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Druid Abilities

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Offensive Nature Spells

Name Arcana Damage School Description
Sunfire 1 1D10 Fire Channel sun energy, only daytime
Moonfall 1 1D10 Arcana Channel moon energy, only nighttime
Poison Spray 1 1D6 Nature Spray poison at target
Produce Flame 1 1D10 Fire Create flame to hurl at target
Infestation 1 1D6 Nature Summon insects to plague target
Thorns 2 1D10 Nature Thorns pierce target
Vine Lash 2 1D10 Nature Vines strike target
Hail of Thorns 2 1D10 Nature Thorns explode on hit
Ensnaring Strike 2 1D10 Nature Thorns bind target on hit
Earthshaping 3 2D6 Nature Earth moves at will, 1 round
Insect Plague 3 1D6 Nature Summon insects, 1 round
Moonbeam 3 2D6 Arcana Beam of moonlight, 2 rounds
Blight 3 2D6 Nature Drain life from target
Dust Devil 3 2D6 Nature Summon small whirlwind, 2 rounds
Tidal Wave 3 2D6 Nature Summon massive wave
Whips 4 2D10 Nature Roots attack target, 1 round
Storm 4 2D6 Nature Summon the winds
Thunderclap (Druid) 4 3D6 Arcana Summon thunder, 1 round
Starfall 4 2D10 Arcana Stars fall on target, only nighttime
Ice Storm 4 2D10 Nature Hail and ice pummel area
Wall of Thorns 4 2D10 Nature Create wall of thorns, 4 rounds
Call Lightning 5 3D6 Arcana Strike with lightning
Maelstrom 5 3D6 Nature Swirling vortex of water
Cloudkill 5 3D6 Nature Deadly poison cloud, 4 rounds
Insect Swarm 5 3D6 Nature Massive swarm of biting insects
Earthquake 6 3D6 Nature Shake the earth violently
Tsunami 6 4D6 Nature Summon devastating tidal wave
Fire Storm 6 4D6 Fire Rain fire across area
Storm of Vengeance 7 4D10 Nature Summon apocalyptic storm, 4 rounds

Healing Spells

Name Arcana Heal School Description
Mending 3 1D10 Nature Mend a target
Tunes of Healing 4 2D6 Nature Heal a target
Healing Spirit 4 2D6 Nature Summon healing spirit, 2 rounds
Healing Circle 5 2D10 Nature Heal multiple targets
Mass Cure 6 3D6 Nature Heal all allies in area

Support / Buff Spells

Name Arcana Damage School Description
Barkskin 2 - Nature Harden skin like bark, 4 rounds
Longstrider 2 - Nature Increase movement speed, 4 rounds
Innervate 3 - Arcana Give someone initiative
Protection from Energy 3 - Nature Resist elemental damage, 4 rounds
Freedom of Movement 4 - Nature Ignore movement restrictions, 4 rounds
Stoneskin 4 - Nature Skin becomes stone, 4 rounds

Control Spells

Name Arcana Damage School Description
Entangle 2 - Nature Roots hold targets, 2 rounds
Fog Cloud 2 - Nature Create thick fog, 3 rounds
Spike Growth 2 - Nature Ground becomes spikes, 2 rounds
Sleet Storm 3 - Nature Blinding sleet, 2 rounds
Wind Wall 3 - Nature Wall of wind blocks projectiles, 2 rounds
Grasping Vine 3 - Nature Vine grabs and pulls target, 2 rounds
Watery Sphere 4 - Nature Trap targets in water sphere, 2 rounds
Control Water 4 - Nature Manipulate large body of water, 4 rounds
Control Winds 5 - Nature Manipulate winds in area, 4 rounds

Transformation

Name Arcana Damage School Description
Wildshape 4 - Nature Transform into animal, 4 rounds
Giant Insect 4 - Nature Transform insects into giants, 4 rounds
Polymorph 5 - Nature Transform creature completely, 4 rounds
Shapechange 8 - Nature Transform into any creature, 4 rounds

Utility Spells

Name Arcana Damage School Description
Purify Water 1 - Nature Cleanse water, Permanent
Druidcraft 1 - Nature Minor nature effects, Instant
Goodberry 1 - Nature Create nourishing berries, 24 hours
Speak with Plants 2 - Nature Communicate with plants, 2 rounds
Water Breathing 2 - Nature Breathe underwater, 10 rounds
Pass without Trace 2 - Nature Group becomes stealthy, 4 rounds
Animal Handling 3 - Nature Communicate with animals, 2 rounds
Tree Stride 3 - Nature Teleport between trees, 1 round
Cure Poison 3 - Nature Remove poison from target
Water Walk 3 - Nature Walk on water, 4 rounds
Locate Creature 4 - Nature Sense direction to creature, 4 rounds
Plant Growth 4 - Nature Plant grows quickly, Permanent
Prowler''s Eyes 4 - Nature See in the dark, 1 round
Commune with Nature 5 - Nature Gain knowledge of surroundings, Instant
Scrying 5 - Nature Observe distant creature, 4 rounds
Transport via Plants 6 - Nature Teleport through plants, Instant
Find the Path 6 - Nature Know shortest route, 8 hours

Summoning / Companion Spells

Name Arcana Damage School Description
Packleader 3 - Nature Summon friends, same region only
Summon Beast 3 1D10 Nature Summon animal spirit, 2 rounds
Conjure Animals 4 2D6 Nature Summon animal spirits, 2 rounds
Summon Fey 4 2D6 Nature Summon fey creature, 2 rounds
Find Steed 4 - Nature Summon magical mount, Permanent
Conjure Woodland Beings 5 2D10 Nature Summon forest creatures, 2 rounds
Awaken 5 - Nature Give animal or plant sentience, Permanent
Find Greater Steed 5 - Nature Summon flying mount, Permanent
Conjure Fey 6 3D6 Nature Summon powerful fey, 4 rounds
Tame a Beast (Druid) 6 - Nature Tame small beast, 2 rounds
Conjure Elemental 6 3D6 Nature Summon nature elemental, 4 rounds
Conjure Celestial 7 4D10 Nature Summon celestial being, 4 rounds

Special

Name Arcana Damage School Description
Warrior of Tohu 6 8 Arcana Channel raw arcana
Rebirth 8 - Nature Revive someone, not in battle
Regenerate 7 - Nature Regrow limbs and restore body
Reincarnate 7 - Nature Return dead to life in new body