# Druid High-Level Abilities

Most High-Level Abilities available to druids are quest-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level druids which are not quest spells.

Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

### Air Elemental Transformation

Harnessing the power of air, this powerful shapechange ability allows the Druid to become an air elemental of immense strength.
Strength: 23
Dexterity: 14
Base Armor Class: -5
Number of Attacks: 2
THAC0: 2
Attack Damage: 4d10 slashing + 3d6 electrical; mist creatures take an additional 2d8 damage
Special Abilities:
- Whirlwind aura: nearby enemies take 4d8 slashing damage/rd, save vs. breath weapon for 1/2 damage; 25% spell failure chance; cloud spells disrupted)
- Immune to electricity damage
- 75% resistance to missile damage
The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
Requirements: high level Druid.
Restrictions: not available to Shapeshifter or Totemic Druid.

### Boon of the Fey

The druid is watched over by powerful nymphs and dryads, and their blessing will fall upon him/her in times of need. This passive ability causes the druid to be shielded by these spells upon being reduced to 50% of his/her maximum hit points: Ironskin, Improved Invisibility, and Physical Mirror. This power can operate at most once per 8-hour period.
Requirements: high level Druid.

### Create Clerical Potions

The character's rapport with the divine has reached the stage where they can imbue water with a small part of that divine power, creating potions of healing and protection. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
The character may brew the following potions:
Antidote
Elixir of Health
Potion of Clarity
Potion of Extra Healing
Potion of Freedom
Potion of Healing
Potion of Regeneration
Potion of Superior Healing
Requirements: high level Cleric, high level Druid, high level Favored Soul, or high level Shaman.

### Earth Elemental Transformation

Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become an earth elemental of immense strength.
Strength: 23
Dexterity: 14
Base Armor Class: -5
Number of Attacks: 2
THAC0: 2
Attack Damage: 5d8 crushing + knockback (save vs. breath weapon to avoid)
Special Abilities:
- 50% resistance to missile damage
- 50% resistance to slashing damage
- 50% resistance to piercing damage
- 25% extra damage from crushing weapons
The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
Requirements: high level Druid.
Restrictions: not available to Shapeshifter or Totemic Druid.

### Empowered Animal Summoning

The character's strong bond to the natural world allows him/her to bolster the strength and resilience of the animals he/she summons to his/her side.
This passive ability causes summoned animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws, and to have the ability to harm creatures unaffected by nonmagical or +1 weapons. The spells affected are Animal Summoning (any rank) and Conjure Animals. The power does not affect summoned elementals or fey.
Requirements: high level Beast Master or high level Druid.

### Empowered Totemic Summoning

The character's strong bond to the spirit animal he/she summons allows him/her to bolster their strength and resilience.
This passive ability causes summoned spirit animals to appear with a +4 bonus to attack rolls, damage rolls, armor class and a +2 bonus to saving throws.
Requirements: high level Totemic Druid.

### Feral Resilience

The shapeshifter has gained sufficient insight into the werewolf's form to manifest its regeneration power while shapeshifted. This passive ability allows the shapeshifter to regenerate 2 hit points per second while in Greater Werewolf form.
Prerequisite: Feral Strength.
Requirements: high level Shapeshifter.

### Feral Strength

The shapeshifter has learned to channel the full might of the werewolf. This passive ability increases the shapeshifters Strength when transformed by 2 points.
Requirements: high level Shapeshifter.

### Fire Elemental Transformation

Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a fire elemental of immense strength.
Strength: 23
Dexterity: 14
Base Armor Class: -5
Number of Attacks: 2
THAC0: 2
Attack Damage: 4d8 crushing + 4d6 fire + burn (2d6/rd, save vs. breath weapon each round to remove)
Special Abilities:
- Fire aura: nearby enemies take 4d6 fire damage/rd, save vs. breath weapon for 1/2 damage)
- Immune to fire damage
- 50% extra damage from cold
The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
Requirements: high level Druid.
Restrictions: not available to Shapeshifter or Totemic Druid.

### Mass Raise Dead

Requirements: able to cast 7th level spells from the Healing sphere.

### Spirit of the Bear

The character may call upon the spirits of ancient bears to infuse him/her with their strength and resilience. When activated, this ability has the following effects:
Strength: +3
Constitution: +3
Immune to stun and sleep effects
The ability lasts indefinitely, but only one animal spirit power may be active at a time.
Requirements: high level Totemic Druid.

### Spirit of the Lion

The character may call upon the spirits of ancient lions to infuse him/her with their strength and courage. When activated, this ability has the following effects:
Strength: +3
Charisma: +3
Immune to fear and death effects
The ability lasts indefinitely, but only one animal spirit power may be active at a time.
Requirements: high level Totemic Druid.

### Spirit of the Snake

The character may call upon the spirits of ancient snakes to infuse him/her with their cunning and wisdom. When activated, this ability has the following effects:
Intelligence: +5
Wisdom: +3
Immune to poison and charm effects
The ability lasts indefinitely, but only one animal spirit power may be active at a time.
Requirements: high level Totemic Druid.

### Spirit of the Wolf

The character may call upon the spirits of ancient wolves to infuse him/her with their agility and cunning. When activated, this ability has the following effects:
Wisdom: +3
Dexterity: +3
Evasion (may attempt a saving throw to avoid all damage from area-effect spells that permit a save for half damage)
The ability lasts indefinitely, but only one animal spirit power may be active at a time.
Requirements: high level Totemic Druid.

### True Shapeshifter

The character has gained true mastery of shapeshifting. This passive ability allows the shapeshifter to transform into and out of Greater Werewolf form at will, and to cast spells while shapeshifted.
Prerequisite: Feral Resilience.
Requirements: high level Shapeshifter.

### Water Elemental Transformation

Harnessing the power of water, this powerful shapechange ability allows the Druid to become a water elemental of immense strength.
Strength: 23
Dexterity: 14
Base Armor Class: -5
Number of Attacks: 2
THAC0: 2
Attack Damage: 5d6 crushing + drown (-4 to hit, -4 AC, -4 saves, can't spellcast, and 1d3 damage per second; save vs. spell 1/rd to end)
Special Abilities:
- Quench: extinguish nearby persistent fire effects
- 25% resistance to missile damage
- 25% resistance to slashing damage
- 25% resistance to piercing damage
- 75% resistance to crushing damage
The Druid is healed 12 Hit Points after using this ability. This cannot occur more often than once per hour.
Requirements: high level Druid.
Restrictions: not available to Shapeshifter or Totemic Druid.