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Divine Spells - Druid vs. cleric availability


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Wisp asked in another thread, and since this isn't in the readme, here are the new divine spells listed by what's available to cleric/paladins vs. druid/rangers. Spells for both are in black, druid/ranger-only spells in red, and cleric/paladin-only spells in blue:


Level 1

  • Curse
  • Cause Light Wounds
  • Sunscorch

Level 2

  • Alicorn Lance
  • Beast Claw
  • Cause Moderate Wounds
  • Cure Moderate Wounds

Level 3

  • Prayer
  • Cause Disease
  • Exaltation
  • Moonblade
  • Circle of Bones
  • Spike Growth
  • Cloudburst
  • Storm Shell

Level 4

  • Giant Insect
  • Produce Fire
  • Static Charge
  • Recitation
  • Blood Rage
  • Cloud of Pesilence
  • Unfailing Endurance
  • Star Metal Cudgel
  • Thorn Spray

Level 5

  • Righteous Wrath of the Faithful
  • Spike Stones
  • Shield of Lathander
  • Undead Ward
  • Animal Rage

Level 6

  • Whirlwind
  • Entropy Shield

Level 7

  • Symbol of Pain
  • Symbol of Hopelessness
  • Impervious Sanctity of Mind
  • Destruction
  • Greater Shield of Lathander
  • Mist of Eldath
  • Stalker

Spells may have additional restrictions (e.g. Destruction is only available to evil-aligned clerics) but these are noted in the spell descriptions.

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Looking pretty good so far....only minor complaint is that druids are fully capable of using cause spells, all the way up to Harm. They get all healing sphere spells which includes both cure/heal and cause/harm, since nature grants them a little of power over both life and death. (if they can, and it's only Rangers who are denied Cause, then feel free to ignore this part).

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There are mods that change Jaheira's alignment to Neutral Good, based in some hints in BG. The fact that she is a Harper, and Faldorn is a Shadow Druid, can make one think that druids can be good or evil instead of just plain True Neutral. Besides all the discussion about the use of destructive spells to protect and do good deeds, and the use os good spells to cure evil doers (discussion which is more regarded to roleplaying), the fact that in Forgotten Realms there are evil gods of Nature such as Malar, Talos and Umberlee (not to mention demi-human deities) should be enough to make destructive spells of the appropriate spheres available to druids.

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