution 10-60 (+2)
 Bless Staff 12 Spell - Enchantment Staff Permanent effects staff with  bless 100-150 (+10)
 Gust of Wind 14 Spell - Elemental Ability Weather Instantaneous produces a gust of wind 75-100 (+10)
 Faerie Fire 15 Spell - Offensive Elemental Enemy Instantaneous 9d8 +9 30-60 (+2)
 Moonbeam 15 Spell - Protective Enchantment Self or Friend 9 hours +20 mana,  hide 20-60 (+5)
 Detect Poison 16 Spell - Ability Person or Object Instantaneous caster will know if target is poisoned 1-15 (+1)
 Cat Stalk 19 Spell - Ability Self 6 hours  sneak , -10 AC 50-100 (+2)
 Goodberry 20 Spell - Conjuring Goodberry Instantaneous conjures goodberry 20-30 (+4)
 Ogre Strength 21 Spell - Enchantment Self  3 hours +4 str 30-50 (+2)
 Summon Treant 22 Spell - Summoning Treant Instantaneous summons a treant 100-150 (+5)
 Call Lightning 23 Spell - Offensive Elemental Enemy Instantaneous (caster's level)d8 points of damage (up to 15d8)  25-40 (+3)
 Group Barkskin 25 Spell - Protective Enchantment Group 16 hours casts barkskin on group 50-80 (+2)
 Vigorize 25 Spell - Healing Self or Friend Instantaneous Restores movement 60-100 (+4)
 Sunray 26 Spell - Elemental Enchantment Self Special +2 str, +15 health, detect invisibility 40-50 (+5)
 Cureberry 26 Spell - Conjuring Cureberry Instantaneous conjures cureberry 20-30 (+4)
 Rescue 28 Skill - Combat Friend Instantaneous rescues target --
 Group Aid 30 Spell - Protective Enchantment Group 10 hours casts aid on group 40-80 (+2)
 Sun Bolt 31 Spell - Offensive Enemy Instantaneous 11d6 +10 damage 100-150 (+5)
 Tentacles 32 Spell - Summoning Tentacles Instantaneous summons tentacles 100-150 (+20)
 Protection from Magic 33 Spell - Protective Enchantment Self or Friend 14 hours -3 saving vs. spell 50-80 (+5)
 Vitality 34 Spell - Enchantment Self or Friend 9 hours +1 movement per lvl of caster 80-150 (+5)
 Envoke Earth Elemental 35 Spell - Elemental Summoning Earth Elemental Instantaneous summons earth elemental 100-150 (+10)
 Create Spring 37 Spell - Elemental Conjuring Conjured Elemental Instantaneous conjures a water boil 80-100 (+5)
 Protection Ward 40 Spell - Religious Enchantment Self 10 hours -10 AC,  sanctuary 120-150 (+10)
 Accelerate 42 Spell - Enchantment Self 6 hours haste, +1 age 80-120 (+10)
 Creeping Doom 45 Spell - Offensive Elemental Conjuring Enemy *Special 12d7 +10 damage, *special 80-100 (+10)


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