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Engerek01: They are supposed to be the protector of the forest with all living creatures in it.
The devs never really knew what to do with druids, and this confusion carried to gamers as well. It's why the class was almost removed in 3E, and was removed in 4E. Without going too far off tangent, I think it can help a gaming group (not video gamers) to decide who or what druids get their magic from, and use that to determine their "motivation". Clerics, for example, serve gods, who get power from worship. Thus, they give clerics spells to gain more followers and spread their influence among people. When you decide who or what is powering druid spells, it becomes easier to decide what their goals are.

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jsidhu762: When I encounter them myself I try using sleep, blindness, and fear to avoid fighting them
Good for you for roleplaying! BTW, is your name pronounced "jhusdui", or the more common "choodsway"? /obscure joke

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dtgreene: So, suppose you were to cast smite evil on me. Does the spell work?
Or, suppose you triggered a trap that casts smite evil. Does the trap hurt you?
I was speaking of real world morality, which obviously doesn't apply to the genetic morality of D&D. As for spells like smite evil, I've simply altered everything that affected chaos/law/evil/good. For example, the four versions of Protection from C/L/E/G became Protection from Outsider. And Smite C/L/E/G became Smite Outsider. Paladin powers against evil I changed to powers against undead They have Detect Undead instead of Detect Evil.

Funny enough, in classic BG2 (no mods or fixpacks), Viconia is actually able to cast the Smite Evil spell despite being of evil alignment; however, if she is caught in the area of effect, she will be hit by her own spell (assuming her magic resistance doesn't protect her).
In D&D rules evil characters were able to cast anti-evil spells, because they were treacherous or were used to dealing with others who were treacherous.