Danís Dungeons and Dragons Playerís Handbook

Natural Spell Casters

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†††††† The Rules of Magic

†††††† Natural Spell Users

†††††† Natural Spells

†††††† Divine Spell Users

†††††† Divine Spells

†††††† Arcane Spell Users

†††††† Arcane Spells Levels 1-4

†††††† Arcane Spells Levels 5-9

†††††† Mental Power Users

†††††† Skills

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†††††† Running a Character

Monster Manual

†††††† Creature Statistics

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†††††† Water Creatures

Book of Treasures

†††††† Treasure Placement

†††††† Treasure Types

†††††† Magic Item Descriptions

Text Box: Natural Spell Users
	Rangers and Druids are the natural spell casters of the campaign world. They draw their power from nature and the natural cycles. The ranger is a tracker and a woodsman. The druid is a pagan priest. They both have access to spells that affect nature and the natural world around them. 
	Rangers and Druids can cast Natural spells. Tables 14 & 15 show the character's casting level and spell levels they have access to. They both get a number of spell points equal to three times their casting level plus their Wisdom modifier and have access to the spell levels listed. The Natural spell caster must be well rested and witness the dawn of the new day to replenish their spell points.
	Natural casters have the ability to cast their spells normally using spell points and this goes by normal spell casting rules. Natural casters also have the ability to cast spells using ritual casting. This does not use spell points but takes longer to do. The time requirements vary with the spellís level

Ritual spell casting follows these casting times:
	1st level spells	1 minute
	2nd level spells	2 minutes
	3rd level spells	5 minutes
	4th level spells	10 minutes
	5th level spells	30 minutes
	6th level spells	60 minutes
	7th level spells	90 minutes 

	Natural casters gain the ability to create magic items as they advance in levels. (See Chapter 4 The Rules of Magic).

Ranger
	A ranger is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. 
The prime stats for a ranger are Str and Wis.
Rangers can use any weapon. They can use two weapons with no penalty. See "Attacking with two weapons" in the chapter on combat.
Rangers can wear any armor up to leather and can use any Shield.
Rangers begin with two hit dice +6 hit points at 1st level and get 9 more hit dice by 10th level. Rangers get +3 bonus hit points per level after 1st level.
	Rangers get Tracking and Wilderness Lore as class skills and can select up to five class skills of their choice.
Rangers can automatically befriend a domestic animal and can easily discern the qualities of the creature.
Rangers attract a few special followers when they reach name level.
	Rangers are skilled at combat with goblinoids and giants. They gain a +4 bonus to their combat rolls to hit and damage. This enmity can be concealed only with great difficulty. A ranger suffers a -4 reaction adjustment on all encounters with such creatures.
	Rangers must maintain a good alignment. It is always in his heart to do good, but not always by the rules. Voluntarily committing an evil act will result in the loss of his ranger status. Involuntarily committing an evil act will result in temporary loss of status until he can right the wrong or avenge himself on those responsible for the act.

Table 14: Ranger Experience Level 
	 Attack 	Hit 	Save Bonus 	Att/	Cast/ 
Level 	Exp 	 Bonus 	Dice 	[Fort Ref Will]	Round 	Level
1	         0	+0	2+6	+2	+0	+2	1	0
2	       25	+1	3+9	+3	+0	+3	1	0
3	       60	+2	4+12	+3	+1	+3	1	0
4	      105	+3	5+15	+4	+1	+4	1	0
5	     160	+4	6+18	+4	+1	+4	1	1/1st 
6	     235	+4	7+21	+5	+2	+5	1	1
7	     360	+5	8+41	+5	+2	+5	1	2  
8	     600	+6	9+27	+6	+2	+6	1	2
9	  1,000	+7	10+30	+6	+3	+6	1	3/2nd 
10	  2,000	+8	11+33	+7	+3	+7	1	3
11	  3,200	+8	11+36	+7	+3	+7	2	4
12	  4,600	+9	11+39	+8	+4	+8	2	4
13	  6,200	+10	11+42	+8	+4	+8	2	5/3rd 
14	  8,000	+11	11+45	+9	+4	+9	2	5
15	10,000	+12	11+48	+9	+5	+9	2	6
16	12,200	+12	11+51	+10	+5	+10	2	6
17	14,600	+13	11+54	+10	+5	+10	2	7/4th 
18	17,200	+14	11+57	+11	+6	+11	2	7
19	20,000	+15	11+60	+11	+6	+11	3	8
20	23,000	+16	11+63	+12	+6	+12	3	8

Skill Selections: These are suggestions for running a particular type of Ranger. You are free to pick different class skills that fit your character concept
Standard Woodsman: Swim, Move Silently, Hide, Animal handling, Animal Empathy
Scout: Swim, Balance, Climb, Direction Sense and Gather Info.
Brawler: Open Doors, Tumble, Knowledge(Local Underworld), Knowledge(Local History), Gather Info
Noble Warrior: Knowledge(Local History), Knowledge(Healdry), Ride, Diplomacy and Swim.
Witch Hunter: Animal Empathy, Decipher Script, Knowledge(Arcane), Spellcraft, Spot. 
Spy: Hide, Knowledge(Local History), Spot, Disguise and Gather Information.
 Games Keeper: Animal Empathy, Knowledge(Heraldry, Law, Local Underworld), Spot.

Druid
	The Druids are a cult of pagan priests. They worship and draw their power nom the sun and the sea and the earth and sky. They revere the natural order and the natural cycles. Items they hold Holy are mistletoe and holly.
The prime stats for a druid are Wis and Cha. Druids can use any simple or exotic weapon.
Druids can wear any armor up to Leather and they can use a small Shield.
Druids get up to fourteen hit dice +3 hit points per level.
Druids can select up to six class skills of their choice.
Druids attract a few followers when they reach name level.
Druids get a +2 bonus to their saves against fire and lightening.
Druids know a secret language known only to other druids.
Druids can identify fresh water.
Druids can move through tangled undergrowth at their normal movement rate without leaving a trail after they reach 3rd level.
Druids begin learning the languages of the forest at 3rd level. The druid picks a language off of the following list and selects a new language every time he advances a level. The languages available are: Centaur, Dryad, Elvish, Faun, Mammal, Bird, Reptile, Dragon, Hill Giant, Lizardman, Manticore, Nymph, Faerie and Entish.
Druids are immune to the charms of woodland creatures when they get to 7th level.
	Druids gain the ability to shape change when they get to 7th level. They can change into natural animal forms. The druid can change form as many times per day as he has experience levels. Each form can be used only once per day. The change is done as a free action before the druid acts on his initiative.
	The Druid can change into any tiny, small, medium or large creature. Each time the druid assumes an animal form, he heals 1-6 points of damage. He cannot cast spells while in animal form.
	Druids have a rigid hierarchy from 11th to 14th level. There can only be three Arch Druids of 11th, 12th and 13th levels and one 14th level Great Druid. In order to advance to one of these levels, the druid must find and defeat the druid holding that position. The three arch-druids each have a sanctified grove and administer all druid activity in a given area. The great druid rules over all, but is rarely seen.

Table 15: Druid Experience Level 
	Attack 	Hit 	Save Bonus 	Att/	Cast/ 
Level 	Exp	Bonus 	Dice 	[Fort Ref Will]	Round 	Level
1	         0	+0	1+3	+2	+0	+2	1	1/1st
2	       15	+1	2+6	+3	+0	+3	1	2/2nd
3	       40	+2	3+9	+3	+1	+3	1	3
4	       75	+3	4+12	+4	+1	+4	1	4/3rd
5	     120	+4	5+15	+4	+1	+4	1	5 
6	     175	+5	6+18	+5	+2	+5	1	6/4th 
7	     250	+6	7+21	+5	+2	+5	1	7
8	     400	+7	8+24	+6	+2	+6	1	8/5th 
9	  1,000	+8	9+27	+7	+3	+7	1	9
10	  2,500	+9	10+30	+8	+3	+8	1	10/6th 
11	  5,100	+10	11+33	+9	+4	+9	2	11
12	  8,500	+11	12+36	+10	+4	+10	2	12/7th 
13	12,700	+12	13+39	+11	+5	+11	2	13
14	17,700	+13	14+42	+12	+6	+12	2	14

Skill Selections: These are suggestions for running a particular type of Druid. You are free to pick different class skills that fit your character concept
Woodsman: Swim, Animal Handling, Ride, Tracking, Wilderness Lore and Animal Empathy.
Urbanite: Animal Handling, Tracking, Animal Empathy, Diplomacy, Empathy and Gather info.
Academic: Decipher Script, Knowledge (Animal, Plant, Elemental), Tracking and Animal Empathy
Thug: Climb, Hide, Appraise, Knowledge(Underworld), Spot and Gather Information.
Assassin: Hide, Move Silently, Open Locks, Alchemy, Spot, and Gather Information.
Spy: Hide, Move Silently, Open Locks, Knowledge(Local History), Spot, and Gather Information.
Scout: Swim, Spot; Direction Sense, Ride, Track and Wilderness Lore.
Witch Hunter: Decipher Script, Knowledge(Arcane), Scry, Spellcraft, Spot, and Gather Info.