Spontaneous Druids

IMC, I allow Druids and Clerics to spontaneously convert prepared spells into Domain spells. However, I've had to change the various Domains to account for this reversal.

I allow Druids and Clerics to take new Domains as Feats. Clerics start with one Domain, and Druids can start taking Domains at level 3.

Druids are limited to Elemental and Natural Domains, while Clerics are limited to the Domains offered by their patron deity.

Details are here:

http://klimt.cns.nyu.edu/~fishman/DnD/religion.html

-- Nifft
 

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I play a druid in a campaign where we everything about the druid class is the same except I can cast Half of my spells (rounded up) spontaniously. Therefore, if I can cast 5 lvl 2 spells, I get 3 spontanious and 2 prepared, and I can always change a prepared spell to a healing spell at any time. It works well for us.
 

Hey

New idea ... what about letting druids replace prepared spells with spells related to their environment. This idea would work somewhat similarly to the cleric's ability to convert prepared spells into cure/cause wounds spells, but with proximity to certain natural "nodes" or sources determining what spells can be converted. To do this, we take druid spells and divide them into a couple of categories. As an example, let's use Animal, Element, Plant, Weather, and Hex. Looking at just first level spells from the PH we get:

Animal: animal friendship, calm animals, invisibility to animals
Element: endure elements
Plant: entangle, goodberry, shillelagh
Weather: faerie fire, obscuring mist
Hex: cure light wounds, detect animals or plants, detect snares and pits, magic fang, pass without trace, summon nature's ally I

Now, a druid prepares any of those spells using his normal first level spell slots. However, whenever he nears a source (or node if you will) of that category he has the option of converting a prepared spell into a different spell from the category. The higher the spell level to be converted the greater the source must be, for example converting a prepared first level spell into animal friendship would require the presence of an animal (the druid's animal companion might suffice). Converting a ninth level prepared spell into shapechange (which I would peg as belonging in the Animal catregory) might require the proximity of an entire herd of large animals. Similarly converting a spell to an Element spell at higher levels might require a direct contact to an elemental plane.

The idea would be that zeroth and first level spells can be converted almost automatically (unless the druid is in some totally alien place without elements, weather, etc), second level spells slightly harder, third level harder still etc. until the conversion of a ninth level spell is near impossible.

The one exception to this would be the Hex spell category. This is basically the catch-all for spells that don't fit in the other categories. These spells can never be converted (though I was toying with the idea that Hex spells might require proximity to the druid's grove as a source). This category also contains some truly useful spells, so druids won't be able to steal the cleric's thunder by converting prepared spells into cure spells, or be able to convert up a dispel on the fly.

Here's an example first level druid named Goat with a Wisdom higher than 12. Goat prepares the following spells at the beginning of the day:
0th - detect magic, guidance, light
1st - cure light wounds, shillelagh
Later on that day Goat realizes he needs to sneak past a couple of guard dogs and could really use the invisibility to animals spell to aid him. He rummages around a bit and finds his animal companion ferret in his backpack. The proximity to the animal allows him to substitute a first level spell for another first level spell on the Animal list - among which is the spell invisibility to animals. Goat trades in his shillelagh spell for invisibility to animals (since cure light wounds can't be traded in for later - it's on the Hex list), stuffs the ferret back in his pack, casts the spell, and quietly walks past the dogs.

Comments, rants, flames?

-Matt
 
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Argus Decimus Mokira said:
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).
-Matt

I think this is a great idea. By the progression, at 20th level, they will have 4 orisons, 2 of each level up to 5th, and 1 of 6th thru 9th that they can choose each day. I don't think this would unbalance them. The difficulty I found with a sponaneous cleric/druid idea was that there were too few spells that seemed like they would be worth having all the time so every cleric/druid would have the same spell list. This is a good compromise.

One detail though, shugenjas cannot cast from their opposition element. This is something you would need to consider when designing the druid: if they focus in an element, can they still cast from its opposite?

DC
 
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I did this a while ago, a spells know list plus ritual versions of spells that all druids kinda needed acess to

I have a list of the ritual versions of the spells I made up to 4th level I believe. I used spells and spellcraft to make the ritual spells, and while they could still be casted spontanously(for simplicity) their long casting times make them pretty unlikely for them to be cast save outside of combat
 

I think going with the cleric route of spontaneous changing is a good idea. Basically allow any animal or elemental spell to be put in spontaneously, similar to the cleric can do it with any cure spell.
 

About the shugenja opposition alignment ... I don't think having a barred element would be a good idea. Druids, after all, are supposed to embrace nature, not embrace part of it and ignore some other bits. I kinda get the feeling that shugenja have a barred school simply becuase they have GREAT spell lists. I mean, they cast some really powerful wizard/sorcerer (haste, flame arrow, etc) spells as divine spells, plus the usual divine spell array, including cure spells. So, between the roleplaying aspect and the rollplaying aspect I don't think druids would need a barred category.

Looking back, I think I'm gonna use option 3, letting the druid spontaneously cast spells that have a natural source nearby. It still needs a little work, and it might rely on DM's perogative a bit more than other spellcasters, but it'll be worth it. Maybe I'll talk more than one person into being a druid and give the shugenja druid and the spontaneous druid a shot at the same time - see which is better.

Thanks for the time
-Matt
 

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