Hardhead
Explorer
OK, Andy said that the new Druid could "almost replace a Sorcerer or Wizard." Now, I know we don't have all the info yet, but we most of it, and all I can say is: Whaaaaaaa?
Thanks to Olgar, we've seen the new Druid spell list. It is:
Now, it seems they've picked up a few treaks. Produce Flame is now 1st level instead of 2nd, and is a very respectable spell at that level. Flaming Sphere will continue to be a solid 2nd level spell, but just as in 3.0, they seem to trail off at higher levels.
For 3rd level, when Sorcerers and Wizards are getting Fireball, Druids get... Call Lightening (which now deals 3d6 damage, and you can spend a standard action to deal 3d6 more damage to one person every round, reflex for half). Way less damage than fireball, especially at higher levels, and only hits one person, not an area. Poison is a decent spell, but doesn't affect undead or constructs, and is still only a single-target effect with a "negates" style save and requires a melee touch attack.
At 4th spell level, Ice Storm has thankfully been lowered (it was 5th level for Druids), but wasn't even a very good choice for Wizards/Sorcs, so it's not that much to write home about. Blight may or may not be good - I've never heard of it. Spike Stones was a very bad 3.0 spell.
So, in summary, I don't see that much that makes the Druid almost-Sorcerer level. They're definitly better, from a nuke perspective, but not anywhere near Arcane caster level. Am I missing something? Or are many of these spells being buffed in 3.5?
Thanks to Olgar, we've seen the new Druid spell list. It is:
Spell List:
0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue
1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry
Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I
2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape
3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall
4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV
5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns
6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone
7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather
Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk
8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall
9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy
Now, it seems they've picked up a few treaks. Produce Flame is now 1st level instead of 2nd, and is a very respectable spell at that level. Flaming Sphere will continue to be a solid 2nd level spell, but just as in 3.0, they seem to trail off at higher levels.
For 3rd level, when Sorcerers and Wizards are getting Fireball, Druids get... Call Lightening (which now deals 3d6 damage, and you can spend a standard action to deal 3d6 more damage to one person every round, reflex for half). Way less damage than fireball, especially at higher levels, and only hits one person, not an area. Poison is a decent spell, but doesn't affect undead or constructs, and is still only a single-target effect with a "negates" style save and requires a melee touch attack.
At 4th spell level, Ice Storm has thankfully been lowered (it was 5th level for Druids), but wasn't even a very good choice for Wizards/Sorcs, so it's not that much to write home about. Blight may or may not be good - I've never heard of it. Spike Stones was a very bad 3.0 spell.
So, in summary, I don't see that much that makes the Druid almost-Sorcerer level. They're definitly better, from a nuke perspective, but not anywhere near Arcane caster level. Am I missing something? Or are many of these spells being buffed in 3.5?
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