Thanks, John! I did see these recently, and Kage takes a few, but I didn't read them all. And any help is appreciated - he's a real challenge right now! By the way, what do you guys think about the "vampiric touch" and "horrid wilting" abilities that Mystra gave him - would a druid use those? And as for healing vs. effects spells - what should he take? I get the idea that Druids in 3rd edition aren't intended to be primary healers - opinions? > Guys, > Since Jim has been playing with creating character pictures, I > thought I would try and return the favor. I wonder if Jim has read the > Magic of Faerun book to find spells for Kage. There are lots of cool > things in the book (it's one of my favorite third edition books), and > there are tons of spells. Below is a quick description of the druid > spells. Jim, if any of them interest you, let one of us know, and we > can either make sure you see the book, or I can give you a detailed > description via e-mail. > John > > * Detect Crossroads (0 level): The name says it all > * Naturewatch (0 level): Can determine if an animal or plant is > dead, dying, etc. > * Ram's Might (0 level): Unarmed attacks do normal, not subdual > damage > * Blinding Spittle (1st level): The name says it all > * Camouflage (1st level): +10 to hide > * Claws of the Beast (1st level): Your hands become claws (doing 1d6 > damage) > * Handfire (1st level): Your hand is on fire, doing 1d4 + 5 damage > * Speed Swim (1st level): Can swim swiftly, even if encumbered > * Blood Frenzy (2nd level): You enter a barbarian-like battle rage > (+2 Strength and Constitution, +1 Will saves, -1 AC) > * Cloudburst (2nd level): Create a mini-rainstorm > * Earthfast (2nd level): Reinforce rock and stone (giving them > double hit points) > * Easy Trail (2nd level): Moves plants out of your path for easy > travel > * Master Air (2nd level): Grow wings so you can fly > * One with the Land (2nd level): You get a +2 bonus on many nature > skills > * Remedy Moderate Wounds (2nd level): Give the target Fast Healing > (regains 2 hit points per round) > * Scent (2nd level): Get enhanced sense of smell; can track and > distinguish people via odors > * Share Husk (2nd level): You can sense the world through the senses > of a nearby animal > * Blindsight (3rd level): Get the Blindsight feat (can maneuver in > total darkness) > * Circle Dance (3rd level): You can divine the location of an > individual by dancing > * Healing Sting (3rd level): You inflict 1d6 +1/lvl damage to > someone, and gain the same amount of hit points for yourself > * Infestation of Maggots (3rd level): Creature takes 1d4 > Constitution damage per round from maggot infestation > * Quillfire (3rd level): Fire poisonous quills from your hands > * Snakebite (3rd level): You turn one of your arms into a poisonous > snake > * Tortoise Shell (3rd level): Create a magical shell, to provide > cover in combat > * Jaws of the Wolf (4th level): Small wooden wolf carvings become > actual wolves > * Land Womb (4th level): Caster sinks into the ground for protection > * Mass Camouflage (4th level): +10 to hide on all creatures in 60' > * Murderous Mist (4th level): Scalding hot steam does 2d6 damage and > permanently blinds people > * Nature's Balance (4th level): The caster takes a 1d4+1 penalty to > any ability score, and bestows a like bonus to that score on > another creature > * Wind at Back (4th level): Double overland movement speed > * Binding Winds (5th level): One creature is held in winds, > preventing movement and spellcasting with a verbal component > * Echo Skull (5th level): Can speak, hear and cast spells through a > dead animal skull > * Inferno (5th level): Creature bursts into flame, doing 2d6 per > round until flame is extinguished > * Memory Rot (5th level): Spores attack the victim's brain, draining > permanent Intelligence points > * Owl's Insight (5th level): You give a creature a bonus to Wisdom > equal to half your level > * Vine Mine (5th level): Can create vines to grow at super-speed, > enabling you to have them entangle, act as a climbing aid, slow > down pursuers or help camouflage > * Wind Tunnel (5th level): +10 to hit with all ranged weapons > * Crumble (6th level): Erodes structures, doing tremendous damage to > them > * Drown (6th level): Create water in the lungs of a creature > * Stonehold (6th level): Stones grow arms to grapple nearby > creatures > * Aura of Vitality (7th level): Gives 1 creature/3 levels a +4 to > Strength, Dexterity and Constitution > * Brilliant Aura (7th level): Limns one creature/2 levels in energy > so their weapons become energy weapons and can ignore most armor > * Create Crossroads and Backroad (7th level): Creates a special Gate > between two places > * Master Earth (7th level): Travel through the ground > * Poison Vines (7th level): Create a grove of poisonous vines > * Storm Tower (7th level): Create a tower of clouds that negates > most forms of magic > * Bombardment (8th level): A rain of rocks pelts your foes doing > 1d8/lvl (max 10d8) and burying them > * Cocoon (8th level): The druid can put someone in a cocoon, which > kills them, and then he can leach off the power of their lifeforce > * Cast in Stone (9th level): Gain a gaze attack that turns people to > stone > > > >