Classes

The druid is a priest of nature and a guardian of the plants and animals of the wilderness. They boast tremendous power over both thing spiritual and things elemental, shaping and cajoling them to weave their potent spells. However, this great breadth of power can tax the spirit mightily and they recover mana more slowly than do clerics, unless they return to the solace of the woods. Since druids receive their power from nature, they must remain kind-hearted and nurturing in order to cast their spells.

Druids have a wider selection of weapons than clerics, but are best starting off with something simple and natural, such as a staff.

Druids must be neutral or good in order to call on nature for their spells. Evil actions will sever the druid's bond, and such a druid will be unable to wield his magic until he is once again welcome in nature's loving embrace.

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Druids may learn the following skills: Alchemy, Axes, Bandage, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Endure Hunger, Endure Thirst, Extra Attack One, Extra Attack Two, Extra Attack Three, Greatswords, Hammer Throwing, Hammers, Hide, Listen, Lose, Maces, Pole Arms, Read Magic, Scan, Shadow, Sneak, Outside, Spear Throwing, Spears, Spellcraft, Spot, Star Throwing, Staves, Swimming, Swords, Toss, Track, Unarmed Combat, and Whips.

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Druids may learn the following spells: Acid Blast, Acid Rain, Acid Splash, Acid Spray, Agility, Airy Water, Alignment Ward, Animal Growth, Animate Dead, Armor, Astral Walk, Ball Lightning, Barkskin, Blindness, Blizzard, Burning Hands, Calm, Cause Critical, Cause Light, Cause Serious, Chain Lightning, Changestaff, Charm Animal, Charm Monster, Charm Person, Chill, Conjure Elemental, Continual Light, Control Weather, Create Food, Create Light, Create Rose, Create Water, Cure Blind, Cure Critical, Cure Light, Cure Serious, Curse, Darkness, Deep Freeze, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Dispel Evil, Dispel Magic, Earthquake, Endurance, Entangle, Ever Darkness, Ever Light, Faerie Fire, Faerie Fog, Fear, Fire Wind, Fireball, Flame Tongue, Float, Fly, Freedom, Gate, Genius, Goodberry, Group Cure Critical, Group Cure Light, Group Cure Serious, Group Float, Group Fly, Group Heal Minor, Gust of Wind, Harm, Heal Minor, Hellfire, Heroes Feast, Hurricane, Implode, Infravision, Inspiration, Invisibility, Knock, Know Alignment, Know Monster, Lava Blast, Lightning Bolt, Locate Object, Minor Creation, Moon Ray, Paralyze, Pass Without Trace, Poison, Purify, Pword Blind, Refresh, Remove Curse, Remove Paralysis, Remove Poison, Remove Silence, Resist Cold, Resist Fire, Resist Poison, Sanctuary, Scare, Scry, Second Wind, Sense Life, Serpent Seed, Shards, Shield, Shillelagh, Shockshield, Shriek, Silence, Sleep, Smite, Sparks, Spring, Static Charge, Stone Skin, Storm of Vengeance, Stormguard, Strength, Succor, Summon, Sustenance, True Sight, Ward Major, Ward Minor, Water Breath, Watersheen, Waterwalking, Weakness, Web, and Word of Recall.

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Druids may learn the following specialties: Alertness, Athletics, Beguiling, Cantrip, Charisma, Clarity, Combat Concentration, Extension, Heir, Incantation, Invocation, Jack of Trades, Jinx, Motionless Casting, Mysticism, Nimbleness, Nine Lives, Packrat, Perception, Porter, Prestidigitation, Quick Thinking, Quickdon, Quicksilver, Reason, Recuperation, Researching, Retreat, Silent Casting, Spirituality, Stroke of Luck, Tolerate Healing, Toughness, Vigilant Rest, and Vigor.

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Druids gain the following abilities at avatar levels:

*Initiate Avatar:Immunity to Drowning and Hot, Cold, and similar rooms
*Lord of Earth:Mana regeneration multiplier of 3×, or 4½× in forests
*Lord of Water:Resistance to Acid, Cold, Electricity, Energy, and Fire; Immunity to Poison
*Lord of Fire:Bladeturn spell
*Lord of Air:Arc spell
*Elemental Lord:Plant Growth spell
*Spiritfinder:Wild Hunt spell
*Spiritmaster:Judgement Day spell
*Lord of Spirit:Outside-only spells may be cast inside at 1¼× mana cost
*Avatar:Ironguard spell
*Grand Avatar:Mana regeneration multiplier of 4×, or 6× in forests

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