Druid
From Unofficial Ansalon Wiki
Druids are worshippers of nature that draw their magical power from the animals, plants, insects, and even earth around them. They also have other magical abilities, the most noted of which is wildshaping, which permits them to change their form into that of several different creatures. When wildshaped, they gain the abilities of the creature.
They also share some magical abilities with clerics with common healing and other spells.
Druids focus on neutrality and nature.
Druids begin with the quarterstaff skill, as well as hand-to-hand combat, the ability to dodge, and physical endurance.
Other weapon skills may be acquired.
Contents |
Druid Skills
Druids begin with quarterstaff, can gain dagger, hand to hand, trip, swim, endurance, dodge, bow, etc etc.
WildShape
The wildshape ability is a druid-unique ability that permits them to change into several different creatures. When wildshaped, the druid gains appropriate abilities such as flight or swimming and breathing underwater. All equipment is "absorbed" into the creature. When looking at a wildshaped druid, is it very difficult to differentiate from a natural creature and a wildshaped druid, for both player characters and non-player characters.
There are four levels of wildshape, each with a ground, air, and water-based creature.
- The first level are tiny creatures.
- The second level are large creatures,
- the third level huge, and
- the fourth level giant.
Large-, huge-, and giant-sized wildshapes gain the haste feature. Huge- and giant-sized wildshapes gain the free action feature (too large to be constrained). Giant-sized wildshapes are frightening and gain the generate fear ability.
In order to wildshape, a druid's hands must be completely free, so one cannot wield a weapon, equip a shield, or hold an item.
While wildshaped, there are many limits to what can be done due to the lack of dexterity required, including getting or dropping items, changing equipment, and operating items.
Maintaining a wildshape requires a steady drain of energy (mana). When a druid runs out of mana, they will automatically revert to normal shape.
To stop wildshaping before your mana runs out, simply stop wildshape.
You cannot wildshape to one shape directly from another.
Unique skills are the Wildshape abilities:
- Rat
- Sparrow
- Shark
- Bear
- Eagle
- Octopus
- Elephant
- Roc
- Whale
- Owlbear
- Dragon
- Kraken!
While wildshaped, the druid gets to use some of the special powers of each creature. And will appear as 'that creature' to those around them.
Druid Spells
Druids have four new spell groups exclusive to Druids that include spells based off of nature.
Animalia
The Animalia spell group includes spells related to animals. These spells include:
- Bear Claw
- Bull Strength
- Eagle Eye
- Eel Slime
- Fish Gills
- Goat Foot
- Hawk Wing
Insecta
The Insecta spell groups includes spells related to insects, arachnids, and the like. These spells include:
- Fly (existing spell available to non-druids)
- Gnat Swarm
- Infestation
- Moth Horde
- Scorpion Strike
- Silkworm
- Wasp Swarm
Plantae
The Plantae spell group includes spells related to plants, fungus, and the like. These spells include:
- Bramble Wall
- Cactus Spines
- Entangle (existing spell available to non-druids)
- Oak Skin
- Photosynthesis
- Shillelagh
- Thorn Barrage
Terra
The Terra spell group includes spells related to the earth and earth-like things. These spells include:
- Construct Mudling
- Dust Devil
- Earthquake (existing spell available to non-druids)
- Liquify Earth
- Mudpack
- Solidify Earth
- Stone Skin (existing spell available to non-druids)