Difference between pages "Mage 2nd Level Spells" and "Druid Sage Abilities"

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[[File:Druid Sage Abilities.jpg|right|490px]]
! Spell !! Range !! Duration !! Area of Effect !! Casting !! Save !! Description
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Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Druid (class)|Druid Class]]. Starting at [[Experience Level|1st level]], the druid gains one field, and one study within that field. This choice is left entirely to the player. There are four fields to choose from:
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|[[Audible Glamer (spell)|audible glamer]] || 120 ft./level || 10 rounds/level || spell range || 1 round || none || creates the sound of multiple creatures
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::'''Animal Life''': provides familiarity with living, breathing creatures of natural, non-magical origin, their lifestyles and instincts, and the ecologies in which they dwell. The field is divided into different animal forms.
|-
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|[[Bind (spell)|bind]] || 40 ft. || 2 rounds/level || 1 creature/level || 1 round || negates || causes the victim's clothes to tighten and constrict
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::'''Earth & Sky''': the study of the physical world collectively, including landscape, features and products of the earth, reaching to all natural forms of the material universe. The field is divided among the natural sciences.
|-
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|[[Continual Light (spell)|continual light]] || 120 ft. || permanent || 60 ft. diameter globe || 2 rounds || none* || creates permanent [[Illumination|light]]
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::'''Plant Life''': provides familiarity with growing plants, fungus and like growing creatures of natural, non-magical origin, their distribution, cultivation and manner of fertility. The field is divided into different plant forms.
|-
 
|[[Darkness (spell)|darkness]] || 10 ft./level || 2-8 +1 round/level || 15 ft. radius globe || 1 round || none || creates an absence of light
 
|-
 
|[[Deeppockets (spell)|deeppockets]] || touch || 6 +1 hour/level || 1 poke/level || 1 round || none || increases the capacity of cloth objects
 
|-
 
|[[Detect Invisibility (spell)|detect invisibility]] || 10 ft./level || 5 rounds/level || 10 ft. path, spell range || 1 round || none || reveals hidden creatures to the caster
 
|-
 
|[[Detect Malevolence (spell)|detect malevolence]] || self || 10 +5 rounds/level || 10 ft. wide, 120 ft. path || 1 round || none || detects potential enemies
 
|-
 
|[[ESP (spell)|ESP]] || self || 10 rounds/level || 1 creature/level* || 1 round || none || reads the thoughts of intelligent creatures
 
|-
 
|[[Flaming Sphere (spell)|flaming sphere]] || 10 ft. || 1 round/level || 5 ft. sphere* || 1 round || objects save || creates a 1 ft. globe of ordinary fire
 
|-
 
|[[Fool's Gold (spell)|fool's gold]] || 10 ft. || 3 hours/level || 1 lb. of metal/level || 1 round || none || fools observers into seeing gold metal
 
|-
 
|[[Forget (spell)|forget]] || 30 ft. || permanent* || 30 ft. diameter circle* || 1 round || negates || wipes the memory of those affected
 
|-
 
|[[Invisibility (spell)|invisibility]] || touch || special || 1 creature || 1 round || none || causes a creature to become invisible
 
|-
 
|[[Irritation (spell)|irritation]] || 10 ft./level || 1 round/level || 1 creature/level || 1 round || negates || causes an itching sensation to seize control of a victim
 
|-
 
|[[Knock (spell)|knock]] || touch || special || 1 portal/level || 1 round || none || enables the opening of [[Dungeon Door|stuck]], mechanically locked or held doors
 
|-
 
|[[Know Intent (spell)|know intent]] || self || 10 rounds || 10 ft./level* || 1 round || none || reveals future intent of others
 
|-
 
|[[Leomund's Trap (spell)|Leomund's trap]] || touch || permanent* || 1 object || 1 round || none* || creates a false [[Traps & Tricks|trap]] that will befuddle searchers
 
|-
 
|[[Locate Object (spell)|locate object]] || self || 1 round/level || 120 +10 ft./level || 2 rounds || none || locates an object
 
|-
 
|[[Magic Mouth (spell)|magic mouth]] || 10 ft. || until discharged* || 1 object || 1 round || none || creates a message-giving mouth
 
|-
 
|[[Material (spell)|material]] || 20 ft. || permanent || 5 cub.ft./level || 3 rounds || none || creates  common materials in their raw form
 
|-
 
|[[Melf's arrow (spell)|Melf's arrow]] || 60 ft. || until contact || 1 arrow || 1 round || negates || creates a magical arrow to strike a chosen target
 
|-
 
|[[Mirror Image (spell)|mirror image]] || self || 2 rounds/level || 5 ft. radius || 1 round || none || duplicates the image of the caster
 
|-
 
|[[Preserve (spell)|preserve]] || touch || one month || 1 cub.ft./level || 1 round || none || keeps [[Food (substance)|food]] and other materials from spoiling
 
|-
 
|[[Protection from cantrips (spell)|protection from cantrips]] || touch || 1 day || 1 creature or object/level || 1 round || nonee || protects recipients and objects from the effects of cantrips
 
|-
 
|[[Pyrotechnics (spell)|pyrotechnics]] || 60 ft. || 1 round/level || up to 40 ft. from source* || 2 rounds || negates* || transforms an existing fire source
 
|-
 
|[[Ray of Enfeeblement (spell)|ray of enfeeblement]] || 10 +5 ft./level || 1 round/level || 1 creature/level || 1 round || negates || weakens opponents by striking them with a magic ray
 
|-
 
|[[Rope Trick (spell)|rope trick]] || touch || 10 rounds/level || 5 ft. rope/level* || 1 round || none || enchants a rope to rise and fix itself
 
|-
 
|[[Scare (spell)|scare]] || 40 ft. || 2 rounds || 1 creature/level || 1 action point || negates || scares the wits out of creatures, reducing their resolve
 
|-
 
|[[Shatter (spell)|shatter]] || 60 ft. || permanent || 1 object* || 1 round || none* || causes objects to shatter beyond [[Mending (spell)|mending]]
 
|-
 
|[[Stinking Cloud (spell)|stinking cloud]] || 30 ft. || 1 round/level || 20 ft. diameter, 10 ft. high || 1 round || reduces effect* || creates a cloud of noxious vapour that causes choking
 
|-
 
|[[Strength (spell)|strength]] || touch || 6 rounds/level || 1 creature || 1 round || none || increases the [[Strength (ability stat)|strength]] of the recipient
 
|-
 
|[[Web (spell)|web]] || 5 ft./level || 20 rounds/level || special || 1 round || none || creates a large web curtain with strong, sticky strands
 
|-
 
|[[Whip (spell)|whip]] || self || 1 round/level || 10 ft. radius || 1 round || none* || creates a material whip that can be used in combat or to keep creatures at bay
 
|-
 
|[[Wizard Lock (spell)|wizard lock]] || touch || permanent or until released || one door/level || 1 round || none || enchants doors so that they cannot be opened or meddled with
 
|-
 
|[[Zephyr (spell)|zephyr]] || self || 1 round/level || spreads at 10 ft./level || 1 round || none || creates a draft of air that snuffs flames and beats back gasses
 
|}
 
 
<br>
 
<br>
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The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.<br>
 +
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==== Animal Life ====
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:'''[[Amphibians & Reptiles (sage study|Amphibians & Reptiles]]''':
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:'''[[Birds (sage study)|Birds]]''':
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:'''[[Bugs & Spiders (sage study)|Bugs & Spiders]]''':
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:'''[[Golems (sage study)|Golems]]''':
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:'''[[Mammals (sage study)|Mammals]]''':
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:'''[[Sea Life (sage study)|Sea Life]]''':
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:'''[[Slime Molds (sage study)|Slime Molds]]''':
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==== Earth & Sky ====
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:'''[[Alchemy (sage study)|Alchemy]]''':
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:'''[[Animal Physiology (sage study)|Animal Physiology]]''':
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:'''[[Geography (sage study)|Geography]]''':
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:'''[[Geology (sage study)|Geology]]''':
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:'''[[Natural Astronomy (sage study)|Natural Astronomy]]''':
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:'''[[Oceanography (sage study)|Oceanography]]''':
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==== Plant Life ====
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:'''[[Bushes & Shrubs (sage study)|Bushes & Shrubs]]''':
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:'''[[Flowers & Sprigs (sage study)|Flowers & Sprigs]]''':
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:'''[[Fungi (sage study)|Fungi]]''':
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:'''[[Grasses & Grains (sage study)|Grasses & Grains]]''':
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:'''[[Mosses & Ferns (sage study)|Mosses & Ferns]]''':
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:'''[[Trees (sage study)|Trees]]''':
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== Awarding Knowledge Points ==
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At 1st level, the druid player character will gain 12 knowledge points in their chosen study.  A d6-1 is rolled for the other studies in the druid's chosen field, producing a result of 0 to 5 each.  A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each.  Therefore, the druid will accumulate sufficient points in every study to most likely become an amateur in all or most studies.  Be sure to read the sage abilities page for additional details.
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This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge.  Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.
  
See Also,<br>
+
Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage.  At 5th, 9th and 13th levels, the druid will gain a new study in a field that the druid possesses.  At 7th and 13th levels, the druid will gain a new field.
[[Mage (class)|Mage]]<br>
 
[[Magical Spell Acquisition]]<br>
 
[[Magical Spell Tables]]<br>
 

Revision as of 20:34, 20 August 2020

Druid Sage Abilities.jpg

Below can be found a list of the knowledge fields and studies available to the Druid Class. Starting at 1st level, the druid gains one field, and one study within that field. This choice is left entirely to the player. There are four fields to choose from:

Animal Life: provides familiarity with living, breathing creatures of natural, non-magical origin, their lifestyles and instincts, and the ecologies in which they dwell. The field is divided into different animal forms.
Earth & Sky: the study of the physical world collectively, including landscape, features and products of the earth, reaching to all natural forms of the material universe. The field is divided among the natural sciences.
Plant Life: provides familiarity with growing plants, fungus and like growing creatures of natural, non-magical origin, their distribution, cultivation and manner of fertility. The field is divided into different plant forms.


The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.

Animal Life

Amphibians & Reptiles:
Birds:
Bugs & Spiders:
Golems:
Mammals:
Sea Life:
Slime Molds:

Earth & Sky

Alchemy:
Animal Physiology:
Geography:
Geology:
Natural Astronomy:
Oceanography:

Plant Life

Bushes & Shrubs:
Flowers & Sprigs:
Fungi:
Grasses & Grains:
Mosses & Ferns:
Trees:

Awarding Knowledge Points

At 1st level, the druid player character will gain 12 knowledge points in their chosen study. A d6-1 is rolled for the other studies in the druid's chosen field, producing a result of 0 to 5 each. A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each. Therefore, the druid will accumulate sufficient points in every study to most likely become an amateur in all or most studies. Be sure to read the sage abilities page for additional details.

This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge. Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.

Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage. At 5th, 9th and 13th levels, the druid will gain a new study in a field that the druid possesses. At 7th and 13th levels, the druid will gain a new field.