They deal 1d4 points of temporary Constitution damage each round. As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information). Caster Level(s): Cleric 5, Druid 5Innate Level: 5School: NecromancyDescriptor(s): Death, NegativeComponent(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: InstantSave: Fortitude NegatesSpell Resistance: Yes. The spell ends if the target succeeds at its saving throw. This spell inflicts 1d6 points of sonic damage per caster level to a selected construct (to a maximum of 15d6). You are not affected by the earthquake. Once the damage reduction has absorbed damage equal to 10 per caster level, the cocoon is destroyed. Druids are welcome on team hunts thanks to their ability to heal others, Various elemental spell effects make for interesting, colorful gameplay, Druids can effectively deal several types of damage and can usually adapt to the hunted monsters' weaknesses, Strong damage output in every situation, both single- and multi-target, Weak in terms of defense, druids must maintain distance from their enemies while casting spells and shooting runes. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. Druids are masters of nature and healing magic. You throw poisonous quills at a target, doing 1d8 points of damage (+1 per 2 caster levels, max +5). Provides illumination in a 3 tile radius around the caster (area effect). To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +15) against a DC of 11 + the spell effect's caster level. Spells. Learn more Powered By. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. Tells you which direction a certain player is, relative to you, and a rough idea of the distance. Effect Fades: You appear in a gust of wind. A successful touch attack must first be made when this spell is used against undead. Last updated on Dec 02, 2020 at 01:02 by Torty 29 comments. Permits vertical movement via levitation, up or down one level. Design by xhva.net. i use and love this spell, it can be the make and break against a priest, druid, lock, and mage. Also increases Mana Capacity by +100 Mana Capacity, allowing you … Neverwinter Nights 2 and related logos are trademarks or registered trademarks of Wizards of the Coast Inc. Greater Dispelling attempts to strip all magical effects from a single target. The Heal Party spell will increase the regeneration speed of players on his. Caster Level(s): Druid 2Innate Level: 2School: TransmutationDescriptor(s):Component(s): Verbal, SomaticRange: SelfArea of Effect / Target: 5-ft radiusDuration: 1 round/levelSave: Reflex 1/2Spell Resistance: Yes. Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level: Caster Level(s): Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2Innate Level: 2School: TransmutationDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: 60 seconds / levelSave: HarmlessSpell Resistance: None. The target creature is healed for 4 points of damage. It provides an organized set of hotkey assignments for the most commonly used spells for this vocation. Victims who make a Reflex save still have their movement reduced by half. Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2Innate Level: 2School: ConjurationDescriptor(s):Component(s): Verbal, SomaticRange: ShortArea of Effect / Target: PointDuration: 18 seconds + 6 seconds / levelSave: NoneSpell Resistance: No. Class. Caster Level(s): Druid 9, Wizard / Sorcerer 9Innate Level: 9School: TransmutationDescriptor(s):Component(s): Verbal, SomaticRange: PersonalArea of Effect / Target: CasterDuration: 60 seconds / levelSave: HarmlessSpell Resistance: No. The affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1-8 temporary hit points per caster level, plus the effect of a haste spell. Increases Spell casting points by +10 Casting Points, allowing you to cast more spells per turn. Items with this effect: Spell: Wind of the South; Quick Facts Scroll: Spell: Wind of the South. Half of the damage is divine and the other half is fire-based. Caster Level(s): Druid 2, Ranger 2, Plant 2Innate Level: 2School: TransmutationDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: 1 hour / levelSave: HarmlessSpell Resistance: No. Any creature will suffer 1d4 points of damage each round that they remain within the affected area. Caster Level(s): Bard 1, Cleric 2, Druid 2, Wizard / Sorcerer 2Innate Level: 1School: AbjurationDescriptor(s):Component(s): Verbal, SomaticRange: MediumArea of Effect / Target: Single or ColossalDuration: InstantSave: NoSpell Resistance: Yes. Caster Level(s): Cleric 8, Druid 8Innate Level: 8School: EvocationDescriptor(s):Component(s): Verbal, SomaticRange: LongArea of Effect / Target: HugeDuration: InstantSave: Reflex 1/2Spell Resistance: No. Caster Level(s): Cleric 9, Druid 9Innate Level: 9School: ConjurationDescriptor(s): Acid, ElectricityComponent(s): Verbal, SomaticRange: LongArea of Effect / Target: HugeDuration: 60 secondsSave: Reflex SpecialSpell Resistance: Yes. The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded. You summon a shadow mastiff to be a faithful and loyal servant. Caster Level(s): Druid 2Innate Level: 2School: EvocationDescriptor(s): Weapon EnchantmentComponent(s): Verbal, SomaticRange: TouchArea of Effect / Target: Creature or Melee WeaponDuration: 60 seconds / levelSave: NoneSpell Resistance: No. Like sorcerers, druids are weak physically and cannot carry as much equipment as knights and paladins. Caster Level(s): Druid 6Innate Level: 6School: ConjurationDescriptor(s): ParalyzeComponent(s): Verbal, SomaticRange: MediumArea of Effect / Target: HugeDuration: 6 seconds / LevelSave: Will negatesSpell Resistance: Yes. Caster Level(s): Cleric 5, Druid 5Innate Level: 5School: AbjurationDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: 60 seconds / levelSave: HarmlessSpell Resistance: No. While in this form the armor contribution from items is increased by 360% and all party members within 30 yards have their spell critical chance increased by 3%. The target creature must make a Fortitude save or die. Throughout history, they have used their skills and knowledge to the benefit of all humans. This spell heals 3d8 points of damage +1 point per caster level (maximum +35). The spell ends after absorbing 40 points of damage from any single energy type. You summon an elder elemental to be a faithful and loyal servant. Healing spells have a reverse effect on undead, harming instead of healing them. The victim can make a Will save every round to try to break free of the spell's effect. As such, druids command the powers of ice and earth to punish those who oppose the natural order. Now, of course, the aggro also goes to any raid members you use this on, but even so, it won't be substantial enough to make a huge difference in a raid. Scholar. Website © 2012 Michael Hawkins. Caster Level(s): Druid 8, Wizard / Sorcerer 7Innate Level: 7School: NecromancyDescriptor(s): DeathComponent(s): Verbal, SomaticRange: ShortArea of Effect / Target: SingleDuration: InstantSave: Fortitude PartialSpell Resistance: Yes. Healing spells have a reverse effect on undead, harming instead of healing them. Caster Level(s): Druid 4, Wizard / Sorcerer 4, Earth 4Innate Level: 4School: AbjurationDescriptor(s):Component(s): Verbal, SomaticRange: TouchArea of Effect / Target: SingleDuration: 1 Hour / LevelSave: HarmlessSpell Resistance: No. Class: Level: RNG: 34: DRU: 27: Expansion: Duration: 1 hour(s) 21.0 mins @L27 to 3 hour(s) 15.0 mins @L65. But in a 5 person party, it can. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. 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