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2E Druid as 4e Wizard Variant: Advice?
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<blockquote data-quote="ferratus" data-source="post: 4128113" data-attributes="member: 55966"><p>Yeah, those are the abilities and spells that I need classified. </p><p></p><p>The old class abilities are:</p><p></p><p>Identify Plants, Animals and Pure Water (Orison or skill bonus?)</p><p>Pass through Overgrown areas (Orison to ignore overgrown difficult terrain)</p><p>Languages of Woodland Creatures (probably Sylvan language like in 3e)</p><p>Immune to Charm Spells cast by Fairies (worth keeping?)</p><p></p><p>The last of course is shapechanging, which will require the most detailed attention. Like I said, I plan to return it to being a minor part of the character, so I'm not looking to make it too powerful (at least before they turn into elementals).</p><p></p><p>Spells: Here is a list of spells. I'm wondering which would be best as at will, per encounter, or per day:</p><p></p><p>Level 1</p><p>Entangle: Per encounter</p><p>Endure Cold/Heat</p><p>Faerie Fire - Orison</p><p>Shillelagh - At will (bonus to club attacks)</p><p>Locate Animals and Plants - Orison?</p><p>Pass Without Trace - ?</p><p></p><p>Level 2</p><p>Barkskin</p><p>Charm Person or Animal</p><p>Dust Devil</p><p>Flameblade</p><p>Goodberry</p><p>Heat Metal</p><p>Animal Messenger</p><p>Obscurement</p><p>Produce Flame - At will, natch</p><p>Snake Charm</p><p>Warp Wood</p><p></p><p>Level 3</p><p>Flame Walk</p><p>Hold Animal</p><p>Meld Into Stone</p><p>Plant Growth</p><p>Pyrotechnics</p><p>Snare</p><p>Spike Growth</p><p>Starshine</p><p>Stone Shape</p><p>Summon Insects</p><p>Tree</p><p>Water Breathing</p><p>Water Walk</p><p></p><p>Level 4</p><p>Call Woodland Beings (Minions?)</p><p>Control Temp 10' radius</p><p>Giant Insect</p><p>Hallucinatory Terrain</p><p>Hold Plant</p><p>Plant Door</p><p>Reflecting Pool</p><p>Speak with Plants</p><p>Sticks to Snakes</p><p></p><p>Fifth Level Spells</p><p>Air Walk</p><p>Animal Growth</p><p>Commune with Nature</p><p>Control Winds</p><p>Moonbeam</p><p>Pass Plant</p><p>Rainbow</p><p>Wall of Fire</p><p></p><p>Sixth Level Spells</p><p>Summon Aerial Servant</p><p>Conjure Elemental</p><p>Fire Seeds</p><p>Horrid Wilting</p><p>Liveoak</p><p>Wall of Thorns</p><p>Weather Summoning</p><p></p><p>Seventh Level Spells</p><p>Changestaff</p><p>Chariot of Sustarre (why did this spell go away in 3e?)</p><p>Control Weather</p><p>Creeping Doom</p><p>Earthquake</p><p>Reincarnate - Ritual obviously</p><p>Transmute Metal to Wood</p><p>Wind Walk</p><p></p><p></p><p>This is all from the 2e player's handbook, so there might be some other druid spells from 3e that haven't been listed here. Obviously the power levels will change quite a bit, but I'm not too worried about how powerful the abilities are... just what they might look like, and whether they are per day, per encounter, or at will abilities.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4128113, member: 55966"] Yeah, those are the abilities and spells that I need classified. The old class abilities are: Identify Plants, Animals and Pure Water (Orison or skill bonus?) Pass through Overgrown areas (Orison to ignore overgrown difficult terrain) Languages of Woodland Creatures (probably Sylvan language like in 3e) Immune to Charm Spells cast by Fairies (worth keeping?) The last of course is shapechanging, which will require the most detailed attention. Like I said, I plan to return it to being a minor part of the character, so I'm not looking to make it too powerful (at least before they turn into elementals). Spells: Here is a list of spells. I'm wondering which would be best as at will, per encounter, or per day: Level 1 Entangle: Per encounter Endure Cold/Heat Faerie Fire - Orison Shillelagh - At will (bonus to club attacks) Locate Animals and Plants - Orison? Pass Without Trace - ? Level 2 Barkskin Charm Person or Animal Dust Devil Flameblade Goodberry Heat Metal Animal Messenger Obscurement Produce Flame - At will, natch Snake Charm Warp Wood Level 3 Flame Walk Hold Animal Meld Into Stone Plant Growth Pyrotechnics Snare Spike Growth Starshine Stone Shape Summon Insects Tree Water Breathing Water Walk Level 4 Call Woodland Beings (Minions?) Control Temp 10' radius Giant Insect Hallucinatory Terrain Hold Plant Plant Door Reflecting Pool Speak with Plants Sticks to Snakes Fifth Level Spells Air Walk Animal Growth Commune with Nature Control Winds Moonbeam Pass Plant Rainbow Wall of Fire Sixth Level Spells Summon Aerial Servant Conjure Elemental Fire Seeds Horrid Wilting Liveoak Wall of Thorns Weather Summoning Seventh Level Spells Changestaff Chariot of Sustarre (why did this spell go away in 3e?) Control Weather Creeping Doom Earthquake Reincarnate - Ritual obviously Transmute Metal to Wood Wind Walk This is all from the 2e player's handbook, so there might be some other druid spells from 3e that haven't been listed here. Obviously the power levels will change quite a bit, but I'm not too worried about how powerful the abilities are... just what they might look like, and whether they are per day, per encounter, or at will abilities. [/QUOTE]
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