Spontaneous Druids

Hey all

I'd like to make druids in my campaign spontaneous casters like sorcerers. At the same time I'd like the class to retain the special abilities it has in the PH (Trackless Step, Wildshape, etc). It seems that removing the classes current spell progression and replacing it with the Sorcerer spell progression would overpower the class somewhat. I'm hoping someone on the boards might have a suggestion on what sort of progression the druid should get as a spontaneous caster, either based off of a sorcerer or not. Thanks for the help.

-Matt
 

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I asked this very question here before and didn't get much of a response.

I've done somethinking about it, and the problem is a lot of a druids more interesting spells are situational and they aren't something that they would want to have memorized all the time, like animal friendship and resurrection.

I had the idea of seperating the druid list out into two parts. One the list they could choose from for spells to cast as a sorcerer, these basically being natures gifts for being guardians of the land, and then the other would be more ritual like.

I haven't gotten around to actually putting it all down on paper yet, but the idea was this. The druid would have a smaller selection of spells per day, and probably a slightly smaller selection of spells known than the sorcerer, they would use spells from the first list described above for this. I had even thought about making them spelllike abilities rather than spells to represent their giftlike nature, but hadn't decided what to do with that idea. Secondly druids would get one spell slot at each spell level as they progressed for spells from the second list, they would have to be prepped and would take more time and diffculty to cast, these would be like rituals that were various ceremonies developed by druids.


Anyway, if I ever get around to following up on this idea I'll be sure to post it.
 

Maybe you should use the Bards spell progression, and even still retain the druids ability to know any spell of a given level.

Then, change some of the Druid spells so that they gain them at lower levels (some of the 7 to 9th level spells are probably only balanced by class level, not spell level, so you might look for some of them. You can see the example with the bard - he gains some spells at lower spell levels as Wizards, but still approximately the same class level, e.g. Charm Monster).

If you give the Druid the Sorcerers Spells per Day and Spells Known list, I do not think it would really owerpower the Druid.
Much of the balance of the spellcasting classes is only due to the spell list, not due to spells per day or spells known. (Compare Cleric, Sorcerer, Wizard - Cleric and Wizard have the same spells per day progression, I believe, but Clerics have even better attack routine, saves and Profiencies... But therefore, he does not get Fireball as 3rd level spell)

Mustrum Ridcully
 

Thanks for the ideas guys

Looking at it again, I think Mistrum is correct - it might be a trifle better than a cleric, but not appreciably so. I think the progression/known could be ported right over.

Another thing i was thinking of was ripping off the Shugenja
instead of the sorcerer ... same spell progression/spells per day, but organized in a way that might help with the situational spells Oni mentioned. Ay every spell level the shugenja gains a school spell that is predetermined for him, a number of spells associated with his element, and a smaller number of spells that can be chosen from any element. For instance, a 1st level shugenja knows (1x predetermined, 2x element, 2x any element) 0th level spells, and (1x predetermined, 1x element, 1x any element) 1st level spells (same as sorcerer with 5x 0th and 3x 1st). What if, instead of having a predetermined school spell, the druid can change that spell every day, choosing any spell on the druid spell list that can be cast.

A sample first level druid made with this system would have the following spells (say he chooses water as his element):
0th - Known: create water (water), cure minor wounds (water), virtue (earth), flare (fire) plus one spell chosen each day. Today he thinks he'll be going underground, so he chooses light (fire)
1st - Known: cure light wounds (water), obscuring mist (air) plus one spell chosen each day. Today he chooses entangle (earth).

Just a random thought that popped into my head int he shower today. Tell me what you think.

-Matt
 

The 3E Dark Sun site had an alternate Druid -- spontaneous caster with limited # of spells known. You can check www.athas.org for it. It may have since been "revised" so if you can't find it there, let me now and I can send you a copy.

It's a workable variation but I've found one problem. Many of the Druid's spells are extremely specialized. That's workable when a Druid can simply prepare it for a given set of circumstances, or write a scroll... When Druids have a limited # of spells know, however, no one would EVER take many of these spells.
 

It may overpower druids and clerics a little but something I have been allowing (in a highly divine oriented world with high magic) is spontaneous casting for druids, clerics, rangers and paladins based on thier wisdom modifier.

A druid in this case can spontaneously cast any spell off her list up to her wisdom modifier in level, but any spell of a level above thier modifier must be prepared. Also metamagic spells must be prepared ahead of time or they too suffer the same as bard and sorcerer with increased casting times.

Since my players tend to branch out (most have several classes and prestige classes) and they spread thier attibrute increases out but do favor thier spellcasting attribute it hasn't been a big problem. Also one good benefit it sure saves on the paperwork and time of picking spells each game day for both PC & NPC, and with a short time to play each time we meet this really helps out.

Of course I have thought of changing this in way to make it harder to get the ability to cast all the way up 9th level spells without preparing them. Maybe something toward Wisdom Mod -# or something. Just a thought I have been having. :D

RuminDange
 

IMC:

Druids get their powers from the spirit of their grove. When they are in their own territory, they are spontaneous caster. When they go outside of it, however, they can access their grove spirit only through a complicated ritual needed to bypass the distance; so they have to use that ritual to prepare a bunch of spells.
 



I have been thinking about giving clerics and clerics spontaneous casting as a sorcerer (spells castable and spells known), but adding domain spells to the spells known immediatly as the level of the domain spell has been achieved, and then no longer getting a domain spell slot anymore. Druids would be considered to have the Plant and Animal domains.

Rav
 

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