Zaydos
2011-03-10, 12:49 AM
Found an old note book of mine which had some homebrew and amongst that was a variant spell list for 0 to 4th level druid spells (don't ask why it didn't go higher) It seems to be Core 3.0 only, but a quick conversion to core 3.5 is being done and then I'm posting it.
So this would be a variant spell list for a particularly water-themed druid (I believe the original was for druids living on a moon that was covered with water and small islands). Changes from the original are spoilered.
Special:
Lose: Ability to spontaneously cast Summon Nature's Ally.
Gain: Ability to spontaneously cast spells from the Water domain.
This was post 3.5 but I only had the 3.0 PHB at the time so I was playing a 3.2 game
0:
Lose: Flare
Gain: Ray of Frost
1st:
Lose: Faerie Fire, Entangle, Produce Flame.
Gain: Grease.
Original version lost Shillelagh instead of Entangle; also lost Produce Flame as a 2nd level spell.
2nd:
Lose: Fire Trap, Flame Blade, Flaming Sphere, Heat Metal.
Gain: Blur, See Invisibility, and Whispering Wind
Original version gained Fog Cloud, Wind Wall, and Gust of Wind as well... but two of those are on the druid 2nd level list and one is 3rd level and shouldn't be leveled down
3rd:
Lose: Meld into Stone, Stone Shape, Spike Growth
Gain: Gaseous Form, Water Walk.
Original version also lost Poison and Contagion
4th:
Lose: Flame Strike, Spike Stones, Rusting Grasp.
Gain: Control Water, Air Walk
Original version gained Ice Strike (I think that's from Tome and Blood), and Wall of Ice, and regained Poison and Contagion.
5th:
Lose: Wall of Fire
Gain: Wall of Ice, Ice Storm.
From this point on there is no original version :smallconfused:
6th:
Lose: Fire Seeds, Wall of Stone.
Gain: Cone of Cold, Wind Walk
7th:
Lose: Fire Storm, Transmute Metal to Wood
Gain: Acid Fog
8th:
Lose: Earthquake
Gain: Horrid Wilting.
9th:
Lose: None.
Gain: None.
So yeah mostly just nostalgia for me but also just thought someone might want to use a slightly tweaked water druid spell list some day. Not as necessary with Spell Comp and Storm Wrack out but with just Core it might be nice.
So this would be a variant spell list for a particularly water-themed druid (I believe the original was for druids living on a moon that was covered with water and small islands). Changes from the original are spoilered.
Special:
Lose: Ability to spontaneously cast Summon Nature's Ally.
Gain: Ability to spontaneously cast spells from the Water domain.
This was post 3.5 but I only had the 3.0 PHB at the time so I was playing a 3.2 game
0:
Lose: Flare
Gain: Ray of Frost
1st:
Lose: Faerie Fire, Entangle, Produce Flame.
Gain: Grease.
Original version lost Shillelagh instead of Entangle; also lost Produce Flame as a 2nd level spell.
2nd:
Lose: Fire Trap, Flame Blade, Flaming Sphere, Heat Metal.
Gain: Blur, See Invisibility, and Whispering Wind
Original version gained Fog Cloud, Wind Wall, and Gust of Wind as well... but two of those are on the druid 2nd level list and one is 3rd level and shouldn't be leveled down
3rd:
Lose: Meld into Stone, Stone Shape, Spike Growth
Gain: Gaseous Form, Water Walk.
Original version also lost Poison and Contagion
4th:
Lose: Flame Strike, Spike Stones, Rusting Grasp.
Gain: Control Water, Air Walk
Original version gained Ice Strike (I think that's from Tome and Blood), and Wall of Ice, and regained Poison and Contagion.
5th:
Lose: Wall of Fire
Gain: Wall of Ice, Ice Storm.
From this point on there is no original version :smallconfused:
6th:
Lose: Fire Seeds, Wall of Stone.
Gain: Cone of Cold, Wind Walk
7th:
Lose: Fire Storm, Transmute Metal to Wood
Gain: Acid Fog
8th:
Lose: Earthquake
Gain: Horrid Wilting.
9th:
Lose: None.
Gain: None.
So yeah mostly just nostalgia for me but also just thought someone might want to use a slightly tweaked water druid spell list some day. Not as necessary with Spell Comp and Storm Wrack out but with just Core it might be nice.