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Druid Spells
Shadows of Doubt

Druid Spells

Explore Druid spells in Shadows of Doubt, including Entangle, Charm Person or Mammal, and Call Lightning, with details on range, duration, and effects.

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Explore Druid spells in Shadows of Doubt, including Entangle, Charm Person or Mammal, and Call Lightning, with details on range, duration, and effects.

Walkthrough
  1. 1
    Level 1 Druid Spells: You can select the following Cleric spells: Armor of Faith, Bless, Cure Light Wounds, Detect Evil, Doom, and Shillelagh.
  2. 2
    Entangle: 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.
  3. 3
    Level 2 Druid Spells: You can select the following Cleric spells: Barkskin, Find Traps, Flame Blade, Know Alignment, Resist Fire and Cold, and Slow Poison.
  4. 4
    Charm 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.
  5. 5
    Goodberry: 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.
  6. 6
    Level 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.
  7. 7
    Call 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.
  8. 8
    Hold 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.
  9. 9
    Summon 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.
  10. 10
    Level 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.
  11. 11
    Call 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.
  12. 12
    Level 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.
  13. 13
    Insect 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.
  14. 14
    Iron 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.
  15. 15
    Pixie 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.
  16. 16
    Level 6 Druid Spells: You can select the following Cleric spells: Animal Summoning III, Conjure Animals, Harm, Heal, Physical Mirror, and Wondrous Recall.
  17. 17
    Conjure 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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