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magicswolf
04-29-2012, 07:05 AM
I can't wait until we know more about the druid.
We know to less don't you think too? Here is all that we know.
If somethings misses tell it and I will edit the post.
I won't say everything will come true.

The druid can shape-shift in different froms. There are three lines.
- wolf(dps)
- bear(tank)
- elementals(fire and water)

high level:
- winter wolf(dps) level 8 http://i8.photobucket.com/albums/a29/Sun-light/Wildshape-winterwolfrequirements.png
http://i8.photobucket.com/albums/a29/Sun-light/winterwolf.png

- dire bear(tank)



http://content.turbine.com/sites/www.ddo.com/images/druid_transformation.png
http://www.youtube.com/watch?feature=player_embedded&v=tWv-3knlStU

Spells can be casted in animal form. but not all spells. Some are more powerfull in 1 of the forms.
Each wild shape has its own specialized set of spells to cast. Spells that aren't specialized for this form get a penalty. But can be casted
Druid is probably wisdom based. So wisdom is needed to cast the spells.
One of the spells will be a animal summon spell. There are the followed.
- wolf
- hyena
- lionness
- razor cat
Probably druid get the same as the summons from Ranger
The druid will also get heals like the cleric and the favored soul. And a resurrection. But later then cleric and favored soul.

A other important stat will be Charisma. This is needed for the Wild Empathy and Improved Wild Empathy.

The druid also gets an animal companion that advances as the druid levels.
One of the speculations on the forums was a Panther cub.
I doubt this is true, but I can understand why it was said. In the video below are a few Panters are with the player but its a hireling and a cosmetic pet. This hireling is bound to your character and the only way to get one is to buy the biggest pre-purchase pack. (It can already be used in-game)
Personally i think the animal companion will be a wolf. This is because in the pax video's the staff was talking about a wolf that goes everywhere along with the druid.
http://i8.photobucket.com/albums/a29/Sun-light/hirelingonyxpanter1.png
http://i8.photobucket.com/albums/a29/Sun-light/hirelingonyxpanter.png
http://i8.photobucket.com/albums/a29/Sun-light/zoomhirelingpanterinventory.png

The druid can't wear heavy metal armor. In exchange they get resistance for entanglement, poison, and other natural dangers. Druids will get the proficiency for the followed weapons.
- staves
- daggers
- clubs
- sickles
- and more, but is unknown yet

The Druid will be available for VIPs and can be later purchased in the DDO store for 1495 turbine points(not until august)

For the spell list watch here below

magicswolf
05-02-2012, 08:07 AM
for more info about the druid watch this video
http://www.youtube.com/watch?v=FvJ14FrKkeQ&feature=bf_prev&list=UUMwGAuVFnfqg8ufj6YDtfjg

magicswolf
05-05-2012, 07:20 AM
Druid Spell List

Bull's Strength(level 3)
School: Transmutation
Spell Point Cost: 15
Components: verbal, somatic, material, focus
Target: Friend, Self
Duration: 1 minute per caster level
Saving Throw:None
Spell Resistance: No
Description: An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.

Bear's Endurance(level 3)
School: Transmutation
Spell Point Cost: 15
Components: verbal, somatic, material, focus
Target: Friend, Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No
Description: An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.

Bull's Strength, Mass(level 11)
School: Transmutation
Spell Point Cost: 35
Components: Verbal, somatic, material, focus
Material: Mercury and Phosphorous/Crushed Black Pearl
Target: Friend, Self
Duration: 1 minute per Caster level
Saving Throw: None
Spell Resistance: No
Description: Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.

Bear's Endurance, Mass(level 11)
School: Transmutation
Spell Point Cost: 35
Components: Verbal, somatic, material, focus
Material: Mercury and Phosphorous/Crushed Black Pearl
Target: Friend, Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No
Description: Casts Bear's Endurance on multiple targets, giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.

Barkskin(level 3)
School: Transmutation
Spell Point Cost: 15
Components: verbal, somatic, divine focus
Target: Friend, Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No
Description: Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

Flame Strike(level 7)
School: Evocation
Spell Point Cost: 20
Components: Verbal, somatic, divine focus
Target: Foe, Positional
Duration: Instantaneous
Saving Throw: Reflex save takes half damage
Spell Resistance: No
Description: A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d3+1d3 points of damage per caster level. Maximum caster level 15. 1d3 of the damage is fire damage, but the other 1d3 results directly from divine power and is therefore not subject to being reduced by resistance to fire based attacks. A successful Reflex save reduces the damage by half.

Spike Growth(level 5)
School: Transmutation
Spell Point Cost:
Components: somatic, verbal, divine focus
Target: Foe, Positional, Breakable
Duration:
Saving Throw: Reflex save partial
Spell Resistance: No
Description: Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.

Wall of Fire(level 9)
School: Evocation
Spell Point Cost: 25
Components: verbal, somatic, material
Material: Heart of a Hen
Target: Foe, Positional, Breakable
Duration: 30 seconds
Saving Throw: Reflex on first tick
Spell Resistance: No
Description: This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15.) to targets within the wall, and does 2d6 additional fire damage against Undead creatures.

Contagion(level 5)
School: Necromancy
Spell Point Cost: 8
Components: Verbal, somatic
Target: Foe
Duration: Permanent
Saving Throw: Fortitude save negates
Spell Resistance: No
Description: Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.

Sunburst
School: Evocation
Spell Point Cost: 25
Components: verbal, somatic, material
material: Bit of Sunstone
Target: Foe, Positional, Breakable
Duration: Instantaneous
Saving Throw: Reflex save takes half damage and negates Blinded
Spell Resistance: No
Description: Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level (Maximum caster level 25). A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save.

Ice Storm(level 7)
School: Evocation
Spell Point Cost: 25
Components: verbal, somatic, material
Target: Foe, Positional
Duration: 30 seconds
Saving Throw: None
Spell Resistance: No
Description: Great magical hailstones pound down creating a persistant area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level10), with an additional 2d6 of bludgeoning damage (essentially considered untyped). Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic.

Snare(level 5)
School: Transmutation
Spell Point Cost:
Components: verbal, somatic, divine focus
Target: Foe, Positional
Duration:
Saving Throw: Strength check every 2 seconds to escape
Spell Resistance: No
Description: Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.

Heal(level 13)
School: Conjuration
Spell Point Cost: 40
Components: verbal, somatic
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Saving Throw: Will save takes half damage (Undead only)
Spell Resistance: Yes (Undead only)
Description: Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level. Maximum of 150 points at caster level 15. Against Undead acts like Harm. Charges the foe Undead with positive energy dealing 10 points of damage per caster level. Maximum damage 150. A successful Will save reduces the damage by half. Heal cannot reduce the Undead's hit points to less than 1.

Summon Nature's Ally I
School: Conjuration (Summoning spells)
Spell Point Cost: 10
Components: verbal, somatic, divine focus, focus
Target: Self, Positional
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
Description: Summons a Challenge Rating 1 Gray Wolf to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

Summon Nature's Ally II
School: Conjuration (Summoning spells)
Spell Point Cost: 15
Components: divine focus, focus, somatic, verbal
Target: Self, Positional
Duration: 10 minutes
Saving Throw:None
Spell Resistance: No
Description: Summons a Challenge Rating 2 Hyena to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

Summon Nature's Ally III
School: Conjuration (Summoning spells)
Spell Point Cost: 20
Components: divine focus, focus, somatic, verbal
Target: Self, Positional
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
Description: Summons a Challenge Rating 3 Lioness to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

Summon Nature's Ally IV
School: Conjuration (Summoning spells)
Spell Point Cost: 25
Components: divine focus, focus, verbal, somatic
Target: Self, Positional
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No
Description: Summons a Challenge Rating 4 Young Razor Cat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

Word of Balance
Spell Point Cost: 60
Target: Foe
Duration: 5 seconds
Spell point cost: 60(based 10)
School: Evocation
Components: Verbal
Spell resistance: yes
Description: You utter elder words of balance, judging those who stray to 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.

Quench
Spell Point Cost: 60
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
Description: 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 electricty 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 27to 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.

Flame blade
Spell point cost: 20
Target: Self
Spell point cost: 20(based 10)
School: Evocation
Components: Verbal, somatic
Spell Resistance: No
Description: unknown(summons two fire blades)

Produce Flame
Spell Point Cost: 56
Target: Foe, Directional, Breakable
Spell Point Cost: 56 (Base: 6)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Description: 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.

Magic Stone
Spell Point Cost: 60
Target: Foe, Directional, Breakable
Spell Point Cost: 60 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: No
Description: 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).

Ice Flowers
Spell Point Cost: 10
Target: Foe, Positional, Breakable
Save: 23 (Reflex)
Duration: 8 seconds
Spell Point Cost: 10
School: Transmutation
Components: Somatic, Verbal
Spell Resistance: No
Description: 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.

Rising Fury

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

Faerie Fire (bleu, purple and green)
Purple Faerie Fire
Spell Point Cost: 15
Target: Foe, Directional, Breakable
Save: 17 (Reflex)
Duration: 30 seconds
Spell Point Cost: 15 (Base: 5)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: Yes
Description: 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.

Snowslide
Spell Point Cost: 10
Target: Foe, Directional, Breakable
Duration: 50 seconds
Spell Point Cost: 10
School: Evocation
Components: Somatic
Spell Resistance: No
Description: 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.

http://i8.photobucket.com/albums/a29/Sun-light/snowslide.png

Storm of Vengeance
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 1 minute
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Material, Somatic, Verbal
Spell Resistance: No
Description: 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.

Regenerate
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
Description: 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.

Earthquake
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
Description: 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.

Gust of Wind(level 3)
Spell Point Cost: 5
Target: Foe, Directional, Breakable
Duration: 5 seconds (Knockdown), 9 seconds (unresistable slow)
Spell Point Cost: 5 (Base: 5)
School: Evocation
Components: Verbal, somatic
Spell Resistance: No
Description: The spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or smaller enemies are knocked prone. Medium and smaller enemies are slowed down by the wind unless they make a reflex save equal to 12 and + your casting stat's modifier. Large or Larger enemies are uneffected. This spell also clears the lingering spells in his way like Clouds and Wall of Fire.

Body of the Sun
Spell Point Cost: 20
Target: Self
Duration: 50 seconds
Spell Point Cost: 20(Base:10)
School: Evocation
Components: Somatic, verbal
Spell Resistance: No
Description: Your body draws on the power of the sun. Burning nearby enemies. Nearby enemies take X fire damage every 3 seconds.

Mantle of the Icy Soul
Spell Point Cost: 20
Target: Self
Duration: 30 minutes
Spell Point Cost: 20(Base:10)
School: Evocation
Components: somatic, verbal
Description: unknown

Cure Light Wounds(level 1)
Spell Point Cost: 6
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Spell Point Cost: 6 (Base 6)
School: Conjuration (Healing spells)
Components: Verbal, somatic
Saving Throw: Will save takes half damage (Undead only)
Spell Resistance: Yes(undead only)
Description: Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an Undead creature.

Cure Moderate Wounds(level 5)
Spell Point Cost: 8
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Spell Point Cost: 8(Base 8)
School: Conjuration (Healing spells)
Components: Verbal, somatic
Saving Throw: Will save takes half damage (Undead only)
Spell Resistance: Yes (Undead only)
Description: Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an Undead creature.

Cure Serious Wounds(level 7)
Spell Point Cost: 12
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Spell Point Cost: 12(Base 12)
School: Conjuration (Healing spells)
Components: Verbal, somatic
Saving Throw: Will save takes half damage (Undead only)
Spell Resistance: Yes (Undead only)
Description: Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an Undead creature.

Flaming Sphere(level 3)
Spell Point Cost: 15
Target: Self, Positional
Duration: 1 minute
Spell Point Cost: 15 (Base: 15)
School: Evocation (Fire spells)
Components: Verbal, somatic, material
Saving Throw: Reflex save negates
Spell Resistance: No
Description: Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage.


Remove disease(level 5)
Spell Point Cost: 20
Target: Friend, Self
Duration: Instantaneous
Spell Point Cost: (base 20)
School: Conjuration (Healing spells)
Components: Verbalk, somatic
Saving Throw: none
Spell Resistance: No
Description: Cures all diseases on an ally. Does not prevent re-infection after a new exposure.

protection from energy(level 5)
Spell Point Cost:
Target: Friend, Self
Duration: 1 minute per caster level or until discharged
Spell Point Cost: (base 20)
School: Abjuration (Acid spells, Cold spells, Electricity spells, Fire spells, Sonic spells)
Components: verbal, somatic, focus
Saving Throw: None
Spell Resistance: No
Description: Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed.

Neutralize Poison(level 5)
Spell Point Cost: 25
Target: Friend, Self
Duration: 1 minute per caster level
Spell Point Cost: (base 25)
School: Conjurations
Components: Verbal, somatic, forcus, material
Saving Throw: none
Spell Resistance: No
Description: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the Poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

Mass Cure Light Wounds(level 11)
Spell Point Cost: 25
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Spell Point Cost: (Base 25)
School: Conjuration (Healing spells)
Components: Verbal, somatic
Saving Throw: Will saves takes half damage(undead only)
Spell Resistance: Yes(only undead)
Description: Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points.
Like other cure spells, Cure Light Wounds, Mass deals damage to Undead in its area rather than curing them. Each affected Undead may attempt a Will save for half damage

Mass Cure Serious Wounds(level 17)
Spell Point Cost: 40
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Spell Point Cost: (Base 40)
School: Conjuration (Healing spells)
Components: Verbal, somatic
Saving Throw: Will saves takes half damage(undead only)
Spell Resistance: Yes(only undead)
Description: Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points
Like other cure spells, Cure Serious Wounds, Mass deals damage to Undead in its area rather than curing them. Each affected Undead may attempt a Will save for half damage.

Mass Owl's Wisdom(level 11)
Spell Point Cost: 35
Target: Friend, Self
Duration: 1 minute per caster level
Spell Point Cost: (base 35)
School: Transmutation
Components: Focus, verbal, somatic, material
Material: Mercury and Phosphorous/Crushed Black Pearl
Saving Throw: None
Spell Resistance: No
Description: Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.

Longstrider(level 1)
Spell Point Cost:
Target: Self
Duration: 5 minutes + 1 minute per caster level
Spell Point Cost:
School: Transmutation
Components: Verbal, somatic, material
Material: Chameleon Tail
Saving Throw: None
Spell Resistance: No
Description: Increases your base run speed by +15%. (This adjustment counts as an enhancement bonus, same bonus type as other run speed improvements: Haste, Shadow Walk, etc., and as such it doesn't stack.)

Lesser Restoration(level 3)
Spell Point Cost: 10
Target: Friend, Self
Duration: Instananeous
Spell Point Cost: (base 10)
School: Conjurations(healing spells)
Components: Verbal, somatic
Saving Throw: None
Spell Resistance: No
Description: ures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores.

Hold animal(level 3)
Spell Point Cost:
Target: Foe
Duration: 6 seconds per caster level
Spell Point Cost:
School: Enchantment(mind-affecting spells)
Components: Verbal, somatic
Saving Throw: Will save negates, will save every 3 seconds
Spell Resistance: Yes
Description: An Animal becomes Paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The Animal may attempt to make a new Will save every 3 seconds.

Cure critical Wounds(level 9)
Spell Point Cost: 20
Target: Friend, Self, Undead foe
Duration: Instantaneous
Spell Point Cost: (base 20)
School: Conjuration(healing spells)
Components: verbal, somatic
Saving Throw: Will save takes half damage(undead only)
Spell Resistance: Yes(only undead)
Description: Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature.

Dispel Magic
Spell Point Cost: 15
Target: Friend, Self, Foe
Duration: Instantaneous
Spell Point Cost: (Base 15)
School: Abjuration
Components: verbal, somatic
Saving Throw: 11+spell's caster level
Spell Resistance: No
Description: Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. This check is made per spell, for every ongoing spell on a target.

Greater Dispel Magic(level 11)
Spell Point Cost: 30
Target: Friend, self, foe
Duration: Instantaneous
Spell Point Cost: (Base 30)
School: Abjuration
Components: Verbal, somatic
Saving Throw: 11+spell's caster level
Spell Resistance: No
Description: Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect.

Fog Cloud(level 3)
Spell Point Cost: 15
Target: Foe, Positional
Duration: 40 secons + 2 seconds per caster level
Spell Point Cost: (base 15)
School: Conjurations(creation spells)
Components: Verbal, somatic, material
Saving Throw: None
Spell Resistance: No
Description: A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance due to creatures enhancement bonus to concealment).

Finger of Dead(level 15)
Spell Point Cost: 40
Target: Foe
Duration: Instantaneous
Spell Point Cost: (Base 40)
School: Necromancy(Death spells, Untyped spells)
Components: verbal, somatic
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description: You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 4d2+4 untyped damage per caster level (Maximum caster level 25 or 100d2+100) damage.
The subject might die from damage even if it succeeds on its saving throw.

Fire Trap(level 3)
Spell Point Cost: 8
Target: Foe, Positional
Duration: 60 seconds
Spell Point Cost: (base 8)
School: Abjuration(Fire spells)
Components: verbal, somatic, material
Saving Throw: Reflex save takes half damage
Spell Resistance: No
Description: Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d3+3 per caster level fire damage. Maximum 20d3+60 at caster level 20. A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered.

Jump(level 1)
Spell Point Cost: 10
Target: Friend, Self
Duration: 1 minute per caster level
Spell Point Cost: (base 10)
School: Transmutation
Components: Verbal, somatic, material
Saving Throw: None
Spell Resistance: No
Description: Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level.

Owl's Wisdom(level 3)
Spell Point Cost: 15
Target: Transmutation
Duration: 1 minute per caster level(no maximum)
Spell Point Cost: (base 15)
School: Transmutation
Components: verbal, somatic, focus, material
Saving Throw: None
Spell Resistance: No
Description: An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.

Water Breathing(level 5)
Freedom of movement(level 7)
True Seeing(level 13)
Word of Recal(level 15)
Mass Cure Critical Wounds(level 17)
Poison(level 5)

NOT A SPELL(enhancement or feat)
Aura of Smiting
Target: Self, Foe
Description: A cheaty Admin aura that automatically smites everything around you.

Wild Shape: Winter wolf
Target: Self
Duration: Permanent
Requirement: Druid class Level 8!!!

Wild Empathy(Feat)
Target: Foe
Description: This feat allows a druid to fascinate an animal as per the Hypnotism spell so that it will not attack. It can be used 3 time / rest period with a 60 second cool down. The druid's wild empathy check result is equal to 1d20 + druid level + Charisma bonus. A successful Will save (DC equal to wild empathy check result) negates.

Improved Wild Empathy(Feat)
Target: Foe
Description: This feat allows a druid to charm an animal (similar to the Charm monster spell) for 5 minutes. It can be used 3 times / rest period with a 60 second cool down. The druid's improved wild empathy check result is equal to 1d20 + druid level + Charisma bonus. A successful will save (DC equal to Improved Wild Empathy check result) negates it.

axan
05-05-2012, 04:15 PM
one of the interviews stated the companion is a wolf you can see it in one the video interviews cant remember which one, the summon nature's ally spel you mention is similar to summon monster ranger gets to summon natures ally 4 which is razor cat druid i would assume get it to lvl 9, similar to how clerics are given healing spells free, norm druid has the same for summon spells, but dont know if ddo will use this, the ony panther companion is already in agme and anyone can use it, lvl 18 min to summon lvl 20 panther. druid spells in dnd rely normally on wisdom and charisma similar to palladins. In animal forms you get abilities such as frost breath in winter wolf etc but norm to cast spell in these forms you need a certain feat, this my be diff in ddo, the elemental forms will improve certain spell such as fire in fire form but also lock out other such as ice im assuming. also druids norm have to be of a neutral allingment but ddo may change this i doubt it though. Norm scimitars are a good druid weapon too.

magicswolf
05-06-2012, 03:57 AM
This is one of the reactions i wanted! :)
Thank you for the information Axan.
I hope other people will try to help out like you did. This way we can gather even more information.
I heared about the wolf companion too.
I also heared something in a pax video about the elemental forms: "There will be a fire and a air elemental"
But maybe he just misspoke and confused the water elemental with air.

Gurei
05-06-2012, 05:41 AM
I am hoping the devs were more creative than having the same animal roles WoW had. I played for a few months and my character was a druid dps kitty and it was a blast, but, no offense, but I just don't see a way that the exact same animal transformation could compare to the versions WoW had, so I'm hoping there's some variation from their competition.

I feel so strongly about this because i also can't wait for druid's im incredibly excited. I would just like to be as pleasantly surprised as I am excited about it.

I really appreciate you getting all this information on druids up though, +1 to you OP

edit: I totally forgot about elemental transformations! sorry still a bit early in the morning, elemental evoker ftw >:D

magicswolf
05-07-2012, 01:25 PM
I am hoping the devs were more creative than having the same animal roles WoW had. I played for a few months and my character was a druid dps kitty and it was a blast, but, no offense, but I just don't see a way that the exact same animal transformation could compare to the versions WoW had, so I'm hoping there's some variation from their competition.

I feel so strongly about this because i also can't wait for druid's im incredibly excited. I would just like to be as pleasantly surprised as I am excited about it.

I really appreciate you getting all this information on druids up though, +1 to you OP

edit: I totally forgot about elemental transformations! sorry still a bit early in the morning, elemental evoker ftw >:D

ty ^^ glad to hear that there is some interest for this.
I am really excited about the druid too :D

rfachini
05-07-2012, 02:20 PM
I'm assuming they get scimitar proficiency too. That was an iconic druid weapon in 1st and 2nd E. I don't know if they changed it in 3rd or 4th, but I really hope not. I rolled up my "druid" years ago right before the server merge as a high wis level 1 fighter, planning on eventual fighter 1/druid 19. I got bored of waiting, and leveled him to 20. TRing him to druid will be one of the first things I do after the expansion, and I've been collecting scimitars for my druids.

MrkGrismer
05-07-2012, 02:27 PM
I'm assuming they get scimitar proficiency too. That was an iconic druid weapon in 1st and 2nd E. I don't know if they changed it in 3rd or 4th, but I really hope not. I rolled up my "druid" years ago right before the server merge as a high wis level 1 fighter, planning on eventual fighter 1/druid 19. I got bored of waiting, and leveled him to 20. TRing him to druid will be one of the first things I do after the expansion, and I've been collecting scimitars for my druids.

In some of the videos the druid is dual-wielding scimitars so I am thinking they will get it.

magicswolf
05-11-2012, 04:53 AM
The video's that I saw and sure was that it was a druid didnt use scimitars. There was used the spell Flame blade. So doesn t say the druid will get the proficiency

LightBear
05-17-2012, 11:55 AM
Err, is that Aura of smiting still in the game?

Ivan_Milic
05-18-2012, 08:21 AM
Regenerate
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
Description: 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.

This is gonna be nice spell.

Cordovan
05-18-2012, 10:06 AM
The OP information may be from public sources, but describing things that you've seen on the closed Beta server violates the NDA. Please keep the discussion of Beta-related topics on our Beta forums, thanks.

GentlemanAndAScholar
05-18-2012, 10:16 AM
Haven't had the chance to read through all the information about Druids -- mostly 'cause I've been away from the game, but does anyone know if Druids will be exclusive to Humanoid PCs? My head would explode to think about a WF Druid -- not in a good way.

MrkGrismer
05-18-2012, 12:56 PM
Haven't had the chance to read through all the information about Druids -- mostly 'cause I've been away from the game, but does anyone know if Druids will be exclusive to Humanoid PCs? My head would explode to think about a WF Druid -- not in a good way.

WF Druids are allowed in Eberron, they are made of living wood and ceramics, not metal. Assuming no mithral or adamantium body feats, of course.

magicswolf
05-19-2012, 02:11 AM
All the information in this topic is from pax video's and scrolls in the game. Not from the beta. All the informations about the beta should be post in the Beta forum section. Not here.

Let's keep the Beta a secret and stick to the info found outside the Beta game.

Cordovan
05-20-2012, 10:09 AM
Unfortunately, while the OP's information is from public sources, the subsequent conversation has too-often involved information that violates the NDA, so I'm closing this thread.