Is the following Druid spell list for the variant wizard class below:
0-Level Druid Spells (Orisons)
Resistance: Subject gains +1 bonus on saving throws.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Read Magic: Read scrolls and spellbooks.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Light: Object shines like a torch.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
Endure Elements: Exist comfortably in hot or cold environments.
Hide from Animals: Animals can’t perceive one subject/level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Obscuring Mist: Fog surrounds you.
Summon Nature’s Ally I: Calls creature to fight.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Speak with Animals: You can communicate with animals.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Entangle: Plants entangle everyone in 40-ft.-radius.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Pass without Trace: One subject/level leaves no tracks.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
2nd-Level Druid Spells
Fire Trap M: Opened object deals 1d4 +1/level damage.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fog Cloud: Fog obscures vision.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Hold Animal: Paralyzes one animal for 1 round/level.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Heat Metal: Make metal so hot it damages those who touch it.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
3rd-Level Druid Spells
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Summon Nature’s Ally III: Calls creature to fight.
Speak with Plants: You can talk to normal plants and plant creatures.
Dominate Animal: Subject animal obeys silent mental commands.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Daylight: 60-ft. radius of bright light.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Contagion: Infects subject with chosen disease.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Plant Growth: Grows vegetation, improves crops.
Quench: Extinguishes nonmagical fires or one magic item.
Snare: Creates a magic booby trap.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
4th-Level Druid Spells
Antiplant Shell: Keeps animated plants at bay.
Dispel Magic: Cancels spells and magical effects.
Freedom of Movement: Subject moves normally despite impediments.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Summon Nature’s Ally IV: Calls creature to fight.
Scrying F: Spies on subject from a distance.
Command Plants: Sway the actions of one or more plant creatures.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Reincarnate: Brings dead subject back in a random body.
Rusting Grasp: Your touch corrodes iron and alloys.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5th-Level Druid Spells
Atonement: Removes burden of misdeeds from subject.
Stoneskin M: Ignore 10 points of damage per attack.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Insect Plague: Locust swarms attack creatures.
Summon Nature’s Ally V: Calls creature to fight.
Tree Stride: Step from one tree to another far away.
Wall of Thorns: Thorns damage anyone who tries to pass.
Commune with Nature: Learn about terrain for 1 mile/level.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Hallow M: Designates location as holy.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Death Ward: Grants immunity to all death spells and negative energy effects.
Animal Growth: One animal/two levels doubles in size.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Control Winds: Change wind direction and speed.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
6th-Level Druid Spells
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Fire Seeds: Acorns and berries become grenades and bombs.
Summon Nature’s Ally VI: Calls creature to fight.
Wall of Stone: Creates a stone wall that can be shaped.
Find the Path: Shows most direct way to a location.
Stone Tell: Talk to natural or worked stone.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Transport via Plants: Move instantly from one plant to another of the same kind.
7th-Level Druid Spells
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Summon Nature’s Ally VII: Calls creature to fight.
Scrying, Greater: As scrying, but faster and longer.
True Seeing M: Lets you see all things as they really are.
Fire Storm: Deals 1d6/level fire damage.
Sunbeam: Beam blinds and deals 4d6 damage.
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Wind Walk: You and your allies turn vaporous and travel fast.
8th-Level Druid Spells
Repel Metal or Stone: Pushes away metal and stone.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Summon Nature’s Ally VIII: Calls creature to fight.
Word of Recall: Teleports you back to designated place.
Earthquake: Intense tremor shakes 80-ft.-radius.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Finger of Death: Kills one subject.
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Reverse Gravity: Objects and creatures fall upward.
9th-Level Druid Spells
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Calls creature to fight.
Foresight: “Sixth sense” warns of impending danger.
Antipathy: Object or location affected by spell repels certain creatures.
Sympathy M: Object or location attracts certain creatures.
Shapechange F: Transforms you into any creature, and change forms once per round.
Highly respected lawgivers of barbarian society, filidhs draw their power from their knowledge and application of lore. They provide judgments in legal disputes and defend their people using the mysterious ways of their ancestors. If shamans are the conscience of the tribe and skalds its memory, then filidhs are its unshakable will.
The filidh is a variant wizard. Unless otherwise noted, a filidh advances in the same manner as a wizard (same Hit Die, base attack bonus, saving throw bonuses, skill points, and so on). When a character elects to take a level of wizard or filidh, he may not later take levels in the other class. This prevents the character from gaining the benefits of a 1st-level wizard twice.
Filidhs seek to preserve the beliefs of their tribe. As enforcers of ancestral traditions, they seek out magical power to increase their knowledge and strengthen their position within the tribe. These barbaric lore keepers tend toward neutral alignments, although both lawful and chaotic societies have traditions filidhs might seek to uphold. To aid them, most filidhs typically devote a significant number of spells to divination, balancing them with other offensive or supporting spells. These tribal wizards equate knowledge with power and carefully dispense their learning to a select few. They tend to play subtle but domineering roles in any group, even if they do not obviously lead it. Many filidhs associate with religious orders or druids as they often hold similar perspectives and goals.
Devout and spiritual beyond most traditional wizards, filidhs usually worship gods of knowledge, magic, poetry, or travel. They also highly respect and might worship creator gods, as they are usually credited with teaching laws to the first mortals. Other filidhs worship nature gods and explore the secrets of both the natural and the unseen world.
The filidh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
The filidh loses the base wizard's Scribe Scroll, bonus feats, and summon familiar class features but gains several abilities related to knowledge and divination. All of the following are class features of the filidh.
Weapon and Armor Proficiencies: Filidhs are proficient with the club, dagger, quarterstaff, and shortbow but not with any type of armor or shield. Armor of any type interferes with a filidh's movements, which can cause her spells with somatic components to fail.
Filidh Knowledge: This ability functions as the bardic knowledge ability. A filidh with levels in another class that grants bardic knowledge stacks those levels with her filidh levels when determining her total bonus to bardic knowledge checks.
Greater Divining: A filidh is able to cast divination spells as if her caster level was +1 level higher at 5th level. This ability increases to +2 levels higher at 10th level, +3 levels higher at 15th level, and +4 levels higher at 20th level.
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