Category:Druid spells

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For complete druid spell list, see [http://forums.ddo.com/showthread.php?t=376914| Much information below is inacurate.

Druid Spells List
Druids cast divine spells.

Consult the table below to know the number of Druid spells available per spell level, and per spell school.

Level 1

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Level 2

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Level 9

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Moved from Druid mainpage

 * A druid casts divine spells, which are drawn from the druid spell list.
 * A druid must choose and prepare his spells in advance (see below).
 * To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
 * Like other spellcasters, a druid can prepare only a certain number of spells of each spell level per day.
 * His base daily spell allotment is given on Table: The Druid.

New spells to DDO coming with druids (taken from PAX videos):

Level 1


 * Faerie Fire:(blue, green, or purple choices)
 * Purple Faerie Fire
 * Target: Foe, Directional, Breakable
 * Save: 17 (Reflex)
 * Duration: 30 seconds
 * Spell Point Cost: 15 (Base: 5)
 * School: Evocation
 * Components: Somatic, Verbal
 * Spell Resistance: Yes
 * Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets that fail a reflex save are illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.


 * Magic Stone:(cleric 1)
 * Target: Foe, Directional, Breakable
 * Spell Point Cost: 60 (Base: 10)
 * School: Conjuration
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Flings magic stones at the target, dealing 4 to 5 bludgeoning damage. For every two caster levels beyond first level you gain an additional stone, up to a maximum of five stones.
 * D&D Dice: Deals 1d2+3 bludgeoning damage per stone (max 5 stones).


 * Produce Flame:
 * Target: Foe, Directional, Breakable
 * Spell Point Cost: 56 (Base: 6)
 * School: Evocation
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

Level 2


 * Body of the Sun (also Sorc/Wiz 2)
 * Flame Blade (no DDO details yet, seems like it augments a weapon rather than creating one though)

Level 3


 * Call Lightning
 * Quench:
 * Target: Friend, Self, Foe, Positional, Breakable
 * Save: 20 (fortitude)
 * Duration: 1 minute
 * Spell Point Cost: 60 (Base:10)
 * School: Transmutation
 * Components: Somatic, Verbal
 * Spell Resistance: Yes.
 * A burst of water quenches flames. Lingering fire spells, such 'Wall of Fire', are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +20 enhancement bonus to fire resistance.
 * Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonus and penalties increase to 35 at caster level 8, and 50 at caster level 12. They last one minute.
 * Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.
 * D&D Dice: Deals 2d4 + 25 cold damage per 4 caster levels.

Level 5


 * Call Lightning Storm
 * Duration: 24 seconds plus 3 seconds per caster level
 * School: Evocation
 * Creates a stormcloud in a large radius that persists for 24 seconds plus 3 seconds per caster level, and every few seconds randomly strikes nearby enemies with bolts of lightning from the sky for 5d6 electrical damage, or 5d10 electrical damage outdoors. A successful Reflex save reduces the damage by half.


 * Ice Flowers:(cleric 6)
 * Target: Foe, Positional, Breakable
 * Save: 23 (Reflex)
 * Duration: 8 seconds
 * Spell Point Cost: 10
 * School: Transmutation
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Lances of ice burst from the ground where you point, dealing 1d3 piercing damage and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.


 * Mantle of the Icy Soul (also cleric 6)

Level 7


 * Word of Balance
 * Spell Point Cost: 60
 * Target: Foe
 * Duration: 5 seconds
 * Spell Point Cost: 60 (Base: 10)
 * School: Evocation
 * Components: Verbal
 * Spell Resistance: Yes
 * You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 7 to 12 bane damage for every two caster levels. Targets that are two steps away, just as Chaotic Evil, take 9 to 19 damage for every two caster levels, and are stunned for 5 seconds. True Neutral targets are immune to the effects of this spell.
 * D&D Dice: Deals 1d8+6 bane damage per 2 caster levels to creatures one step away from True Neutral. Deals 1d10+8 bane damage per 2 caster levels to creatures two steps away from True Neutral. ***The max damage rolls don't seem to match up the between the two notations.***

Level 8


 * Earthquake (Also a cleric 8 spell)
 * Spell Point Cost: 20
 * Target: Foe, Positional, Breakable
 * Duration: 30 seconds
 * Spell Point Cost: 20 (Base: 10)
 * School: Evocation
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 plus caster level damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds; flying creatures are immune.
 * D&D Dice: Deals 2d8 plus 1 caster level bludgeoning damage.

Level 9
 * Regenerate (also cleric 7)
 * Spell Point Cost: 20
 * Target: Friend, Self, Undead Foe
 * Save: 25 (Will)
 * Duration: 30 seconds
 * Spell Point Cost: 20 (Base: 10)
 * School: Conjuration
 * Components: Somatic, Verbal
 * Spell Resistance: Yes
 * A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.


 * Storm of Vengeance (also cleric 9)
 * Spell Point Cost: 20
 * Target: Foe, Positional, Breakable
 * Duration: 1 minute
 * Spell Point Cost: 20 (Base: 10)
 * School: Conjuration
 * Components: Material, Somatic, Verbal
 * Material Component(s): *I couldn't make out what it said here*
 * Spell Resistance: No
 * Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy in the storm takes 5d10 electricity damage. The storm lasts 3 seconds per caster level.

Unknown(uncertain of whether spell or other type of ability)


 * Freezing Spray might be the one from the waterelementalform
 * Target: Foe
 * Spell Point Cost: 10
 * School: Evocation
 * Components: Somatic
 * Spell Resistance: No
 * Douses an opponent in freezing spray, giving the target 50% cold vulnerability.


 * Snowslide might be the one from the winterwolf-form
 * Target: Foe, Directional, Breakable
 * Duration: 50 seconds
 * Spell Point Cost: 10
 * School: Evocation
 * Components: Somatic
 * Spell Resistance: No
 * You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/adamantine 5.

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