Category talk:Druid spells

Existing spells in gamedata but no further info
Creeping Doom has noncorrect description here (taked from Creeping Cold description)

8
Earthquake : Intense tremor shakes 80-ft.-radius. (guessing knockdown and/or stun ReverseGravity : Objects and creatures fall upward. (used by stormreaver in reavers fate and in the dreaming dark quests)

client_local_english.dat
Contains quite a bit of data on druids already. And tells us druids will have a special slot for animal companion like clerics have for cure spells.

This probably means they have to select animal companion each level like clerics need to select cure spells.


 * Part of the spellcasting process for wizards, clerics, paladins, rangers, and druids. Preparing a spell requires careful reading from a spellbook (for wizards) or devout prayers or meditation (for divine spellcasters). The character actually casts the first and lengthiest part of the spell during the preparation phase, leaving only the very end for completion at another time. To use a prepared spell, the character finishes the casting with the appropriate spell components� a few special words, some complex gestures, a specific item, or a combination of the three. The number of spells a character can have prepared at any time is determined by that character's class and level. To prepare spells, first go a tavern or rest at a shrine. Then click on the spells tab of the character sheet and select the desired spell level page (L1-L9). Click and drag the desired spell icons into the preparation slots at the bottom of the spell page. Then drag those icons from the preparation slots into one of your shortcut bars so you can use the spells. Sorcerers and bards need not prepare their spells in the spellbook. They only need to drag the icons into their shortcut bars


 * The special ability of a cleric to swap a prepared spell to gain a cure spell of the same level, or of a druid to swap a prepared spell to gain a summon nature� s ally spell of the same level. Since the substitution of spells occurs on the spur of the moment, clerics need not prepare their cure spells in advance, nor do druids need to prepare their summon nature� s ally spells in advance. Example: A cleric always has the choice of casting a cure spell instead of one of his other prepared spells, so he receives a bonus prepared spell slot for each cure spell. These are always prepared and cannot be removed from the bonus spell slots.


 * Spells of religious origin powered by faith or by a deity. Clerics, druids, paladins, and rangers cast divine spells.


 * Call Lightning Storm.c=��€´Lightning bolts rain down upon your enemies, inflicting 5 to 50 electrical damage in a small radius. A successful Reflex save reduces the damage by half. (D N T)Nÿ���FCalls lightning bolts from the heavens to strike your enemies. (D N T)(K%��uH¤

��Call Lightning Storm�•`��&A blast of lightning from the heavens.)

Druid spell levels on scrolls on productions servers
I'm seeing Druid spell level indications on in-games scrolls on the production servers as of the past few days. Cure scrolls, Wall of Fire, and several others. Wands have also been listing Druid as bypassing UMD to use. - Acrisius 05:07, March 4, 2012 (EST)

Word of Balance
My thoughts are (based of damage range numbers) that this spell is 1d6+6 damage to those 1 away from TN and 2d6+7 damage to those 2 away from TN. These match the ranges given.

Habreno (Contributions &bull; Message) 02:08, June 19, 2012 (EDT)

Moved from Druid spellpage

 * 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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