The druid in the dungeon | - | The druid's alignment | - | Outside the dungeon |
Dragon | Classes | - | Druids | Dragon 119 |
Every party of AD&D® game adventurers
has its fighters, clerics, magic-users,
and thieves ? and probably a sprinkling
of
dual-classed demi-human characters of
more diverse talents, too. Adventurous
players may role-play monks or illusioni
s t s , a n d w i t h t h e
p u b l i c a t i o n o f Unearthed
Arcana, plenty of gamers
will be rolling up
cavaliers
or barbarians. This leaves only
one strong character class which is rarely
played: the druid. Few AD&D game players
favor the druid in their play. Why is
this?
The first problem (or set of problems)
causing a scarcity of druids in AD&D
game adventures comes from a misrepresentation
of the practicality of the class.
Druids do not appear as effective in combat
as clerics because they cannot wear
metal armor. And, while they have a wider
choice of weapons than do clerics, their
weapon choices are somewhat weaker.
Another problem is that druids gain new
weapon proficiencies more slowly than
clerics, and the weapons with which they
can become proficient are rather ineffectual
(if the DM plays weapon type versus
variable AC adjustments in determining
hit
rolls). Druidic healing powers likewise
do
not appear as strong as those of clerics,
and (unlike clerics) druids cannot turn
undead. All these points assume, of
course, that the druid is an ?alternative?
to
the cleric ? an assumption which gamers
tend to make because the druid is defined
as a sub-class of the cleric in the AD&D
game. These practical problems, as most
gamers see them, are summed up in the
classic cliche: "They're no good in
dungeons."
The second problem is
more sophisticated;
it involves the alignment of the
druid and the question of whether or not
druids are disruptive to party unity.
Most
AD&D game campaigns revolve around
conflicts between good and evil. The
druid, of course, is an absolute neutral
character, seeing all things (whether
good
or evil) as balanced factors in the wholeness
of nature. How can such a character
be integrated into a party of PCs fighting
evil, or even into a PC party involved
in a
law-versus-chaos adventure?
Let us address these problems one at a
time. First, we can examine the druid
in
the ?worst-case analysis? ? in the dungeon
setting. Next, we?ll examine the alignment
problem. Finally, we will look at some
of
the advantages the druid has in town
adventures. (Presumably, players will
agree that the druid is a powerful class
in
wilderness settings, so his role there
needs
no justification.)
The druid in the dungeon
Let us begin our analysis by establishing
the premise that a dungeon is very much
a
part of nature. Although druids are particularly
attuned to verdant woodlands, their
abilities are also useful in the dungeon
setting (after all -- the dungeon lies
below
the ground on which things grow). This
premise is particularly true if the dungeon
setting is that of a natural cavern, an
overgrown mine structure, or a similar underground complex.
There are two general points to keep in
mind when analyzing the druids effectiveness
in a dungeon; these are illustrated in
the tables at the end of this article.
First,
druids progress in experience levels more
rapidly than magic-users and illusionists
at
all levels, and more rapidly than clerics
after the 5th level. Also, at any given
experience-point total, druids possess
more spells and higher-level spells than
any other class.
Most AD&D
game players are of the
belief that druids are weak fighters;
this
belief is more pronounced when players
compare druids to clerics. Certainly,
even
a druid with a good dexterity will never
acquire an AC as low as that of a cleric
--
a problem which is exacerbated as experience
levels are gained. Likewise, magical
items acquired through adventuring, such
as protective devices affecting AC, often
go to other types of characters first
(for
example, rings of protection go mostly
to
fighters who need the saving-throw bonuses,
magic shields go to the clerics, and
so on). As experience levels are gained,
however, the druid outgains the cleric
in
hit points (since he gains levels faster),
and
so has a better defensive ability in this
respect. In any event, clerics often serve
as back-up fighters; in that role, the
druid
may be superior to the cleric. For instance,
the druids spell combination of
animal friendship and speak with animals
can be used to train an animal pet --
an
auxiliary "fighter" considerably more
powerful than a cleric and possibly even
more powerful than a fighter. While the
druid himself is not going to lead a PC
party into combat, he can bring substantial
fighting muscle to that group.
Likewise, the apparently weaker healing
powers of the druid as compared with the
cleric are not the problem they seem.
The
druid only has weaker healing powers at
t h e f i r s t
e x p e r i e n c e l e v e l (cure light
wounds is a first-level clerical
spell and a
second-level druidic spell) and at very
high
levels (the point at which heal becomes
available to the cleric). Otherwise,
cure
serious wounds is a fourth-level
spell for
both clerics and druids, but the druid
needs only to be 6th level (20,001 experience
points) to have the potential for memorizing this spell while the cleric
needs to
be 7th level (55,001 experience points).
Similar logic holds for other healing
effects ? notably for cure disease, which is
available to a 5th-level druid (4,001
experience points).
Let?s now deal with the crux of matters
? the effectiveness of the druid in a
dungeon. There are many spells at each
druidic spell level which are very useful
in
dungeons. When comparing the druid
with the cleric, let?s assume we?re analyzing
PCs with wisdom scores of at least 16
in both cases.
At the first experience level, the druid
has four first-level spells compared to
the
cleric?s three (and one for the magic-user).
Two of these spells are essential to the
druid: speak with animals
and animal
friendship. With these two spells,
the
druid may have an animal pet which has
a
moderate repertoire of tricks. Furthermore,
this pet may have up to 2 HD (or
possibly up to 2 + 3 HD, since 2 + HD
animals are treated as 2 HD animals for
combat purposes). Let?s consider such
a
trained animal in combat: a war dog, for
example. A war dog will hit an enemy of
AC 5 in melee on a 1d20 roll of 11 or
better, whereas a 1st-level fighter with 17
strength needs a minimum 1d20 roll of
14.
(This comparison doesn?t include the effects
of ?to hit? adjustments for weapon
types versus variable AC, but since no
normal weapon has a + 3 bonus against
AC 5, the point made still holds. Weapons
specializations haven?t been considered
either, due to the complexity of such
a
calculation and the limited space allotted
to this article.) The war dog has a much
poorer AC than a fighter, of course, and
does less damage in many cases, but with
an average of 11 hp, it is more resilient
than the average 1st-level fighter with
an
18 constitution.
A druid character should not need to
memorize these spells for an adventure
at
1st level. It can be argued that during
his
early training, the druid used the spells
to
train his pet (although speak with
animals
is useful in adventures anyway). Moreover,
commands such as ?attack the creature
I
point to with this hand signal,?
or ?paw my
leg when you smell the orcs/goblins/gnolls
whose scent you have been taught to
recognize? have obvious uses in combat.
One could also train an animal to sniff
out
thieves hiding in shadows. . . .
Another first-level spell of great utility
in
dungeons is detect poison
(poison is, after
all, the bane of any character class at
any
experience level, save for high-level
monks). This spell can be a life-saver
when
it is cast to examine chests for poison
traps
or upon potions found in treasure hoards.
Likewise, detect snares and pits
is valuable
even in dungeons; although only simple
pits can be detected with this spell in
such
settings, a simple 10? pit can mean death
for a 1st-level character. In comparison
to
the clerical spell equivalent, find
traps,
the increasing duration of detect
snares
and pits (which is a function of
increasing
experience level) guarantees its continuing
value to a party, leaving the clerical
spell
available for checking chests, possible
glyphs set on portals, and the like.
Faerie fire is also a splendid spell;
the
range is fairly extensive (80?) and the
area
of effect is also a plus (affecting one
or
more creatures within an 80? diameter
circle). To add to this, the number of
creatures affected escalates with increasing
experience level (12 linear feet per level
gets to be a lot when the druid reaches
4th
or 5th level). The spell is virtually
made
for the dungeon due to its effectiveness
in
poor lighting conditions; it also confers
a
+2 hit bonus to fighting PCs in combat.
Above all, there is no saving
throw against
its effects.
A 1st-level druid with detect poison,
detect snares and pits, faerie
fire and
speak with animals is a tremendous
asset
to any dungeon party. The druid will be
highly popular with fighters (?The
?fire
was great, and the dog certainly helped
in
combat, and thanks for telling me about
the pit.?) and thieves (?A poison
trap on the
chest?? Thanks for the warning.?). But
at
2nd level, things get even better. Apart
from all other character classes, the
druid
receives a second-level spell (three,
in fact,
if he has a 16 or better wisdom score).
Now he has seven spells, compared to four
for the cleric and two for the magic-user.
Of the second-level spells, one can be
a
real killer: heat metal. Any
creature in
non-magical metal armor is in serious
trouble when the druid hits it with this
spell; the automatic damage (there is
no
saving throw) can be enough to kill, depending
on how long it takes to get the
armor off. Even if the creature succeeds,
it
will be AC 10 out of its armor, with the
druid?s fighter friends quickly closing
for
combat. Also, if the target creature?s
head
is affected by the heat (which depends
on
whether or not it is wearing a helm),
unconsciousness sets in (for 1-4 rounds) on
the third round after the spell is cast,
totally disabling the creature. Furthermore,
the spell can set normal clothing
aflame, and if the Creature is carrying
oil
on its person, the effects can be spectacular.
To complete the picture, no normal
metal weapon can be held by a creature
affected by heat metal after
two rounds.
This spell can be great fun, offering
added
strength from relatively simple magic.
Of the other second-level spells,
barkskin is useful defensively.
Likewise,
trip can come into its own when
cast
against one or two tough monsters in
pursuit of retreating PCs. (For larger
groups of enemies, this spell is not so
useful; after one creature has tripped,
the
others gain a +4 bonus to saving throws
against the spell.) Warp wood
has some
surprisingly useful applications ? when
cast on door frames, it can provide a
simple equivalent to wizard lock (most magicusers at a similar
level of experience do
not have knock yet).
Fire trap adds another defensive possibility to the druids
repertoire. Reflecting pool
is just about the
only scrying spell available to spell-casters
at this level (ESP is not yet available
to
magic-users). The description for
reflecting pool, however, is slightly ambiguous; to
cast this spell, the druid needs a ?pool
of
normal water in a natural setting.? Many
DMs might assume that this implies an
outdoor setting, although pools of normal
water in natural caverns should be suitable
for casting the spell. There are plenty
of possibilities available at the 2nd
level,
and there are still two exceptionally
useful
spells left to consider.
Slow poison can be acquired by the
druid ahead of the cleric, and with an
extra bonus: The druid has a 5% chance
per level of experience of knowing an
antidote if the poison is derived from
a
plant. Lastly, charm person or mammal
requires no commendation to anyone who
has ever played a magic-user with the
charm person spell ? especially
when one
realizes that the druidic version is more
powerful. The range of creatures affected
is greater, the druid will surely have
speak
with animals so that a charmed
animal can
be conversed with ? and, of course the
druid has high charisma, which will also
be to his advantage.
The 2nd-level druid is a strong character
indeed, but at the 3rd level, his combat
strength (relative to other character
classes) becomes quite remarkable. As
the
cleric and magic-user rejoice in gaining
second-level spells, the druid gains a
thirdlevel spell and a bonus first-level spell to
boot. A druid with a 17 or better wisdom
has 11 spells as a 3rd-level character,
compared to seven for the cleric and a miserable three for the magic-user.
Just as detect poison was
so valuable at
1st level and slow poison
at 2nd level, the
druid now gains a highly valued spell:
neutralize poison. He needs a mere
4,001
experience points to gain the use of this
spell, whereas the cleric needs 55,001!
Given the value of this spell, this fact
alone
should convince any party to include a
d r u i d i n
t h e i r n e x t a d v e n t u r e .
Cure disease is likewise gained well ahead of the
cleric.
Of the other third-level spells,
pyrotechnics may be of value to a PC party, although it may be better
for a magic-user
to memorize this as a second-level spell
if
the party thinks it?s worth having.
Snare is
also helpful; the spell has a long duration,
there is no saving throw, the snare
is
virtually undetectable without magical
aid,
and anything much weaker than a storm
giant will be completely disabled by the
trap. For a party under pressure and in
need of a place to hide, only the
wizard
lock spell is as useful. Hold
animal has
obvious value in ?wild? dungeon settings,
and protection from fire shouldn?t
be
forgotten; only a grossly sadistic DM
would throw a fireball or
a red dragon at
a 3rd-level party, but natural fires are
another matter. Finally, like warp
wood,
stone shape is an underrated spell,
especially when it is used to create portals and
escape routes.
The 3rd level is the perfect time to train
a pet with the combination of animal
friendship and speak with
animals. Up to 6
HD of pets are now trainable, including
two species of animal of particular use
in a
fantasy setting: bears and great cats.
Both
have the advantages of multiple attacks
and extra damage from additional attacks
(hugs and hind-claw rakes) if certain
initial
hits are successful. Thus, their fighting
prowess can be considerable. A 3rd-level
fighter with 17 strength (ignoring weapon
specialization and weapon-versus-variable
AC adjustments) hits an opponent of AC
5
in melee on a 1d20 roll of 12 or better;
a
lion needs 10 or better. Considering hit
chances and average damage per round,
the fighter will inflict an average of
3 hp
damage per round on such an opponent,
whereas the lion will average 8.2 hp damage.
(In this case, I have made a + 1 ?to
hit? adjustment for weapon type because
I?m taking a specific weapon for this
example: the bastard sword. The example also
assumes a S/M-size opponent.) Again,
although the lion has a worse AC than
the
fighter, it averages more hit points than
the average 3rd-level fighter with a constitution
score of 16 or less, and it is strong
enough to hold its own as the party in
creases in experience levels. Similar logic
holds for bears (some DMs may even rule
that bears can be trained to carry packs
of
moderate weight).
Although no druid will knowingly risk
the life of an animal charge at the first
hint of danger, there are two uses for
such
a creature which are fully compatible
with
the druids beliefs. First, as the druids
personal bodyguard, the animal can be
trained with animal friendship
to protect
the druid from any personal attack. This
takes pressure off the party, as party
leaders do not have to detail a fighting
PC
to keep an eye on the relatively vulnerable
druid. Second, the role the animal plays
best is that of auxiliary.
Though not directly involved in melee, the lion can be
dispatched to help finish the job the
fighter has begun. This allows the fighter
to use his combat skills elsewhere, without
exposing the animal to unnecessary risk.
Readers may discover through play just
how powerful the bears and great cats
can
be in melee. For example, in one campaign
I play in, a druid PC was attacked by
a hill
giant. The cleric of the party had time
to
get in a prayer spell and
the lion killed the
33-hp giant in a single melee round!
(All
three hits were successful: 2d4 + 1d10
+
(2d6 +2) + 5 (for the prayer)
is a lot of
damage.) The party?s ranger had been
licking his lips at the prospect of the
giant,
but had to pull back during combat. To
reinforce other points made, this PC is
now 8th level (as compared to an average
of 7th for the rest of the party), illustrating
how quickly druids progress in experience levels. The lion ? still a valued
party
member ? has never yet been in serious
danger as a result of melee. Of course,
the
druid now has an animal growth
spell as
part of his repertoire. What a great cat
can do when this spell is
going for him, I
promise you will not believe.
(A lion affected by this spell inflicts an average of
28.32 hp damage to an AC 5 opponent
per
melee round, and hits on a 1d20
roll of
only 5 or better.)
It is at the 6th level of experience that
druids gain a fourth-level spell, at about
one-third the experience point total clerics
or magic-users need for a fourth-level
spell. Dispel magic (although
this is available to clerics and magic-users as a thirdlevel spell) will
surely have a place in any
adventure at this experience level where
magic-using opponents are frequently
encountered. Protection from lightning
is
highly specialized, but nevertheless useful
with lightning-using magic-users or blue
dragons about. Produce fire
is an often.
neglected spell because it does little
damage in itself; but, in conjunction with oil as
a missile weapon, it is highly effective
and
can set fire to bedding, straw, and clothing.
Control temperature, 10? radius can
be useful in specialized campaigns (as
in
alleviating problems with ice toads).
By
and large, however, the fourth-level druidic
spells are mostly specialized for outdoors settings and are not as valuable
in
dungeons. Then again, they are gained
much more rapidly than other character
classes gain fourth-level spells.
When the clerics do get around to getting
fourth-level spells (at the 7th level of
experience), the druid (a 9th-level character
by now) has gained fifth-level spell use.
Some of these spells are amazingly powerful.
Wall of fire is significantly more powerful than the magic-user?s
equivalent,
providing more damage, greater area of
effect, and more versatility. Sticks
to
snakes has similarly good offensive
potential. As for transmute rock to mud, is
anything as much fun as using this spell
to
bring down entire dungeon ceilings or
even castle walls? (The area affected
by
this spell is quite vast.) Insect
plague is a
strong offensive spell, too; anything
caught within the cloud is in great peril
if
there are no intelligent friends on hand
to
help.
When the druid reaches the 11th level
of experience, he can use sixth-level
spells. Keep in mind that with equal experience
points, clerics are only 8th level and
magic-users are only 9th. While the cleric
is still fondly dreaming of having
flame
strike, the druid can maintain concentration
on a summoned elemental without
fear that it may turn upon him. And if
a
16 HD elemental isn?t enough, there is
a
15% chance that something really
vicious
(for example, a bunch of salamanders,
an
efreet, or a 21-24 HD elemental) will
appear to serve the druid. The spell fire
seeds gives the druid further offensive
potential. Although feeblemind
may be
very specialized, vulnerable encounters
are still surely involved in play at this
level
(and, if affected, are completely disabled).
Wall of thorns has both offensive
and
major defensive capabilities.
At the very next experience level (12th)
the druid may use seventh-level spells.
For
this, he needs only 300,001 experience
points as compared to 2,000,001 for the
cleric and 1,500,001 for the magic-user!
Indeed, both magic-users and clerics need
well over twice as many experience points
to gain sixth-level spells as the druid
needs
for seventh-level spells! However, the
druid does not gain the 12th level of
experience automatically ? he must find and
combat an established 12th-level druid
to
gain his place as a full Druid. At this
time,
it may be right to retire what is by now
a
very powerful character ? one who has
outdistanced the PCs he began adventuring
with at 1st level.
Looking through the druidic spell armory,
the power and effectiveness of the
druid, and his value as a healer, curer,
and
detector of traps, poisons, and the like,
are
fully illustrated. How can any PC party
afford to be without one? (A side note
to
DMs: Never, Never, Never allow
two
druids in a PC party. A DM I know once
made this mistake, and now the senior
(9th-level) druid and his young (5th-level)
sidekick, along with their retinue --
more
like an army -- of ferocious pets, decimate
everything in sight. How can a DM possibly
handle a party with five heat metal
spells a day?)
The druid's alignment
Now that you?ve been convinced of the
druids potential, you?re ready to roll
up
such a character for your next adventure.
Still, there is a nagging question in
the
back of your mind: Why are you joining
that group of good and neutral PCs who
have pledged themselves to fighting evil?
The Players Handbook
states that druids
view ?good and evil, law and chaos, as
balancing forces of nature which are
necessary for the continuation of all
things.? Thus, if druids really do believe
this, some serious problems are bound
to
arise. Still, it is possible to look at
the
druids beliefs in a different manner.
Surely, what may be of supreme importance
to the druid is the balance he sees in
the natural world (as exemplified by the
progression of the seasons). While this
is
in some ways a balance of law and chaos
(as exemplified by growth and stagnation,
birth and death), this cycling is itself
the
supreme and natural law to which all
living things are eventually subjected.
Likewise, nature is neither good nor evil:
it simply is. Rather than believing in
a
balance of law and chaos, the druid may
instead believe in a supreme law which
underlies everything, making values of
good and evil irrelevant. Nature is: there
are no moral issues involved. Thus, the
druid would not necessarily strive to
balance good and evil; rather, he would simply be indifferent to them.
And since the
balance will ultimately be maintained
by
nature, the druid may decide to adventure
with the good against evil. It is possible
that the druid may come to see goodaligned
people acting against his beloved
forests out of necessity (wood for heat
in
cold weather, the need for farmland, etc.),
realizing that they act out of ignorance
and not out of malice (since only evil
creat u r e s b u r n a n d d e s t
r o y o u t o f a d e s
i r e f o r
wanton destruction). Thus, the druid may
come to understand that the good can be
educated and persuaded, and that the evil
must be fought and vanquished. Consequently,
the druid could join a party of
good characters with the hope of persuading
them to understand and at least respect the integrity of the natural world
(he
would certainly have the charisma to
affect this), while knowing that such
appeals would fall upon deaf ears with evil
c r e a t u r e s . F o r
t h e s e c r e a t u r e s , o n l y
d e a t h
will stop their depredations of nature.
T h e s e v i e w s
a r e , o f c o u r s e , p e r s o
n a l
views of what the druids alignment and
philosophy are. Even so, this view makes
the integration of the druid into a goodaligned
PC party both feasible and workable. Under special adventure conditions
(with evil creatures destroying woodlands),
the druid will certainly work with
good PCs, but if the druid is desired
as
part of a full campaign, then his beliefs
must be compatible with the overall beliefs
and affiliations such a PC group has.
As noted, this compatibility is not
i m p o s s i b l e .
Outside the dungeon
The druid is highly effective in any
wilderness setting ? players surely
realize
this already. But, in town adventures,
the
druid has has major advantage: his charisma.
Players often do not make the most
of this attribute -- they are too busy
knocking off AC points for that good dexterity
score or adding up strength-related
hit and damage bonuses. But charisma
should be the lifeblood of any campaign,
save for the most abject hack-and-slay
enterprises. Charisma effects a character?s
ability to hire mercenaries, employ sages,
trade magic items with the owner of a
magic shop, and bribe difficult local
officials. On this premise alone, a character
with high charisma is a great asset. Surely
most players know that preparation is
the
key to the successful completion of
a d v e n t u r e s .
Likewise, most good players know that
when dealing with ?irritant? encounters
of
an incidental nature, negotiation is far
better than pointless combat, which
merely slows the party down and uses
spells needlessly. The druids charisma
is
once again called upon, and, of course,
the
druid has considerably linguistic abilities
to boot. Consequently, players should
make the most of what so many gamers
feel is a peripheral attribute.
As if this isn?t enough, the druid has
further benefits, including bonuses against
fire and lightning attacks, the ability
to
p o l y m o r p h gained at
7th level (at this
level, the druid virtually heals himself
of
all damage taken by changing shape; furthermore,
the spying opportunities are
most useful: Who would have thought that
placid cow munching on grass was eavesdropping
on the evil cleric hiring an assassin?),
powers of identification (which allow
him to tell which plants are edible, where
traps are in a dungeon, and so forth),
and
several other useful abilities. If this
doesn't
persuade you to role-play a druid, then
I'm
afraid you're destined to run a fighter.
Just
be grateful when the druid in your party
uses faerie fire on that potentially dangerous
orc (the one that could have killed
your fighter with one blow) or identifies
the pit into which your character nearly
fell. Be glad there are druids about --
and
people willing to play them.
Table 1
Spell-Caster Comparisons (Levels and
Experience Points)
Experience
level |
Cleric | Druid | Magic-User | Illusionist |
1 | 0 | 0 | 0 | 0 |
2 | 1,501 | 2,001 | 2,501 | 2,251 |
3 | 3,001 | 4,001 | 5,001 | 4,501 |
4 | 6,001 | 7,501 | 10,001 | 9,001 |
5 | 13,001 | 12,501 | 22,501 | 18,001 |
6 | 27,501 | 20,001 | 40,001 | 35,001 |
7 | 55,001 | 35,001 | 60,001 | 60,001 |
8 | 110,001 | 60,001 | 90,001 | 95,001 |
9 | 225,001 | 90,001 | 135,001 | 145,001 |
10 | 450,001 | 125,001 | 250,001 | 220,001 |
11 | 675,001 | 200,001 | 375,001 | 440,001 |
12 | 900,001 | 300,001 | 750,001 | 660,001 |
Table 2
Spell-Caster Comparisons (Levels and
Spell Power)
Experience
level |
Cleric | Druid | Magic-User | Illusionist |
1 | 3 | 4 | 1 | 1 |
2 | 4 | 10 | 2 | 2 |
3 | 10 | 16/19* | 4 | 4 |
4 | 13 | 20/23* | 7 | 7 |
5 | 18/21* | 22/25* | 11 | 11 |
6 | 21/24* | 26/29/33** | 14 | 13 |
7 | 25/28/32** | 31/34/38** | 20 | 15 |
8 | 32/35/39** | 35/38/42** | 27 | 19 |
9 | 40/43/47** | 40/43/47** | 32 | 27 |
10 | 49/52/56** | 49/52/56** | 39 | 34 |
11 | 59/62/66** | 58/61/65** | 51 | 43 |
12 | 71/74/78** | 83/86/90** | 66 | 54 |
Spell power is the number of spells a character
can memorize expressed as the sum of
spells per level multiplied by that level.
Thus, a 3rd-level magic-user, who can memorize
two first-level spells and one second-level
spell, has a spell power of 4 ((1x 2) + 2). For
clerics and druids, a wisdom score exceeding
15 has been assumed.
* The value given after the slash is correct
for characters of 17 or 18 wisdom only.
* * The value given after the first slash
is correct for characters of 17 wisdom; the value
given after the second slash is correct
for characters of 18 wisdom.
Table 3
Spell-Caster Comparisons (Experience
Points for Spell Levels)
XPs needed | Cleric | Druid | Magic-User | Illusionist |
Second-level spell | 3,001 | 2,001 | 5,001 | 4,501 |
Third-level spell | 13,001 | 4,001 | 22,501 | 18,001 |
Fourth-level spell | 55,001 | 20,001 | 60,001 | 95,001 |
Fifth-level spell | 225,001 | 90,001 | 135,001 | 220,001 |
Sixth-level spell | 675,001 | 200,001 | 750,001 | 660,001 |
Seventh-level spell | 2,000,001 | 300,001 | 1,500,001 | 1,100,001 |