Druid (DFRPG)

Druids are supernatural adepts who are familiar with the powers of nature, particularly plants. They are often intelligent and perceptive, and will utilize terrain (and the creatures around it) to their advantage. Any decent druid knows a bit of Esoteric Medicine (Druidic) and Herb Lore. Just as a Knight may come to rely on good armor and a fine blade, Druids may find themselves using potions to boost their allies.
== Druidic Arts ==
* Power Investiture (Druidic) -- The fundamental advantage for casting druidic spells.
=== Druidic Abilities ===
These are powers which tend to require concentration but not FP.
* Beast Flight
* Control Animal
* Nature's Shield [7/level] -- Gives the druid DR 2/level against most elemental attacks.By rules-as-written, this advantage doesn't include the eyes. You should probably include the eyes anyway -- resistance to sandstorms but not sand in the eyes is a bit silly. -- Cherrio This includes natural dangers (hail, falling rocks) as well as elemental spells (Air Jet, Fireball), and elemental attacks (such as fire breath). A very thematically appropriate ability.
* Plant Empathy
* Speak with Animals
* Speak with Plants
=== Druidic Spellcasting ===
* See Nature's Strength page.
Druidic Spells include the following. Note that Druids start play around PI 3:
* PI 1: Beast-Rouser, Beast-Soother, Coolness, Detect Magic, Detect Poison, Extinguish Fire, Find Direction, Hawk Vision, Identify Plant, Master, No-Smell, Purify Air, Purify Earth, Purify Water, Quick March, Recover Energy, Seek Earth, Seek Food, Seek Plant, Seek Water, Sense Evil, Sense Life, Share Energy, Tell Position, Thunderclap, Umbrella, and Warmth. 
* PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech, Cure Disease, Fireproof, Fog, Hide Path, Know Location, Light Tread, Mystic Mist, Neutralize Poison, Pathfinder, Plant Vision, Pollen Cloud, Protection from Evil, Purify Food, Repel Animal, Rider, Rider Within, Shape Air, Shape Earth, Shape Plant, Shape Water, Weather Dome, and Windstorm. 
* PI 3: Beast Summoning, Breathe Water, Conceal, Create Plant, Earth Vision, Forest Warning, Freeze, Hybrid Control, Instant Neutralize Poison, Plant Control, Plant Sense, Plant Speech, Protect Animal, Remember Path, Repel Hybrids, Resist Cold, Resist Lightning, Sunlight, Swim, Tangle Growth, Walk Through Plants, Walk Through Wood, and Water Vision. 
* PI 4: Beast Possession, Create Animal, Dispel Magic, Frostbite, Hail, Lightning, Sandstorm, and Wither Plant. 
* PI 5: Arboreal Immurement, Entombment, and Spark Storm. 
* PI 6: Earthquake and Geyser.
== Special Druid Traits ==
* Ate Their Oats This Morning -- Druids can improve their FP by 1/2 above their HT instead of 1/3.
* Esoteric Medicine (Druidic) -- works well for healing buddies (presuming you have no spells to do so)
* Herb Lore -- Making potions!
==See Also==
*The Dungeon Fantasy RPG
==References==
*Dungeon Fantasy RPG: Adventurers, p.22-25