Druid Spells

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

  • Align Fang Grants natural weapon an alignment quality
  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
  • Avoid Planar Effects Defeat negative aspects of planar travel
  • Barkskin: Grants +2 (or higher) enhancement to natural armor.
  • Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
  • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
  • Binding Winds: Air prevents subject from moving, hinders ranged attacks.
  • Bite Of The Wererat: You gain the Dexterity and bite of a wererat.
  • Blaze of Light: 60-ft. cone of light dazzles creatures.
  • Blinding Spittle: Ranged touch attack blinds subject.
  • Blood Frenzy: Grants extra use of rage.
  • Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
  • Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10).
  • Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
  • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  • Burrow: Subject can burrow with a speed of 30 feet.
  • Camouflage, Mass: As camouflage, but multiple subjects.
  • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  • Chill Metal: Cold metal damages those who touch it.
  • Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws and skill checks.
  • Cloud Wings: +30 ft. to subject’s fly speed.
  • Countermoon: Forces lycanthrope to its natural form.
  • Creeping Cold: Creature feels chill that increases with each round.
  • Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 +caster level if you fight defensively, and DR 5/magic if you use the total defense action.
  • Decomposition: Wounds deal 3 extra points of damage each round.
  • Delay Poison: Stops poison from harming subject for 1 hour/level.
  • Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash.
  • Earthbind: Subject creature can't fly.
  • Earthen Grace: Subject takes only nonlethal damage from stone and earth.
  • Easy Trail: You make a temporary trail through any kind of undergrowth.
  • Earthfast: Doubles the hit points of stone structure or rock formation and increases hardness to 10.
  • Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
  • Estannas Stew: Conjures stew that heals 1d6+1 per serving. (one serving/two caster levels).
  • Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max +10) and granting immunity to cold.
  • Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
  • Fire Trap: Opened object deals 1d4 +1/level damage.
  • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Flash-Freeze: Earth, stone, and water become frozen.
  • Fog Cloud: Fog obscures vision.
  • Freedom of Breath: Protects against suffocation and dangerous vapors.
  • Frost Breath: Icy breath deals 1d4 damage/2 levels.
  • Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
  • Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
  • Healing Sting: Touch deals 1d12 damage +1/level; caster gains damage as hp.
  • Heartfire: Subjects outlined by fire, take 1d4 damage/round.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Jaws of the Moray: Subject gains a bite attack.
  • Kelpstrand: Strands of kelp grapple foes.
  • Lava Missile: 1d4 fire damage; +1 missile per two levels above 2nd (max 5).
  • Listening Lorecall: Gain +4 Insight to Listen Checks, Blindsense/Blindsight with high Listen ranks.
  • Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
  • Local Tremor: Light tremor shakes in a 30-ft. line.
  • Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
  • Master Air: You sprout insubstantial wings and can fly.
  • Mountain Stance: Subject becomes hard to move.
  • Nature’s Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
  • Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
  • Obscuring Snow: Obscures sight in a 30-ft. radius around the caster.
  • One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
  • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Peaceful Serenity of Io: Grants subject +4 bonus on Concentration checks and against compulsions and fear effects.
  • Primal Hunter: Gain a +5 bonus to Climb, Jump and Swim checks.
  • Razorscales: Sharpened scales cause your grapples to deal lethal damage.
  • Reduce Animal: Shrinks one willing animal.
  • Remove Addiction: Cures target of drug addictions.
  • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
  • Saltray: Ray deals 1d6 damage/2 levels and stuns.
  • Scent: Grants the ability to detect and track via scent.
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
  • Share Husk: See and hear through the senses of a touched animal.
  • Snakes Swiftness, Mass: Allies each immediately make one attack.
  • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  • Spider Climb: Grants ability to walk on walls and ceilings.
  • Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
  • Summon Dire Hawk: Summon dire hawk to serve you.
  • Summon Nature’s Ally II: Calls creature to fight.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Swim: Subject gains swim speed, +8 bonus on Swim checks.
  • Thin Air: Creatures suffer from altitude sickness.
  • Tigers Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
  • Tojanida Sight: Gain all-around vision.
  • Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
  • Tree Shape: You look exactly like a tree for 1 hour/level.
  • Trip Vine: Plants trip creatures entering area.
  • Urchin's Spines: Target grows spines that damage and poison opponents.
  • Warp Wood: Bends wood (shaft, handle, door, plank).
  • Wings of Air: Subject’s flight maneuverability improves by one step.
  • Winters Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
  • Wood Shape: Rearranges wooden objects to suit you.
  • Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
  • Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
  • Zone of Natural Purity: Aberrations in area become weaker, fey and plants become stronger.

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells