Explore Druid spells in Shadows of Doubt, including Entangle, Charm Person or Mammal, and Call Lightning, with details on range, duration, and effects.
Walkthrough
- 1Level 1 Druid Spells: You can select the following Cleric spells: Armor of Faith, Bless, Cure Light Wounds, Detect Evil, Doom, and Shillelagh.
- 2Entangle: This spell has a range of Visual range of the caster, a duration of 1 turn, and a casting time of 4. Its area of effect is a 12' radius. Creatures caught within this area that fail a save vs. Spells at +3 are held fast for the spell's duration. Entangled enemies suffer -2 to AC but can still attack. By Baldur's Gate 2, the save bonus makes this spell less reliable, potentially inconveniencing you as much as your enemies.
- 3Level 2 Druid Spells: You can select the following Cleric spells: Barkskin, Find Traps, Flame Blade, Know Alignment, Resist Fire and Cold, and Slow Poison.
- 4Charm Person or Mammal: This spell has a range of Visual range of the caster, a duration of 1 turn, and a casting time of 5. It affects 1 creature. If the target (a humanoid opponent or mammalian creature) fails a save vs. Spell at +3, you can control them for the spell's duration. Due to the saving throw bonus, it is unlikely to work.
- 5Goodberry: This spell has a range of 0, a permanent duration, and a casting time of 9. It affects the caster and creates a magical berry that heals 5 HP. This spell is considered poor.
- 6Level 3 Druid Spells: You can select the following Cleric spells: Cure Disease, Cure Medium Wounds, Dispel Magic, Invisibility Purge, Miscast Magic, Protection from Fire, Rigid Thinking, Strength of One, and Zone of Sweet Air.
- 7Call Lightning: This spell has a range of 80', a duration of 1 turn per 4 levels, and a casting time of 9. Its area of effect is the Visual range of the caster. It summons 1 lightning bolt per round of the spell's duration, inflicting 2-16 lightning damage plus 1-8 damage per caster level (maximum 20d8) to a random enemy. The spell only works outdoors. The outdoor restriction limits its usefulness.
- 8Hold Animal: This spell has a range of 35', a duration of 2 rounds per level, and a casting time of 5. Its area of effect is Special. It affects the target and 1-3 enemy creatures within 20' that fail their save vs. spell, rendering them unable to act for the duration. Only non-monstrous animals are affected. There are very few hostile animals in the game.
- 9Summon Insects: This spell has a range of 60', a duration of 7 rounds, and a casting time of 9. It affects 1 creature. The target is surrounded by a cloud of insects, taking 1 point of damage every 2 seconds, suffering a -2 THAC0 and AC penalty, and having a 50% chance of spell failure. The target can attempt a save vs. Breath at -4 to avoid these effects. It is a respectable addition to your anti-caster arsenal.
- 10Level 4 Druid Spells: You can select the following Cleric spells: Animal Summoning I, Cause Serious Wounds, Cloak of Fear, Cure Serious Wounds, Death Ward, Defensive Harmony, Farsight, Negative Plane Protection, Neutralize Poison, Poison, and Protection From Lightning.
- 11Call Woodland Beings: This spell has a range of 25', a duration of 3 turns, and a casting time of 7. Its area of effect is Special. It summons a Dryad, which is weak but has powerful magic like Mental Domination, Confusion, Mass Cure, and Hold Monster.
- 12Level 5 Druid Spells: You can select the following Cleric spells: Animal Summoning II, Cause Critical Wounds, Chaotic Commands, Cure Critical Wounds, Magic Resistance, Mass Cure, and True Seeing.
- 13Insect Plague: This spell has a range of Visual range of the caster, a duration of 6 rounds, and a casting time of 5. Its area of effect is a 30' radius. There is no saving throw. A cloud of insects surrounds the target, inflicting 1 point of damage every two seconds and a 100% chance of spell failure. It spreads to up to six enemies, even if invisible. Affected enemies must save vs. Breath or run away in fear for 1 round. This is a top choice for a 5th-level slot and effective against mages.
- 14Iron Skins: This spell has a range of 0, a duration of 12 hours, and a casting time of 1. Its area of effect is the caster. There is no saving throw. It creates 1 skin for every two caster levels, with each skin absorbing a single attack. This is an excellent defensive spell, similar to Stoneskin.
- 15Pixie Dust: This spell has a range of 0, a duration of Special, and a casting time of 9. Its area of effect is a 15' radius. There is no saving throw. It renders allies in the area of effect invisible, but hostile actions will dispel the invisibility. The same effect can be achieved with a 3rd-level Mage spell.
- 16Level 6 Druid Spells: You can select the following Cleric spells: Animal Summoning III, Conjure Animals, Harm, Heal, Physical Mirror, and Wondrous Recall.
- 17Conjure Fire Elemental: This spell has a range of Visual range of the caster, a duration of 1 turn per level, and a casting time of 9. Its area of effect is Special. It summons 1 Fire Elemental with random strength: 65% chance of 12 HD, 20% chance of 16 HD, 10% chance of 20 HD, and 5% chance of 24 HD. This is the same as the level 6 Mage spell.
Tips
- Druids draw their spells from the Druid spellbook.
- Cleric/Rangers can select Druidic spells in addition to their regular spells.
- Spell levels for Druids are unlocked based on your Ranger level.
- Entangle can hinder enemies but may also affect you.
- Charm Person or Mammal is unlikely to succeed due to saving throw bonuses.
- Goodberry is a very weak healing spell.
- Call Lightning is powerful but restricted to outdoor areas.
- Hold Animal has limited use due to the scarcity of hostile animals.
- Summon Insects is effective against casters.
- Call Woodland Beings summons a Dryad with useful magical abilities.
- Insect Plague is a highly effective spell against mages and can spread to multiple targets.
- Iron Skins is a strong defensive spell.
- Pixie Dust offers invisibility but can be dispelled by hostile actions.
- Conjure Fire Elemental summons a Fire Elemental with variable strength.
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