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.
|
Spell progression as per Druid1, with Wisdom bonus. Specialized in Elemental spells.
|
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
|
Level 1: 1V, 2/d: Fly for (level) rounds.
|
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
|
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
|
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
|
Level 1: 1M, 1/d: Summon Animal, (Int+Wis+Con)% chance, typically has (level*3) HD.
|
Level 1: Cannot destroy woodlands, avoid slaying wild animals
|
Level 1: Speak Druid language
|
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
|
Level 3: Pass through overgrown areas without trace and at full movement rate.
|
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.
|
Level 7: Immunity to woodland Charms.
|
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
|
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.
|
Level 12: Gain three 1st to 9th level followers.
|
Level 13: Only 3 druids of this level in any region.
|
Level 14: Only 1 druid of this level in any region.
|
Level 14: Gain nine 11th level followers.
|
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
|
Level 15: 6 bonus spell levels, lost when advance to Level 16.
|
Level 16: Immunity to all poisons.
|
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
|
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
|
Level 17: Hibernate; Suspend Animation up to level*10 years.
|
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
|
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
|
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
|
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
|
Level 21: Enter Para-Elemental planes.
|
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
|
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.
|