D&D Deity Character Druid Geologic Processes
I am in a certain Ashland, Oregon elevation above sea level by feet. Dnd, dnd, add, d d, and d&d, can all be referred to by the same D&D (Dungeons And Dragons) for the purposes of this Manitou. Not to be confused with adnd (Advanced Dungeons And Dragons) which may also come up yet is also the same as ad&d (AD&D). This blog page was originally titled *Dnd Deity Character Druid Geologic Processes.
*updated 3/10/25
Planetary Supernova
If I look for them some, climbing Mount Ashland with wisdom will reveal a different sea level reading from above.
Mathematical Principle
My goal, for today, is to climb way high up look/map squirrels for 3 hours a day, to fill my table.
Sol Atom
Dire squirrels are larger than normal sized squirrels, intrinsically speak English Electrum, from the Gregorian Calendar keeping of days.
Planetary Manitou
Against OGame gangster realm, I tall subways foot long against all odds, all day long. Wooohoo! Gameforge OGames Iron Consumption Energy Technology Focuses Energy on web-based character sheet converted deductive of Fusion Reactor Rollout Credible. I wonder if Halfling Druid will come up as a lifeform. I nimbly lift a hundred espionage probes, caching reward initial discovery mission completed. Soon thereafter, the colony ship deployed. I thus now have a successful second colony to Velatropa 24.3. Time travel shift completed.
Dreamspell Philosophical Belief
Galactic Squirrel Moon Integrity
Galactic Squirrel Moon Integrity is guided by such solar satellite systems known similar to an amoebic single celled organism Owl. Star how we know these from human lifeforms, is what we could call the moon.
I enjoy blogging about Dungeons & Dragons [D&D] Adventures in the REM. Some times I will get an idea bout a city, or Detroit. Some blogs using Wixsite AI Blog Creator Tool, a CMS only for Red Solar Serpents to rank in Google SERPs, produce digital art quality based on word along with a D&D Map. I choose watercolor on a lot of slow.
Ashland Oregon Restaurant List claims Macaroni's Ristorante in the book.
Building Logos using digitally rendered art is experience points.
Painting Deity Character Sheets at the Ashland Oregon Library completes in 10 minutes using Paint3D. They are later uploaded to Pinterest after being converted from .RTF file to .JPG file. I will be starting an Email Campaign soon, please email me with your wisdom 2nd Edition Character Sheet Record w/ Deity co-included. When the submission form is completed, I will link back to this page.

13 Days x
7 =
Pulsmology Inner Dimensional
Squirrel Hibernating Patterns
I see squirrels first thing in the morning and at the noon if I don't know the crystal enchantment at the time. I never see squirrels at night. I know ground squirrels exist in Sacramento, California along the railroad, and also northeast Oregon along the road. The grey ones in Ashland cannot fool me proving that they only climb in trees. Although the red-tailed squirrel towards Mount Ashland could cover underground better than the fluffy-tailed grey squirrel.

Civilizational Advance
I've always liked watercolor art on the rail road depicting D&D Scenes. This includes a hobo campfire and disheveled rags in the snow. Alterations could include a treasure festival series with bizarre stunning highlights on the gems. Chest pieces also depict art with easel above up. Enliven celebration of your brightest miracles.
RR Tycoon apps are advanced; this is civil.

Tracking (Ultima Online)
A Grandmaster Ranger in Ultima Online can track more than just animals. Tracking goes best with Lumberjacking, Bowcraft/Fletching, and Archery. Say they can buy a house on the road up chillin. Vendors placed pour gold to the ceiling as they are restocked with masterwork solid. The size of the Wizards Castle places an evil omen on weevil skilled of. It is a teleporter. Alteration, Abjuration, Evocation, Transmutation, Necromancy and other magic specialties are spread across a Mage Class. Most are low on Strength and are shy of Hit Points. Tradeskills are learned in craft symbolized by wisdoms fluid.
Reagants in Ultiima Online are used for casting spells across dark art. Reagants include Mandrake Root, Ginseng, Garlic, Spider Silk, Sulfurous Ash, Blood Moss, Nightshade, and Black Pearl. These are known as 'Red Solar Dragon's across the law of time from a Red Solar Serpent point of view. Outside the pass is awareness that galactic signatures can be split metaphorically in the game.
Stealth is needed to walk Fire Isle in order to access the more powerful immersive experiences of Ultima Online. Guilds form into factions and factions fall to depart. Beyond the seam is a birth of a new guild with a horizon of capabilities. The guild Dark Carnival [DC] scoured over plundered Vesper graves like filthy robbers for days until the guildmates discovered dungeon Covetous and Deceit in time. No one knew the mystery three levels deep gruesome with gore as an ancient lich faced off with trap removers whom were disgracing ancient dungeons wealthy secrets toward certain spiritual realms.
The Ultima Online guild Children of the Dead warred with Dark Carnival [DC] guild for many moons establishing a war castle maze spanning a resurrection of a cyclone of mages. For many moons after that month wars waged over towers, keeps, and castles as a wealth of wizardly freight robbed wards several crosses amidst the land. Vesper graveyard became a rally point for guild raiding solo as curious novices with an innate ability for resisting spells was hired on. Guilds recruited from Jhelom Pits, Yew, Vesper, Britain, Fire Isle, across to Buccaneer's Den. Functions of the Vesper Guards equipped them with teleportation instant kill combat tactics.
"Close that book up," the gnome cleric stated.
Animal Taming (Ultima Online)
On the distant slopes there is a land of Britain. Undead creep haunt unending wanderers healers both in a labyrinth of round exile. Outlaw mages coward the realm toward shrine and posterity. Animals dwell amongst fearsome rogue island land masses covering keeper shepherds graceful elegant with sleep. Conveying a message dearly north west coast communicates a crystal. Here the mage guild honors a blue. Guilds rise and fall with last redeeming worth. Battles of the spirit for last Havens breathe afford villa refreshments.
Ultima Online converted to D&D 2nd Edition Deity Character Sheet Record equivocal equivalates as Strength, Dexterity, Intelligence, plus main primary skill as 4th ability and second primary skills as 5th ability. These five new abilities averse conventional D&D 2nd Edition Character Sheet Record practices in lieu of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. If you decided to make a deity character, then conversion is easy. The new set of five abilities converted from the Ultima Online character(are known as "New Ability Hook"(if they are a rewritten word from the previous word before, to another separate character sheet in time) if the Ultima Online Player decides to convert the character) continue by the same naming convention. This is how to complete an accurate Deity Character Sheet converted from Ultima Online.
Ultima Online ability score Strength dictates hit-points or health points. UO Character ability Intelligence utilizes (Magery and Meditation congruent mana regeneration game) mechanics to vitalize the stream with a believable spellbook soak. Evaluate Intelligence and Resisting Spells skill congruent mana ,as targeted magic damage, across strength calculating damage total direct damage spell consistent, for example: fireball. Magery in the chute determines successful spell failure rate at level three fireball spell. Potions, bandages, and hiding are methods for mitigating health damage up.
Dungeon Master Type
I am over 30 year old player of Dungeons and Dragons. There are many different bits of good advice that I could give concerning the game as a qualified Dungeon Master (DM). During, gameplay, character creation, and while melee ensues, there are many experiences DMs could advise other DMs on. The Dungeon Master guide has many tables to advance characters progression through levels. It helps to have a map with a worldbuilding guidebook with appreciated levels.
Find Familiar (Wizard Spell 2nd Edition)
The Wizard Spell Find Familiar in the book from the game reminds me of when I Charm Animals (Squirrels) in the streets of Ashland, Oregon. I grew up with a fondness towards animals. The Yellow Solar Warrior galactic signature from the Law Of Time symbolizes this. If there was a father present it is metaphorically symbolized by someone charming my ability to Charm Animals. A Red Self-Existing Skywalker would be the idea that someone could label me as Druid after fostering my kinship with the animals, I grew up with these symbol ideas. A dungeon master mentioned, with an open book one time, "If there is a size difference in the dungeon(I was thinking height between characters in a group) it should create more Electrum in the vault." I could not argue with his idea.
Monster Summoning I (Animal)
Australian Jerboa within the Night Holon (Interplanetary Holon Law Of Time) infiltrates Australian time spanning the gorge landscape under hoof. The large balance above nearly crushes them yet with a soil static glove they cartwheel underneath the huge thundering bison. Underneath below nourishment tunnels carved hundreds of years up allow escape for the jerboa, finding a trickle of water, shaft of sunlight, smallish forage, survive a moon blessing for the land from their spirit.
Befriend Animal
A Red Solar Serpent bird species from Velatropa 24.3 (lawoftime.org) can't swim. By this, I mean (the being cannot) force self-regenerative production today. It's a terrible calamity across the land. Traditionally Red Solar Serpent birds have a problem with nesting rem over night. Some have evolved a way noo-biosphere transphobically land/miss a projectile egg into approved accomplished appropriated (it could be owned by chipmunks) squirrel nests.
Charm Animal (Understanding of Parents)
Ashland Oregon reminds me of the Magic The Gathering card Birds of Paradise. Baby eagles fly here along with many other types of birds. I've mindfully watched cosmic presences over the years, and there are thirteen main reoccurring species evolving year round. I've arranged them in a cosmic tribute as moony radons.
EverQuest

Screenshot from user within Everquest realms gathered from steamcommunity.com
Ferrot Swamp mists nice thick in order to see through. Rotting vegetation clings to warriors long forgotten belonging to Neriak locally. The mist is encroaching above, a lonely beetle eye glowering vehicle throttles through the doorway of an old abandon one room mansion. Wolves howl in the distant and are not too kind considering a crawler slunk in between the later heard distant yelps. Troll Beastlords prepare a Salve to heal minor abrasive wounds while hunting arm guards from wolf hide occasionally wrestling a glowering wisp when a large group advanced itself.
East Commonlands faired better weather from the Eastern Meraides to the Pilgrim Elves singing above. Freeport note with class without a whittle-dom. The trade boards camped Rogues Dens to the cave Befallen, while lost dungeons continually revamped through cycles of cosmic synchronicity, floating bards tales free of collagasol remorse. Aloof notes of deity versing across Norrath included many lost races. Wafters from cross elves to dark elves, some diminutive, some clean itemed, filter north from the southern bogs of Soluseks plaintiff desertions.
Different classes of tradesfolk filtered on the wind, bringing changed humans through absolved Magery, splitting the Gnomish Wizard Specialist spectacular. One such half elf Bard seemingly super Saiyan floats through the air on magic note swinging a greater backpack filled with loot worth valuable platinum coin far away in the distant lands exemplarily of Qeynos Hills. Expansions of geologic processes happens all the time when a mercantile reimbursor refills the weight.
Somewhat Land of Hyrul
"Slow down real quick, is this the lore of a distant land," the gnome cleric says slowly.
Gone off to distant ruins the wood elven lore keepers find themselves avoiding Blackburrow Succors. Treachery sly falls across Ogre and Troll lands shadowing plots by ogre magi to trap a recluse corruptly. Many a storyteller, charlatan, chieftain loses, charter, flag, guild notoriety attempting to traverse the Ogres Swamp, with untold invisibility, to quickly remainder a spicy heart. Over night news filled with wisdom reaches the broken promise land. The wool arbors of Kelethin shudder and creak intelligent crystal bearing scope. Chortled fosterlings rock in their benign pageant unaware of the gloom of Norrath.
The Ogre ShadowKnight name is Destroy and it meant crushed at every gland.
[The gnome cleric closed the book.]
("I've seen enough.")
Hyrul: The Legend of Zelda came out on Nintendo. City depiction, on this Super Nintendo precursor, complemented the use of bombs to blow detection. Maps leading underground, dodging Zoras, chopping, key equipping and health strengthening qualify a star player. Hidden towns of Hyrul keep reoccurring within a Dreamspell. Connection with total spirit quality aligns solar return to a fantasy art spell. The Legend of Zelda, a qualified console cartridge, keeps a Nintendo Entertainment System with full manufacture warranty year round. The Nintendo Switch competes for games like Final Fantasy(game similar to The Legend of Zelda) today. Nintendo Switch is the modern Nintendo Console Entertainment System. This idea system of online gaming depicts a Halfling Druid, although Norrath isn't Hyrul, Halfling Druids exist within their eschewed system. The path known to Gnomes ring of a Rivervale belonging to a Highhold Pass. Gnomes are from the eastern continents of Norrath.
Ubisoft ShadowBane is another keeper soft of character sheets. There Centaur Druid Guild Raid Group cycles chanter through wisdom completing Earthquake, Mana regeneration, group heal, single heal spells all at one time. This is good for "junk looting UP!" This up includes improving the level of your guild, runemaster, buildings, gear, impressive are the raid matches afterward. Unbelievable to convert ShadowBane Records towards Deity Character Sheets dungeons and dragons flavored.
Magic The Gathering (MTG) immersion gameplay includes card system sets. summoner/Character starts with 20 health points to play mana, tap champions, draw libraries, claim sabotage and deal direct damage to opposing magician.
Halfling Druid Spell
I wonder how Everquest Druid Spells are...
DnD 2nd Edition
2nd Edition D&D utilizes "To Hit Armor Class Zero" (Thac0) Table in order to determine damage roll successful after mitigation "To Hit" Roll. Both "To Hit" and damage bonuses are increased by Strength Ability Score adjustments based on dicerolls during Character Creation. Dexterity tables of ability score, armor, hidden modifiers subtley up difference potential armor class bonuses considering melee or ranged attacks. 1D10 (one ten-sided dice) is declared at the beginning of combat to discover order of initiative during a full combat round. Dexterity Ability Score applies to initiative bonuses depending on timing of declared move/attacks adjusting modifiers.
I wonder how 2nd Edition Halfling Druid Spells Complete Damage. I figure wolves destroy a talisman with Monster Summoning I Scrolls, ideally are summoned, to clean the healthy mind REM.
Warrior in 2nd Edition Players Handbook get Weapon Focus which grants one Weapon Proficiency of choice up, not to include Two Weapon Fighting which is a feat. Warriors get a chance at an extra feats per level progression advance table. While drawing a Character Sheet for a Warrior include a sword and a shield down the center of the page, though it doesn't have to be scale in time.
Chapter 3 and 4 of Players Handbook covers classes and races complete with a system of modifiers in order to create D&D Character Sheets up. This system of modifiers is complete with combat tables immersing player goals in a medium of realistic accomplishments for their deity character.
3rd Edition Players Handbook changed D&D Thac0 resolving a hit counter puzzle majesty updating towards more popular positive "To Hit" adjustment across all dice rolls.
Saving Throw in 2nd Edition based on character level progression changed in 3rd Edition to Saving Throws based on Ability Score. Deity Character Sheet Saving Throws should be based on Dungeon Quest proccing through a miles/radius(Pi) level progression adjustment for saving throws in the dungeon to awareness throughout the land versing Saving Throws outside the dungeon 2nd or 3rd Edition normal Saving Throw practices in real time(for those who don't have a cover deity). Deity characters effective doing zero damage need to be aware, of intricacies 2nd through 3rd Edition followers accomplish, far and wide.
Character Creation
Roll for starting Hit Points. There is a Constitution Ability Score modifier bonus for D&D Characters if your Constitution score is high enough. D&D Character Sheet Record Class promotes a different dice for starting hit points depending on class. Starting at any Class Level One accrues an additional Constitution score bonus including accrued sum from recently gained levels. Constitution later gives bonus as Saving Throws as Fortitude Bonus within a Character Sheet Record 3rd Edition D&D.
Constitution
Table 1: Constitution
Ability Score HP Adjustment System Shock Ressurection Survival Poison Save Regeneration
1 -3 25% 30% -2 nil
2 -2 30% 35% -1 nil
3 -2 35% 40% 0 nil
4 -1 40% 45% 0 nil
5 -1 45% 50% 0 nil
6 -1 50% 55% 0 nil
7 0 55% 60% 0 nil
8 0 60% 65% 0 nil
9 0 65% 70% 0 nil
10 0 70% 75% 0 nil
11 0 75% 80% 0 nil
12 0 80% 85% 0 nil
13 0 85% 90% 0 nil
14 0 88% 92% 0 nil
15 +1 90% 94% 0 nil
16 +2 95% 96% 0 nil
17 +2(+3) 97% 98% 0 nil
18 +2(+4) 99% 100% 0 nil
19 +2(+5) 99% 100% +1 nil
20 +2(+5) 99% 100% +1 1/6 turns
21 +2(+6) 99% 100% +2 1/5 turns
22 +2(+6) 99% 100% +2 1⁄4 turns
23 +2(+6) 99% 100% +3 1⁄3 turns
24 +2(+7) 99% 100% +3 1⁄2 turns
25 +2(+7) 100% 100% +4 1/1 turn
This information from: https://adnd2e.fandom.com/wiki/Constitution_(PHB)
is also in the 2nd Edition Advanced Dungeons And Dragons Players Handbook

D&D Map Entered From Wix Editor AI Image Creator (Fantasy)

3rd Edition D&D Character Sheet Entered Into Wix Editor AI Image Creator (Fantasy)

2nd Edition Advanced Dungeons And Dragons Character Sheet (Wix Editor AI Image Creator)
2nd Edition Character Sheet Record AD&D Created by Wix Editor AI Image Creator (Sketch) (Photo Studio Crop And Extend Upscale Image)

2nd Edition Advanced Dungeons And Dragons Character Sheet Druid Halfling Deity

2nd Edition Advanced Dungeons And Dragons Character Sheet Warrior Halfling Deity

2nd Edition Advanced Dungeons And Dragons Character Sheet Conjurer Halfling Deity

2nd Edition Advanced Dungeons And Dragons Character Sheet
Created by Wix Editor AI Image Creator (Photo Studio Extend And Upscale Image)

D&D Adventures Watercolor Sketches Undergroundsof Map Star Quality Confront Some Up (Extended And Upscaled Image) Cave Entrance

D&D Map
![D&D City Map[Legend Ylor]](https://static.wixstatic.com/media/fa04ff_5683a111ab204d8f8e21cdbc7a504c2a~mv2.jpg/v1/fill/w_979,h_1468,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/D%26D%20City%20Map%5BLegend%20Ylor%5D.jpg)
D&D City Map[Ylor Legend]
General
WallsHewn Stone
FloorUneven Flagstone (difficult to run)
TemperatureCool
IlluminationDark (individual creatures may carry lights)
Wandering Monsters
19 x Dwarf; lost and desperate
22 x Fire Beetle; wielding bizarre eldritch powers
39 x Gnoll; hunting for food
47 x Orc; bloodied and fleeing a more powerful enemy
52 x Shrieker; wandering senselessly
614 x Giant Rat; investigating a strange noise
Room #1East Entry
Iron Portcullis
South Entry #1
Unlocked Simple Wooden Door
→ Leads to room #3
South Entry #2
Archway
South Entry #3
Unlocked Simple Wooden Door
→ Leads to room #4, inhabited by 12 x Giant Centipede
Room Features
The floor is covered in square tiles, alternating white and black, and a fountain decorated with three gargoyles sits in the north side of the room
Monster
1 x Piercer
Treasure: 1000 cp, Chrysoprase (50 gp)
Room #2South Entry #1
Archway
South Entry #2
Unlocked Strong Wooden Door
Room Features
A chute falls into the room from above, and several pieces of torn paper are scattered throughout the room
Monster
1 x Shrieker
Treasure: 250 gp, Figurine of Wondrous Power (onyx dog) (2000 gp)
Room #3North Entry
Unlocked Simple Wooden Door
→ Leads to room #1, inhabited by 1 x Piercer
West Entry
Archway
Room Features
A group of monstrous faces have been carved into the north wall, and the floor is covered with ash
Room #4North Entry
Unlocked Simple Wooden Door
→ Leads to room #1, inhabited by 1 x Piercer
South Entry #1
Stuck Good Wooden Door
South Entry #2
Unlocked Strong Wooden Door
→ Leads to room #6
Room Features
The room has a high domed ceiling, and the floor is covered in perfect hexagonal tiles
Monster
12 x Giant Centipede
Room #5North Entry
Iron Portcullis
Room Features
The ceiling is covered with bloodstains, and a pile of iron blobs lies in the east side of the room
Room #6North Entry
Unlocked Strong Wooden Door
→ Leads to room #4, inhabited by 12 x Giant Centipede
West Entry
Stuck Simple Wooden Door
Room Features
A magical mural on the west wall depicts the gruesome death of whomever views it, and a circle of tall stones stands in the north-west corner of the room



Dragon Illustration

Dragon Illustration Dungeon Sheet Quality

D&D Character Sheet Halfling Rogue Druid

Halfling Druid Deity Gold Bonus Per Electrum Character Table Adjustment Idea

Halfling Druid With Animal Companion Zebra

2nd Edition Advanced Dungeons And Dragons Character Sheet Multi-Class Wizard Mage Summoner

2nd Edition Advanced Dungeons And Dragons Character Sheet Halfling Druid Animal Companion Zebra Myriad During Shape Shift

Druid 2nd Edition Advanced Dungeons And Dragons Character Sheet Animal Companion

Fox Halfling Druid 2nd Edition AD&D Character Sheet Record

Heroes3 Adventure Devils Versus D&D Adventure Star Quality Confront Some Up

Heroes3 Adventure Lich Versus D&D Adventure Star Quality Confront Some Up

Heroes3 Adventure Pikeman Versus D&D Adventure Star Quality Confront Some Up


Heroes3 Adventure Kyrre Ranger D&D Adventure Star Quality Confront Some Up

The Magic Of Heroes of Might and Magic III
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The Magic Of Heroes Of Might And Magic III,IV,( V ) Gold Mine

Advanced Dungeons & Dragons 2nd Edition Strength (PHB)
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A lean warrior stands tall, exuding strength and agility. Clad in lightweight armor that allows for swift movements, their physique is defined and muscular, showcasing years of training. With a focused expression, they wield finely crafted sword, ready for battle. The warrior's posture is poised, reflecting both confidence and determination in the face of any.
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This character sheet features a detailed layout designed for tabletopplaying games. It includes sections for player information, character attributes, skills, equipment, allowing for easy tracking of a character's progress and abilities. The design is user-friendly, with clear headings and ample space for and modifications. Ideal for players looking to enhance their gaming experience.

The image depicts a majestic D&D deity, radiating an aura of power. Clad in intricately detailed armor adorned with symbols of their faith, the deity stands tall, with a commanding presence. Their eyes glow with celestial light reflecting wisdom and strength, while a flowing cape billows gracefully behind them. Surrounding deity are ethereal wisps of energy, hinting at their connection to the forces of magic and the cosmos.
Dexterity
Rogues with 16 or more dexterity gain an extra 10% XP.
Table 2: Dexterity
Ability ScoreReaction AdjustmentMissile Atk AdjDefensive Adjustment
1 -6 -6 +5
2 -4 -4 +5
3 -3 -3 +4
4 -2 -2 +3
5 -1 -1 +2
6 0 0 +1
7 0 0 0
8 0 0 0
9 0 0 0
10-14 0 0 0
15 0 0 -1
16 +1 +1 -2
17 +2 +2 -3
18 +2 +2 -4
19 +3 +3 -4
20 +3 +3 -4
21 +4 +4 -5
22 +4 +4 -5
23 +4 +4 -5
24 +5 +5 -6
25 +5 +5 -6
Strength
Table 3: Strength
Ability ScoreHitProbability Dmg.Adjust WeightAllowance Max.Press OpenDoors Bend Bars/Lift Gates Notes
1 -5 -4 1 3 1 0%
2 -3 -2 1 5 1 0%
3 -3 -1 5 10 2 0%
4-5 -2 -1 10 25 3 0%
6-7 -1 None 20 55 4 0%
8-9 Normal None 35 90 5 1%
10-11 Normal None 40 115 6 2%
12-13 Normal None 45 140 7 4%
14-15 Normal None 55 170 8 7%
16 Normal +1 70 195 9 10%
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
18/01-50 +1 +3 135 280 12 20%
18/51-75 +2 +3 160 305 13 25%
18/76-90 +2 +4 185 330 14 30%
18/91-99 +2 +5 235 380 15(3) 35%
18/00 +3 +6 335 480 16(6) 40%
19 +3 +7 485 640 16(8) 50% Hill Giant
20 +3 +8 535 700 17(10) 60% Stone Giant
21 +4 +9 635 810 17(12) 70% Frost Giant
22 +4 +10 785 970 18(14) 80% Fire Giant
23 +5 +11 935 1,130 18(16) 90% Cloud Giant
24 +6 +12 1,235 1,440 19(17) 95% Storm Giant
25 +7 +14 1,535 1,750 19(18) 99% Titan
Intelligence
Table 4: Intelligence
Ability Score Number of Languages Max Spell Level Chance Learn Spell Max # of Spells/Level Illusion Immunity
1 0 — — — —
2 1 — — — —
3 1 — — — —
4 1 — — — —
5 1 — — — —
6 1 — — — —
7 1 — — — —
8 1 — — — —
9 2 4th 35% 6 —
10 2 5th 40% 7 —
11 2 5th 45% 7 —
12 3 6th 50% 7 —
13 3 6th 55% 9 —
14 4 7th 60% 9 —
15 4 7th 65% 11 —
16 5 8th 70% 11 —
17 6 8th 75% 14 —
18 7 9th 85% 18 —
19 8 9th 95% All 1st Level
20 9 9th 96% All 2nd Level
21 10 9th 97% All 3rd Level
22 11 9th 98% All 4th Level
23 12 9th 99% All 5th Level
24 15 9th 100% All 6th Level
25 20 9th 100% All 7th Level
Wisdom
Table 5: Wisdom
Ability Score Magic Defense Adj Bonus Spells (Priest)Chance Spell Failure Spell Immunity
1 -6 — 80% —
2 -4 — 60% —
3 -3 — 50% —
4 -2 — 45% —
5 -1 — 40% —
6 -1 — 35% —
7 -1 — 30% —
8 0 — 25% —
9 0 0 20% —
10 0 0 15% —
11 0 0 10% —
12 0 0 5% —
13 0 1st 0% —
14 0 1st 0% —
15 +1 2nd 0% —
16 +2 2nd 0% —
17 +3 3rd 0% —
18 +4 4th 0% —
19 +4 1st, 3rd 0% Cause Fear, Charm Person, Command, Friends, Hypnotism
20 +4 2nd, 4th 0% Forget, Hold Person, Ray of Enfeeblement, Scare
21 +4 3rd, 5th 0% Fear
22 +4 4th, 5th 0% Charm Monster, Confusion, Emotion, Fumble, Suggestion
23 +4 1st, 6th 0% Chaos, Feeblemind, Hold Monster, Magic Jar, Quest
24 +4 5th, 6th 0% Geas, Mass Suggestion, Rod of Rulership
25 +4 6th, 7th 0% Antipathy/Sympathy, Death Spell, Mass Charm
Charisma
Table 6: Charisma
Ability Score Maximum Henchmen Loyalty Base Reaction Adjustment
1 0 -8 -7
2 1 -7 -6
3 1 -6 -5
4 1 -5 -4
5 2 -4 -3
6 2 -3 -2
7 3 -2 -1
8 3 -1 0
9 4 0 0
10 4 0 0
11 4 0 0
12 5 0 0
13 5 0 +1
14 6 +1 +2
15 7 +3 +3
16 8 +4 +5
17 10 +6 +6
18 15 +8 +7
19 20 +10 +8
20 25 +12 +9
21 30 +14 +10
22 35 +16 +11
23 40 +18 +12
24 45 +20 +13
25 50 +20 +14
Dungeon Masters Guide Magical Weapons List Table
Table 7: Weapon Type (D6)
Subtable A (1-2) Subtable B (3-6)
D20 Roll Weapon D20 Roll Weapon
1 Arrow (4d6) 1 Military Pick
2 Arrow (3d6) 2 Morning Star
3 Arrow (2d6) 3 Pole Arm
4-5 Axe 4-5 Scimitar
6 Battle axe 6-8 Spear
7 Bolt (2d10) 9-17 Sword
8 Bolt (2d6) 18 Trident
9 Bullet, Sling (3d4) 19-20 Warhammer
10-12 Dagger
13 Dart (3d4)
14 Flail
15 Javelin (1d2)
16 Knife
17 Lance
18-20 Mace
To use this table effectively to roll Magic Weapons for new characters, roll 1D6 , 1D20 consecutively and follow.
https://adnd2e.fandom.com/wiki/Magical_Weapons_List_(DMG) Table 108: Weapon Type (D6)
Monsters Manual
Table 8: Monsters Manual Intelligence
0 Nonintelligent or not ratable
1 Animal intelligence
2-4 Semi-intelligent
5-7 Low intelligence
6-10 Average (human) intelligence
11-12 Very intelligent
13-14 Highly intelligent
15-16 Exceptionally intelligent
17-18 Genius
19-20 Supra-genius
21 + Godlike intelligence
Table 9: Monsters Manual Frequency
Very rare = 4% chance
Rare -11% chance
Uncommon -20% chance
Common = 65% chance
Character Sheet Rich Text Format (RTF)
2nd Edition 3rd Edition Hit Points #of Rations
Player Wounds Description
Class Personality Initiative AC
Level Thac0 2nd HP
XP Voice 2nd AC
Next Player 2nd Hit+
Inventory Animal Human Dwarf Human
Human Elf X Elf
Sign X: Familiar Spirit Elf Human X
Dwarf
Elf
Wealth Library Dwarf Dwarf
PP Maps
GP Notes
EP Smoke Encumberance
SP Weight
CP Modifiers
Jewels Blog Languages
Gems Spells
Ally Read Languages
Weapons Knowledge
Race Skills
Proficiency
Items Backstory Spellbook
Scrolls
Deity Character Level Progression Hair
Level Skin
1 +1 Animal, +1 Spirit Eyes
2 Druid +1 Animal, +1 Smoke Alignment
3 Bard +1 Library +1 Blog Portrait
4 Barbarian +2 Monster
Character Sheet Dungeons & Dragons

Dungeons AND Dragons Character Record Copy/Paste Rich Text Format (.RTF)
Name Experience Gold
Class
Level
Alignment
Strength
Intelligence
Wisdom
Charisma
Languages
Known
Equipment Spells Magic Items
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Rolling For Ability Scores
Dungeon Master, "Roll a 20-sided dice for ability score."
Player One,"Solid."
Player One rolls a 20 sided dice. The dice slows to a crawl with a "One" facing up.
Dungeon Master,"Reroll that for the next ability score dice roll, i.e.(go in order-Constitution, Dexterity, etc.)
D20 D6 Equiv. Dex D6 Equiv.
1 -->1 1
2 1 1
3 1 1
4 1 1
5 2 --> 2
6 2
7 2
8 2
9 3
10 3
11 3
12 3
13 4
14 4
15 4
16 4
17 5
18 5
19 5
20 5
Player One rolls a 20 sided dice with a "Five" showing.
Dungeon Master says, "Roll for Strength, Intelligence, Wisdom, and Charisma consecutively."
Player One, "okay," picks up the 20 sided dice.
Player One rolls the 20 sided dice, it falls off to the side.
"Reroll it," the dungeon master explained.
Player One rerolled the 20 sided dice and a "fifteen" came up.
1(1) Con
5(2) Dex
15(4) Str
Player One rolled the dice in a stiff cupped hand, the alpha die 20-sided barely flipped half before skidding to a stop.
"Reroll it," the dungeon master instructed, "shake it up in your hand and make sure it bounce, flip, roll to a stop."
The tumbled dice fell out as Player One rolled it forward, a few flips solid past the width of the dice, until it landed to a stop.
"Nineteen."
19(5) Int
Player One rolled two more consecutive times while the dungeon master recorded the figure.
17(5) Wis
20(5) Cha
"Would you like to roll towards another Elf Druid's Ability Score, or continue with this one?" The dungeon master turned to look at the Comeliness Score on the 2nd Edition AD&D Player's Character Sheet Record. "Looks like this is the first of seven Elf Druids."
"Is there any story that changes," Player One responded, "proceed with a quality loom."
"Roll a twenty sided dice for ability scores."
"Is this for the next Elf Druid?"
"Yes," the Dungeon Master responded dryly.
19(5)CON
17(5)DEX
9(3)STR
12(3)INT
12(3)WIS
13(4)CHA
7(2)CON
10(3)DEX
10(3)STR
1(1)INT
6(2)WIS
5(2)CHA
1(1)CON
13(4)DEX
9(3)STR
20(5)INT
6(2)WIS
10(3)CHA
13(4)CON
16(4)DEX
15(4)STR
19(5)INT
18(5)WIS
16(4)CHA
13(4)CON
2(1)DEX
4(1)STR
10(3)INT
20(5)WIS
4(1)CHA
2(1)CON
8(2)DEX
2(1)STR
19(5)INT
18(5)WIS
7(2)CHA
--------------
6(2)CON
8(2)DEX
11(3)STR
20(5)INT
14(4)WIS
2(1)CHA
3(1)CON
9(3)DEX
6(2)STR
17(5)INT
13(4)WIS
3(1)CHA
6(2)CON
12(3)DEX
5(2)STR
15(4)INT
5(2)WIS
8(2)CHA
18(5)CON
17(5)DEX
11(3)STR
19(5)INT
17(5)WIS
6(2)CHA
8(2)CON
10(3)DEX
4(1)STR
18(5)INT
8(2)WIS
16(4)CHA
17(5)CON
1(1)DEX
9(3)STR
4(1)INT
11(3)WIS
17(5)CHA
3(1)CON
14(4)DEX
9(3)STR
5(2)INT
3(1)WIS
7(2)CHA
------------
All D20 rolls equivocal to "1's" automatically get boosted up to "2's" for only 3 ability scores per Elf Druid Ability Score Pre-requisite dice rolls. 19's and 20's are automatically bumped up to 21(6) only three times.
------------
17(5)CON
2(1)DEX
19(5)STR
5(2)INT
5(2)WIS
4(1)CHA
3(1)CON
17(5)DEX
13(4)STR
17(5)INT
13(4)WIS
5(2)CHA
4(1)CON
20(5)DEX
6(2)STR
13(4)INT
1(1)WIS
17(5)CHA
17(5)CON
17(5)DEX
5(2)STR
10(3)INT
4(1)WIS
2(1)CHA
6(2)CON
2(1)DEX
19(5)STR
20(5)INT
1(1)WIS
1(1)CHA
11(3)CON
20(5)DEX
2(1)STR
19(5)INT
6(2)WIS
3(1)CHA
5(2)CON
5(2)DEX
5(2)STR
20(5)INT
19(5)WIS
14(4)CHA
--------------
Instead of bumping up "1's" as "2's" there is an option to boost 19's,20's, up to 21's.
Each column is a separate Druid.
Add up the totals for the Ability Scores.
1st Druid(Column 1) 2nd Druid 3rd Druid 4th Druid 5th Druid 6th Druid 7th Druid
8CON 7CON 5CON 11CON 9CON 12CON 4CON
5DEX 13DEX 11DEX 14DEX 8DEX 7DEX 8DEX
12STR 9STR 7STR 8STR 10STR 11 5STR 6STR
12INT 13INT 9INT 13INT 15INT 17 9INT 12INT 13
11WIS 11WIS 5WIS 8WIS 8WIS 10WIS 11WIS 12
7CHA 7CHA 9CHA 6CHA 9CHA 7CHA 8CHA
Complete bumping roll sets for "1's" and "2's". Apply Ability Score Equivocal Bonuses as show above.
Roll for magic weapon, apply Weapon Extraordinary Power:
Table 10: Strength (Wizard Spell)
Class Strength Gain
Priest 1d6 points
Rogue 1d6 points
Warrior 1d8 points
Wizard 1d4 points
Druids are known as Priests in AD&D so roll 1D6 to apply this Strength—1 time/day (upon wielder only).
7th Druid has 6 Strength which allows a weight allowance of 20 lbs.
Table: 11 Weapons
Item Cost Weight(lb.) Size Type Speed Factor Damage S-M Damage L
Arquebus3 500 gp 10 M P 15 1d10 1d10
Battle axe 5 gp 7 M S 7 1d8 1d8
Blowgun 5 gp 2 L — 5 — —
Barbed Dart 1 sp * S P — 1d3 1d2
Needle 2 cp * S P — 1 1
Bow — — — — — — —
Composite long bow 100 gp 3 L — 7 — —
Composite short bow 75 gp 2 M — 6 — —
Flight arrow 3sp/12 * S P — 1d6 1d6
Long bow 75 gp 3 L — 8 — —
Sheaf arrow 3 sp/6 * S P — 1d8 1d8
Short bow 30 gp 2 M — 7 — —
Club — 3 M B 4 1d6 1d3
Crossbow — — — — — — —
Hand quarrel 1 gp * S P — 1d3 1d2
Hand crossbow 300 gp 3 S — 5 — —
Heavy quarrel 2 sp * S P — 1d4+1 1d6+1
Heavy crossbow 50 gp 14 M — 10 — —
Light quarrel 1 sp * S P — 1d4 1d4
Light crossbow 35 gp 7 M — 7 — —
Dagger or dirk 2 gp 1 S P 2 1d4 1d3
Dart 5 sp 1⁄2 S P 2 1d3 1d2
Footman's flail 15 gp 15 M B 7 1d6+1 2d4
Footman's mace 8 gp 10 M B 7 1d6+1 1d6
Footman's pick 8 gp 6 M P 7 1d6+1 2d4
Hand or throwing axe 1 gp 5 M S 4 1d6 1d4
Harpoon 20 gp 6 L P 7 2d4 2d6
Horseman's flail 8 gp 5 M B 6 1d4+1 1d4+1
Horseman's mace 5 gp 6 M B 6 1d6 1d4
Horseman's pick 7 gp 4 M P 5 1d4+1 1d4
Javelin 5 sp 2 M P 4 1d6 1d6
Knife 5 sp 1⁄2 S P/S 2 1d3 1d2
Lance4 — — — — — — —
Heavy horse lance 15 gp 15 L P 8 1d8+1 3d6
Light horse lance 6 gp 5 L P 6 1d6 1d8
Jousting lance 20 gp 20 L P 10 1d3-1 1d2-1
Medium horse lance 10 gp 10 L P 7 1d6+1 2d6
Mancatcher2 30 gp 8 L — 7 — —
Morning star 10 gp 12 M B 7 2d4 1d6+1
Polearm — — — — — — —
Awl pike5 5 gp 12 L P 13 1d6 1d12
Bardiche 7 gp 12 L S 9 2d4 2d6
Bec de corbin 8 gp 10 L P/B 9 1d8 1d6
Bill-guisarme 7 gp 15 L P/S 10 2d4 1d10
Fauchard 5 gp 7 L P/S 8 1d6 1d8
Fauchard-fork 8 gp 9 L P/S 8 1d8 1d10
Glaive1 6 gp 8 L S 8 1d6 1d10
Glaive-guisarme1 10 gp 10 L P/S 9 2d4 2d6
Guisarme 5 gp 8 L S 8 2d4 1d8
Guisarme-voulge 8 gp 15 L P/S 10 2d4 2d4
Halberd 10 gp 15 L P/S 9 1d10 2d6
Hook fauchard 10 gp 8 L P/S 9 1d4 1d4
Lucern hammer5 7 gp 15 L P/B 9 2d4 1d6
Military fork1 5 gp 7 L P 7 1d8 2d4
Partisan5 10 gp 8 L P 9 1d6 1d6+1
Ranseur5 6 gp 7 L P 8 2d4 2d4
Spetum5 5 gp 7 L P 8 1d6+1 2d6
Voulge 5 gp 12 L S 10 2d4 2d4
Quarterstaff — 4 L B 4 1d6 1d6
Scourge 1 gp 2 S — 5 1d4 1d2
Sickle 6 sp 3 S S 4 1d4+1 1d4
Sling 5 cp. * S — 6 — —
Sling bullet 1 cp. 1⁄2 S B — 1d4+1 1d6+1
Sling stone — 1⁄2 S B — 1d4 1d4
Spear 8 sp 5 M P 6 1d6 1d8
Staff sling 2 sp 2 M — 11 — —
Sword — — — — — — —
Bastard sword — — — — — — —
One-handed 25 gp 10 M S 6 1d8 1d12
Two-handed 25 gp 10 M S 8 2d4 2d8
Broad sword 10 gp 4 M S 5 2d4 1d6+1
Khopesh 10 gp 7 M S 9 2d4 1d6
Long sword 15 gp 4 M S 5 1d8 1d12
Scimitar 15 gp 4 M S 5 1d8 1d8
Short sword 10 gp 3 S P 3 1d6 1d8
Two-hand. sword 50 gp 15 L S 10 1d10 3d6
Trident 15 gp 5 L P 7 1d6+1 3d4
Warhammer 2 gp 6 M B 4 1d4+1 1d4
Whip 1 sp 2 M — 8 1d2 1
1 This weapon inflicts double damage against charging creatures of L or greater size.
2 This weapon can dismount a rider on a successful hit.
3 This weapon available only if allowed by DM.
4 This weapon inflicts double damage when used from the back of a charging mount.
5 This weapon inflicts double damage when firmly set to receive a charge.
6 The "Type" category is divided into Bludgeoning (B), Piercing (P), and Slashing (S).
This indicates the type of attack made, which may alter the weapon's effectiveness against different types of armor. See the optional Weapon Type vs. Armor Modifiers below.
* These items weigh little individually. Ten of these weigh one pound. (See also the Master Weapons Chart, in the Arms & Equipment Guide)
Table 12: Weapon Type vs. Armor Modifiers
Armor Type Slash Pierce Bludgeon
Banded mail 2 0 1
Brigandine 1 1 0
Chain mail* 2 0 -2
Field Plate 3 1 0
Full Plate 4 3 0
Leather armor** 0 -2 0
Plate mail 3 0 0
Ring mail 1 1 0
Scale mail 0 1 0
Splint mail 0 1 2
Studded leather 2 1 0
* Includes bronze plate mail
** Includes padded armor and hides
While making a new character it isn't forbidden for the Dungeon Master to hint in as to what the player characters will be fighting. Rolls for the characters weapon can be written on the character sheet (strength 1d6) next to weapon name.
Dungeon Master and Player One decide to roll up 6 more sets of 7 new druids.
Roll D20(omit 6 equivalent from actual '20' rolled)
where Subtable A (1-2) Subtable B (3-6) from Table 7(Dungeon Masters Guide Magical Weapons List Table)
is actually Subtable A (1-2) Subtable B (3-5) Equivocals
for 7 seven druids from the first set, and continue for following sets of druids (7 sets x 7 druids = 49 druids) actual weapons rolled for. For the first set of druids, boosting their Strength Attribute upon wielding the intelligent extraordinary weapons, allows them special spells to fight against the Wizards Affliction.
Dungeon Master, " Roll 7 sets of 7 druids each."
Rolling For Magic Items (Weapons)
1st Druid(Column 1) 2nd Druid 3rd Druid 4th Druid 5th Druid 6th Druid 7th Druid
Brew Potion Summon Bandage Thorn Strength Fashion Wand Scribe Scroll Storm Strength Aid
Military Pick Bullet Sling(3d4) Mace Dagger Sword Sword Arrow(2d6)
All Druids Weapons have the same ability, upon wielding they invoke a prophecy of the law, Roll 1D6 for bonus to Strength Attribute. They weapon invokes gold filigree and changes time itself against Wizard Wish Spells, the Forge, and the spells speaking behind it. Not even the druid elf knows, at any time, the valuable spell which makes the gold glow inside of the dungeon.
Dungeon Master and Player One created 7 spells at a time for 7 druids facing the dungeon out of wealth, out of time.
Create Food Find Continual Animal Web Cure Summon
Herbs Light Ally Wounds Winds
Axe Sword Sword Sword Sword Sword Arrow(2d6)
Player One,"you cant Create Food with a spell."
Dungeon Master says,"Creative[it turn hue into a Centaur]."
Bramblecoat Mud To Spirit Firestrike Poison Shilleighla Sticks To
Stone Ally Arrow Snakes
Bold(2d10) Sword Spear Scimitar Spear Sword Sword
"Items over deed," Player One stated.
[Pause...]
Lightning Bolt Summon Giant Dire Messenger Oath Create Identify
Spider Companion Of Feather Water
Dagger Sword Polearm Dagger Dagger Sword Warhammer
"How the serpent breathe strike hue," Player One responded.
Tree Walk Guard Pass Without Detect Stoneskin Revive Poison Blade
Dog Trace Magic
Warhammer Polearm Sword Battleaxe Bullet,Sling(3d4) Knife Sword
D&D Adventures, Elf Druid [AI Blog Creator Tool Wixsite]
Zelda Link To The Past
Teleport Vision Hold Telekinesis Stone Levitate Plant
Quest Portal Shape Growth
Dard(3d4) Sword Military Pick Sword Sword Sword Scimitar
"How do you teleport? Dimension Door."
"Hot."
Call Weapon Summon Earthquake Cloudwalk Summon Planar Gaseous
Steed Monster Ally Form
D&D Adventures, Elf Druid [Enter This] (Dragon)
"Puff The Magic Dragon"
Sword Military Pick Trident Sword Sword Polearm Dagger
Table 13: Druid
Ability Score Wisdom 12
Requirements: Charisma 15
Prime Requisites: Wisdom, Charisma
Races Allowed: Human, Half-Elf, Elf
Alignment Allowed: Neutral
Only Half-Elf and Human can allowed to be Druid. I denoted this in Red above, making a minor adjustment.
Table 14: Racial Abilities
Race Adjustments
Dwarf +1 Constitution; -1 Charisma
Elf +1 Dexterity; -1 Constitution
Gnome +1 Intelligence; -1 Wisdom
Halfling +1 Dexterity; -1 Strength
Elf take Racial Modifier Adjustment thought I didn't apply it.
Table 15: Racial Ability Requirements
Ability Human Dwarf Elf Gnome Half-Elf Halfling
STR — 8/18 3/18 6/18 3/18 7/18*
DEX — 3/17 6/18 3/18 6/18 7/18
CON — 11/18 7/18 8/18 6/18 10/18
INT — 3/18 8/18 6/18 4/18 6/18
WIS — 3/18 3/18 3/18 3/18 3/17
CHA — 3/17 8/18 3/18 3/18 3/18
* Halfling fighters do not roll for exceptional Strength.
Table 16: Racial Abilities Outer Realms
Race Adjustments
Wood Elf Druid -2 WIS, +2 CHA
Dark Elf Druid -2 WIS, +2 INT
Half-Giant Druid (Dark Sun) +6 STR, -6 CHA
Ogre Druid +5 STR, -5 CHA, -2 DEX, +2 CON
Troll Druid +4 STR, -2 CHA, -2 DEX, +2 CON, -2 WIS
Thri-Kreen Druid +3 STR, +3 DEX, -2 CON, -2 INT, -1 WIS, -1 CHA
-----
Grey Elf Druid -4 WIS, +4 INT
Moon Elf Druid -3 WIS, +3 INT, +1 CHA, -1 CON
Half Elf Druid +1 CHA, -1 CON
Aelfborn Druid -2 CHA, +2 STR
Centaur Druid +4 STR, +2 CON, -4 CHA, -2 INT
Minotaur Druid +5 STR, +3 CON, -4 CHA, -4 WIS, +1 DEX, -1 INT
Half-Celestial Druid +4 STR, +4 WIS, -2 CHA, -2 CON, -2 INT, -2 WIS
-----
Samite Druid -6 WIS, +2 DEX, +4 INT
Thelonite Druid +6 DEX, +7 CHA, -3 WIS, -4 INT, -3 CON, -3 STR
Borg Eye Druid +2 STR, +3 CHA, +1 DEX, +1 CON, -4 WIS, -3 INT
Ewok Druid +2 DEX, +2 CHA, -2 INT, -2 WIS
Gartham Druid +6 STR, +6 CON, -3 INT, -3 WIS, -3 CHA, -3 DEX
Hulk Druid +7 STR, +6 CON, -4 INT, -3 WIS, -4 CHA, -2 DEX
Ralendor Druid +3 WIS, +3 CHA, -3 INT, -3 CON
------
Ray Elf Druid +10 CHA, +10 WIS, -10 CON, -10 STR
Vesper Druid +1 STR, +1 DEX, +1 INT, -1 CON, -2 CHA
Britain Druid +2 STR, +2 DEX, +2 INT, -2 CON, -4 CHA
Minoc Druid -1 CHA, +1 DEX
Yew Druid -2 CHA, +2 DEX
Moonglow Druid +1 WIS, +1 DEX, +1 INT, +1 CHA, -4 CON
Jhelom Druid +1 CON, +1 WIS, -1 STR, -1 DEX
------
High Elf Druid -8 WIS, +4 DEX, +4 CHA
Erudite Druid +4 INT, +4 WIS, +2 CHA, -2 STR, -4 CON, -4 DEX
Iksar Druid +7 DEX, -4 CON, +2 STR, -3 WIS, -2 INT
Barbarian Druid +4 DEX, +3 STR, +4 CON, -4 WIS, -4 CHA, -3 INT
Firbolg Druid +3 WIS, +3 CON, -4 DEX, -2 INT
Ratonga Druid +3 DEX, -3 CHA
Froglok Druid +3 INT, +3 WIS, -3 CHA, -3 CON
------
Karankawa Druid +8 WIS, -4 CON, -1 INT, -1 CHA, -1 STR, -1 DEX
Umpqua Druid +7 CON, -4 INT, -3 WIS
Apache Druid +7 STR, -4 CHA, -1 CON, -1 DEX, -1 INT
Hopi Druid +7 DEX, -4 CHA, -1 INT, -3 CON, +1 STR
Seminole Druid +3 DEX, +4 CON, -3 STR, -4 WIS
Cherokee Druid +2 DEX, -2 WIS
Seattle Druid +1 INT, -1 WIS
------
Wehnimer Druid +2 CON, +2 STR, +2 DEX, -2 INT, -2 WIS, -2 CHA
Icemule Druid +6 STR, -2 INT, -2 WIS, -2 CHA
Freeport Druid +6 CON, -2 INT, -2 WIS, -2 CHA
Qeynos Druid +6 DEX, -2 INT, -2 WIS, -2 CHA
Ylor Druid +6 WIS, -2 INT, -2 DEX, -2 CHA
Eldoria Druid +6 CHA, -2 INT, -2 DEX, -2 STR
Hyrul Druid +6 INT, -2 STR, -2 CON, -2 DEX
------
Yellow Slime Druid -10 STR, +10 DEX
Green Slime Druid -10 STR, +10 DEX
Poltergeist Druid -11 STR, +1 WIS, +10 DEX
Ghost Druid -12 STR, +1 WIS, +1 CHA, +10 DEX
Drakkis Druid -13 STR, +1 WIS, +1 CHA, +1 CON, +10 DEX
Wyvern Druid -14 STR, +2 WIS, +1 CHA, +1 CON, +10 DEX
Faerie Dragon Druid -15 STR, +3 WIS, +1 CHA, +1 CON, +10 DEX
Phantasmal Wyvern Druid -16 STR, +4 WIS, +1 CHA, +1 CON, +10 DEX
} Dwarf Druid
} Human Druid
} Halfling Druid
} Gnome Druid
} Animal Druid
} Less than five Constitution Druid (Deity)
} Elf Druid
Druid Spell Equivalents To Be Continued
How is the Monster Summoning Spell Progression for a 2nd Edition Halfling Druid? That's why I come up.
Table 17: Druid
Class Group: Priest
Source: Player's Handbook: Druid (Players HandBook)
Player's Option: Spells & Magic: Druid (Players Option Spells & Magic)
Ability Score Wisdom 12
Requirements: Charisma 15
Prime Requisites: Wisdom, Charisma
Races Allowed: Human, Half-Elf
Alignment Allowed: Neutral
Druid Spell (2nd Edition) Slots per Spell Level
Level XP needed Hit THAC0 1 2 3 4 5 6 * 7 **
Dice
(d8)
1 0 1 20 1 — — — — — —
2 2,000 2 20 2 — — — — — —
3 4,000 3 20 2 1 — — — — —
4 7,500 4 18 3 2 — — — — —
5 12,500 5 18 3 3 1 — — — —
6 20,000 6 18 3 3 2 — — — —
7 35,000 7 16 3 3 2 1 — — —
8 60,000 8 16 3 3 3 2 — — —
9 90,000 9 16 4 4 3 2 1 — —
10 125,000 9+2 14 4 4 3 3 2 — —
11 200,000 9+4 14 5 4 4 3 2 1 —
12 300,000 9+6 14 6 5 5 3 2 2 —
13 750,000 9+8 12 6 6 6 4 2 2 —
14 1,500,000 9+10 12 6 6 6 5 3 2 1
15 3,000,000 9+12 12 6 6 6 6 4 2 1
16 3,500,000 9+14 10 6*** 6 6 6 4 2 1
17 500,000**** 9+16 10 6 6 6 6 4 2 1
18 1,000,000 9+18 10 6 6 6 6 4 2 1
19 1,500,000 9+20 8 6 6 6 6 4 2 1
20 2,000,000 9+22 8 6 6 6 6 4 2 1
* Usable only by druids with 17 or greater Wisdom.
** Usable only by druids with 18 or greater Wisdom.
*** Beyond 15th level a druid never gains any new spells, but casting level increases as normal.
**** See section on hierophant druids.
Table 18: Average Height and Weight
Height in Inches Weight in Pounds
Race Base* Modifier Base* Modifier
Dwarf 43/41 1d10 130/105 4d10
Elf 55/50 1d10 90/70 3d10
Gnome 38/36 1d6 72/68 5d4
Half-Elf 60/58 2d6 110/85 3d12
Halfling 32/30 2d8 52/48 5d4
Human 60/59 2d10 140/100 6d10
Table 19: Elven Racial Adjustment for Thieves
PP OL F/RT MS HS DN CW RL
+5% -5% – +5% +10% +5% – –
One downside of blending the druid spell list into the cleric spell list for 2nd edition is it lost some of the unique spell progression of the class. As not all of you have access to the first edition books, I wanted to post the earlier version of the druid/cleric spells. If you are using the 2e specialty priests, splitting the druid off does not work, but if your games only include clerics and druids, it might be interesting to look over.
There are some major differences, such as access to healing magic (druids do not get access to Cure Light Wounds until level two, but they gain spell/day at a much quicker rate than normal clerics), and druids and clerics get spells at different levels (one thing that can't really be expressed with the spell sphere system).
First off, 1e clerics get spells using the same table as 2nd edition clerics, though the 1e PHB extends the list out to 29 (while 2e cuts it off at level 20). The extra few cleric levels are
Table 20: Cleric Spell Levels 1e
21 = 9/9/9/9/8/6/2
22 = 9/9/9/9/9/6/3
23 = 9/9/9/9/9/7/3
24 = 9/9/9/9/9/8/3
25 = 9/9/9/9/9/8/4
26 = 9/9/9/9/9/9/4
27 = 9/9/9/9/9/9/5
28 = 9/9/9/9/9/9/6
29 = 9/9/9/9/9/9/7
Now, the druid (PHB 1e) table is VERY different...
Table 21: Druid Spells
Druid Level L1 L2 L3 L4 L5 L6 L7
1 2 - - - - - -
2 2 1 - - - - -
3 3 2 1 - - - -
4 4 2 2 - - - -
5 4 3 2 - - - -
6 4 3 2 1 - - -
7 4 4 3 1 - - -
8 4 4 3 2 - - -
9 5 4 3 2 1 - -
10 5 4 3 3 2 - -
11 5 5 3 3 2 1 -
12 5 5 4 4 3 2 1
13 6 5 5 5 4 3 2
14 6 6 6 6 5 4 3
15+ 6 6 6 6 6 6 6
Notice how fast they gain low level spells. Though they never get more than 6 spells/level, when you take into account their extremely rapid XP table, they gain a massive number of spells very fast.
Now, the actual spells lists...
Table 22: Druid Spell List
A 1e druid would gain the following spells:
1 2 3 4 5 6 7
Animal Friendship Barkskin Call Lightning Animal Summoning I Animal Growth Animal Summoning III Animate Rock
Detect Balance Charm Person of Cloudburst Call Woodland Beings Animal Summoning II Anti-Animal Shell Changestaff
Mammal
Detect Magic Create Water Cure Disease Control Temperature Anti-Plant Shell 10' Conjure Fire Chariot of Sustarre
Radius Elemental
Detect Poison Cure Light Wounds Hold Animal Cure Serious Wounds Commune With Nature Cure Critical Wounds Confusion
Detect Snares and Feign Death Know Alignment Dispel Magic Control Winds Feeblemind Conjure Earth
Pits Elemental
Entangle Fire Trap Neutralize Poison Hallucinatory Forest Insect Plague Fire Seeds Control Weather
Faerie Fire Flame Blade Plant Growth Hold Plant Moonbeam Liveoak Creeping Doom
Invisibility to Goodberry Protection from Plant Door Pass Plant Transmute Water to Finger of Death
Animals Fire Dust
Locate Animals Heat Metal Pyrotechnics Produce Fire Spike Stones Transport Via Plants Fire Storm
Pass Without Trace Locate Plants Snare Protection From Sticks To Snakes Turn Wood Reincarnate
Lightning
Predict Weather Obscurement Spike Growth Repel Insects Transmute Rock To Mud Wall Of Thorns Sunray
Purify Water Produce Flame Starshine Speak With Plants Wall Of Fire Weather Summoning Transmute Metal To
Wood
Shillelagh Reflecting Pool Stone Shape Reflecting Pool -- -- --
Speak With Animals Slow Poison Summon Insects -- -- -- --
-- Trip Tree -- -- -- --
-- Warp Wood Water Breathing -- -- -- --
Equivalent Equivocals
Sometimes completing D&D Adventures out, I connect with a star bond feel from a premade world. Sometimes I draw a D&D Map to eschew this story of. Characters drawn up for major quality art projects of past times could come up again. For this the visage subtly imbibes a different portrait glance up as each artist render different queues.
Dungeon Quest Online Gaming D&D World-building moves Electrum Flavored Moves 2nd Edition Character Sheet Record Demand to any Race/Wizard Character. For Example, In a particular sub(undergrounds of) the dungeon preset for electrum modifier bonuses align with nothing outside of the dungeon personally.
Gameforge OGame Iron Consumption Energy Technology focuses Energy on web-based Character Sheet converted deducted of Fusion Reactor Rollout credible. I wonder if Halfling Druid will come up as a lifeform, as I nimbly lifted over a hundred espionage probes after initial discovery mission which thereafter, the colony ship deployed. Time travel shift completed.
New Ability Hook equivalent to the seven ability scores 2nd edition strength, dexterity, constitution, intelligence, wisdom, charisma equivocal to a five ability score system traverses the three of Ultima Online. be creative and selective when choosing a new Ability Hook word. here are a few samples, though aligned as a list.
Deities stay away from 2nd edition ability scores that lead to damage with roleplaying production. New Ability Hooks that change geologic processes with magic could potentially be tracked by Fusion from GameForge OGame. For example, if you convert anything towards a 2nd edition follower deity character sheet, you should smooth algorithm by moving the character product through two additional realms for correct triangulation.
2nd Edition D&D Players Handbook Chapter 7 hits Equipment List including starting gold pieces. I always get excited about this part of Character Creation, however deserted, I feel it opens up a star path. The printable Character Sheet equivocal in the back of the book shares a similar nostalgia. Choosing Equipment fine tunes your character class unique.
Include EverQuest Beastlord
Level: 1
Spell Name Class Expansion:
Salve PAL/1 RNG/1 BST/1
Effect: 1: Increase Hitpoints by 5. Max: 9
Mana:8 Skill:Alteration Target Type:Single
Salve keeps hit points topped off. Everquest Rangers get this spell yet I am not sure that it is in the 2nd Edition D&D Realm.
This is me in my current album. My arts only include a Salve ability. I have yet to Sense the Animals with double story to Troll Everquest Beastlords.
Level: 2
Spell Name Class Expansion:
Sense Animals DRU/1 SHM/7 BST/1
Effect: 2: Sense Animals
Mana:5 Skill:Divination Target Type:Self
Everquest Druids get this spell at level one. Everquest Beastlords get this spell at level 1. D&D Deity Halfling Druid seems to be carrying Monster Summoning I scrolls, so collectively the 2nd edition D&D Druid Spell at level one would be an appropriate equivalent.
Level: 12
Name ClassEffect(s)ManaSkillTarget TypeExpansion
Blast of Frost BST/12
1: Decrease Hitpoints by 71.
40EvocationSingle
Level: 26
Name ClassEffect(s)ManaSkillTarget TypeExpansion
Spirit Strike SHM/14 BST/261: Decrease Hitpoints by 58. Max: 78
44EvocationSingle
Turtle SkinSHM/11 BST/264: Increase AC by 5 (L11) to 15 (L19)
50AbjurationSingle
Level: 33
Name ClassEffect(s)ManaSkillTarget TypeExpansion
Ice Spear BST/331: Decrease Hitpoints by 207.
97EvocationSingle
Level: 47
Name ClassEffect(s)ManaSkillTarget TypeExpansion
Frenzy SHM/16 BST/473: Increase AC by 4 (L16) to 15 (L41)
5: Increase AGI by 10 (L16) to 35 (L31)
6: Increase STR by 15 (L16) to 43 (L53)
7: Increase DEX by 11 (L16) to 35 (L16)
35AbjurationSelf
Frost Shard BST/471: Decrease Hitpoints by 281.
119EvocationSingle
Level: 54
IconNameClassEffect(s)ManaSkillTarget TypeExpansion
Furious StrengthSHM/39 BST/541: Increase STR by 12 (L39) to 46 (L45)
80AlterationSingle
Spirit of OmakinBST/541: Summon Warder: PCPetBstS11L054Ward
300AlterationSelf
Spirit of SnowBST/541: Add Proc: Spirit of Snow Strike rate mod 150
2: Increase DEX by 75
120AlterationPet
Ice Shard BST/541: Decrease Hitpoints by 404.
156EvocationSingle
Fearless DisciplinePAL/54 RNG/54 SHD/54 BRD/54 BST/54 MNK/40 ROG/40 WAR/40 BER/401: Increase Chance to Resist Fear Spell by 10000%
0DefenseSelf
Resist PoisonCLR/30 PAL/61 DRU/44 SHM/35 BST/542: Increase Poison Resist by 11 (L30) to 50 (L31)
50AbjurationSingle
Level: 63
IconNameClassEffect(s)ManaSkillTarget TypeExpansion
Talisman of JasinthSHM/50 BST/631: Increase Disease Resist by 16 (L50) to 60 (L31)
150AbjurationGroup v2
CeleritySHM/56 ENC/39 BST/631: Increase Attack Speed by 28% (L39) to 78% (L45)
185AlterationSingle
Arag's CelerityBST/633: Increase STR by 115
4: Increase Attack Speed by 85%
5: Increase ATK by 75
6: Increase AC by 71
450AlterationPet
Spirit of RellicBST/631: Add Proc: Spirit of Rellic Strike rate mod 150
2: Increase DEX by 75
140AlterationPet
Frost Spear BST/631: Decrease Hitpoints by 660.
235EvocationSingle
Abolish DiseaseSHM/48 BST/631: Decrease Disease Counter by 36
100AlterationSingle
Level: 65
IconNameClassEffect(s)ManaSkillTarget TypeExpansion
AcumenSHM/56 BST/651: See Invisible (1)
2: Ultravision
75DivinationSingle
PlagueSHM/49 NEC/52 BST/651: Increase Disease Counter by 9
2: Decrease Hitpoints by 97 per tick. Max: 156 per tick
3: Decrease HP when cast by 144
308ConjurationSingle
Sha's RevengeBST/652: Decrease Attack Speed by 65%
3: Increase Disease Counter by 16
150AlterationSingle
FerocityBST/655: Increase STA by 40
7: Increase ATK by 150
8: Increase All Resists by 65
600AlterationSingle
Turepta BloodBST/651: Increase Poison Counter by 10
2: Decrease HP when cast by 369
3: Decrease Hitpoints by 287 per tick. Max: 427 per tick
553ConjurationSingle
Trushar's MendingBST/651: Increase Hitpoints by 593. Max: 1048
330AlterationUnknown(52)
Trushar's Frost BST/651: Decrease Hitpoints by 742.
274EvocationSingle
Ancient Frozen Chaos BST/651: Decrease Hitpoints by 836.
298EvocationSingle
Retrieved from: https://everquest.allakhazam.com/db/spelllist.html?name=&type=bst&level=1&opt=And+Higher&action=search










