Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
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Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
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Level 1: Cannot destroy woodlands, avoid slaying wild animals
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Level 1: Speak Druid language
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Level 3: Identify Plant type; Identify Animal type; Identify pure water.
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Level 3: Pass through overgrown areas without trace and at full movement rate.
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Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
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Level 7: Immunity to woodland Charms.
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Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
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Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
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Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
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Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
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Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
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Level 12: Gain three 1st to 9th level followers.
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Level 13: Only 3 druids of this level in any region.
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Level 14: Only 1 druid of this level in any region.
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Level 14: Gain nine 11th level followers.
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Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
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Level 15: 6 bonus spell levels, lost when advance to Level 16.
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Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
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Level 16: Immunity to all poisons.
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Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
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Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
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Level 17: Hibernate; Suspend Animation up to level*10 years.
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Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
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Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
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Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
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Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
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Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
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Level 21: Enter Para-Elemental planes.
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Level 22: Enter plane of Shadow; immune to Shadow-based effects.
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Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
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Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
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