Druid Spells
0-Level Druid Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Dawn Awakens those in Area of Effect
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (-1 penalty on attack rolls).
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Naturewatch As Deathwatch, but for animals and plants
- Preserve Organ: Protects one detached organ from decay for 24 hours.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 bonus on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
- Animate Fire: Creates a fire elemental from previously existing fire
- Animate Water: Creates a water elemental
- Animate Wood: Creates animated object from wood
- Aspect of the Wolf: Become a Wolf
- Aura Against Flame: Energy Resistance 10 vs Fire
- Babau Slime: Secrete a body-covering acid that damages attacking foes.
- Beast Claws: Your hands become slashing natural weapons.
- Beastland Ferocity: Subject fights without penalty while disabled or dying.
- Beget Bogun: You create a Tiny nature servant.
- Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
- Breath of the Jungle: Fog makes poison and diseases harder to resist.
- Buoyant Lifting: Underwater creatures rise to surface.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Camouflage Grants +10 bonus on Hide checks.
- Charm Animal: Makes one animal your friend.
- Claws of the Bear Your hands become weapons that deal 1d8 damage.
- Climb Walls Touched creature gains increased climbing ability.
- Cloudburst Hampers vision and ranged attacks, puts out normal fires.
- Cold Fire Fire becomes blue and white, emits cold.
- Crabwalk Touched creature gains bonus while charging.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deep Breath Your lungs are filled with air.
- Delay Disease: Ravages of disease staved off for a day.
- Detect Aberration: Reveals aberrations within 60 ft.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enrage Animal: Animal rages like barbarian, not fatigued.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Extract Drug: Creates drug from inanimate object.
- Eyes of the Avoral: Subject gets +8 on Spot checks.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hawkeye: Increase range increments by 50%, +5 on Spot checks.
- Healthful Rest: Subjects heal at twice the normal rate.
- Hide from Animals: Animals can’t perceive one subject/level.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Jump: Subject gets bonus on Jump checks.
- Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
- Longstrider: Your speed increases by 10 ft.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Obscuring Mist: Fog surrounds you.
- Omen of Peril: You know how dangerous the future will be.
- Pass without Trace: One subject/level leaves no tracks.
- Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Quickswim: Your swim speed increases by 10 ft.
- Raging Flame: Fires burn twice as hot, half as long.
- Ram's Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
- Rapid Burrowing: +20 ft. to subject’s burrow speed.
- Raptor's Sight: Gain +5 on Spot checks; range increment penalty halved.
- Remove Scent: Hides touched creature’s scent.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
- Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
- Silvered Claws: One creature's natural attacks are treated as silvered weapons.
- Slow Burn: Fires burn twice as long.
- Snake's Swiftness: Subject immediately makes one attack.
- Snowshoes: Subject walks easily on ice and snow.
- Snowsight: Normal vision in winter weather conditions.
- Surefooted Stride: You can move over rubble as easily as you can over open ground.
- Speak with Animals: You can communicate with animals.
- Spider Hand: Caster's hand becomes a small monstrous spider.
- Summon Nature's Ally I: Calls creature to fight.
- Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
- Suspend Disease: Keeps disease from harming creature for 24 hours.
- Thunderhead: Small lightning bolts deal 1d6 damage/round.
- Traveler's Mount: Creature moves faster but can’t attack.
- Updraft: Column of wind lifts you aloft.
- Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
- Vine Strike: You can sneak attack plant creatures for 1 round.
- Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
- Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
- Wings of the Sea: +30 ft. to subject’s swim speed.
- Winter Chill: Creature takes 1d6 cold damage and is fatigued.
- Wood Wose: Nature spirit does simple tasks for you.
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
- Air Breathing Allows water dwelling creatures to breath air.
- Align Fang, Mass As Align Fang, for crowd
- Alter Fortune: Cause one creature to reroll any die roll.
- Attune Form Avoid negative planar effects
- Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
- Blindsight: Subject gains blindsight 30 ft. for 1 minute/level.
- Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
- Capricious Zephyr: Gale-force winds push creatures.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
- Circle Dance: Indicates direction to known individual.
- Contagion: Infects subject with chosen disease.
- Corona of Cold: Aura of cold protects you, damages others.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
- Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
- Crumble: You erode building or other structure.
- Daylight: 60-ft. radius of bright light.
- Dehydrate: Deals Con damage to subject.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Dominate Animal: Subject animal obeys silent mental commands.
- Downdraft: Flying creatures knocked down.
- Energize Potion: Transforms potion into a grenade that deals energy damage in a 10 ft radius burst.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Entangling Staff: Quarterstaff can grapple and constrict foes.
- Evard's Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each.
- Favorable Wind: Produces a strong wind that lasts 10 min./level.
- Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
- Fly, Swift: Gain fly speed of 60 ft. for 1 round.
- Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
- Giant's Wrath: Pebbles you throw become boulders.
- Girallon's Blessing: Subject gains one additional pair of arms.
- Heatstroke: Subject creature takes nonlethal damage and becomes fatigued.
- Hypothermia: Causes 1d6 cold damage/level, fatigue.
- Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
- Infestation of Maggots: Touch attack deals 1d4 Con damage/round.
- Jagged Tooth: Doubles the critical threat range of natural weapons.
- Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
- Lion's Charge: You can make a full attack on a charge for 1 round.
- Nature's Balance: You transfer 4 ability score points to the subject for 10 minutes/level.
- Nature's Rampart: You mold the terrain to provide fortifications.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
- Meld into Stone: You and your gear merge with stone.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Primal Form: You change into elemental, gain some abilities.
- Primal Instinct: Gain a +5 bonus on initiative checks and survival checks.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Quench: Extinguishes nonmagical fires or one magic item.
- Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
- Remove Disease: Cures all diseases affecting subject.
- Resist Energy, Mass: Creatures ignore damage from specified energy type.
- Resist Taint: Bestows +4 bonus on saves against taint.
- Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
- Sink: Subject sinks in water, must make Swim checks.
- Sleet Storm: Hampers vision and movement.
- Snakebite: Your arm turns into poisonous snake you can use to attack.
- Snare: Creates a magic booby trap.
- Snowshoes, Mass: As snowshoes, affects one creature/level.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.
- Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Spirit Jaws: Ghostly jaws grapple creature, deal 2d6 damage.
- Standing Wave: Magically propels boat or swimming creature.
- Stone Shape: Sculpts stone into any shape.
- Summon Nature’s Ally III: Calls creature to fight.
- Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
- Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens.
- Treasure Scent: You detect valuable metals and gems.
- Tremor: Subjects knocked prone.
- Venomfire: Subject's poison deals an additional 1d6 acid damage per caster level.
- Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
- Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
- Vine Mine: Vines grow rapidly, giving various effects.
- Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
- Walk the Mountain's Path: Subject gains climb speed, +10 bonus on Jump and Balance checks, no penalty for moving over slopes.
- Water Breathing: Subjects can breathe underwater.
- Weather Eye: You accurate predict weather up to one week ahead.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
- Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
4th-Level Druid Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Arc of Lightning AoE Line from two targets does 1d6 damage/level
- Antiplant Shell: Keeps animated plants at bay.
- Battlefield Illumination: Improve light in an 80-ft.-radius cylinder.
- Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
- Blindsight, Greater: Subject gains blindsight 60 ft for 1 minute/level.
- Burrow, Mass: As burrow, but affects 1/level subjects.
- Call of Stone: Slowly turn subject to stone.
- Chain of Eyes: See through other creature's eyes.
- Claws of the Savage: Subject gains claws that deal damage based on size.
- Command Plants: Sway the actions of one or more plant creatures.
- Contagious Touch: You infect one creature/round with chosen disease.
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Control Water: Raises or lowers bodies of water.
- Creeping Cold, Greater: As Creeping Cold but longer duration and more damage.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- Enhance Wild Shape: Your wild shape ability gains a bonus.
- Essence of the Raptor: Base speed becomes 60 feet, gain skill bonuses and scent.
- Eye of the Hurricane: Storm pushes creatures, calm at center.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Healing Spirit: Ball of light heals 1d8/round.
- Hurtling Stone: Stone deals 6d6 damage, knocks targets prone.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Jaws of the Wolf: One carving/2 levels turns into a worg.
- Land Womb: You and one creature/level hide within the earth.
- Languor: Ray slows subject and diminishes its Strength.
- Last Breath: Reincarnate recently deceased creature with no level loss.
- Lava Splash: Wave of lava dealing 1d4 fire damage per level (max 15d4).
- Lay of the Land: You gain an overview of the geography around you.
- Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels.
- Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
- Miasma of Entropy: Rot all natural materials in 30 ft cone-shaped burst.
- Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
- Murderous Mist: Steam deals 2d6 damage, blinds creatures.
- Nature's Wrath: Damages and dazes aberrations; damages other creatures.
- Perinarch: Gain greater control over Limbo's morphic essence.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Poison Vines: Vines grow and poison creatures stuck within them.
- Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
- Reincarnate: Brings dead subject back in a random body.
- Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Resistance, Greater: Subject gains +3 on saving throws.
- Rushing Waters: Wave makes bull rush attack.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Scrying: Spies on subject from a distance.
- Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
- Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
- Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
- Spark of Life: Undead creature loses most immunities.
- Spike Stones: Creatures in area take 1d8 damage, may be slowed.
- Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.
- Starvation: Hunger pangs deal 1d6 damage/level, cause fatigue.
- Sudden Stalagmite: Impaling stalagmite damages and holds foes.
- Summon Elementite Swarm: Summon an elementite swarm to follow your commands.
- Summon Nature's Ally IV: Calls creature to fight.
- Surefooted Stride, Mass: As surefooted stride but multiple subjects.
- Swim, Mass: As swim, but one creature/level.
- Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
- Vortex of Teeth: 38 points of damage due to force per round to all creatures in the area.
- Wall of Water: Creates shapeable transparent wall of water.
- Wild Runner: Change into centaur, gain some abilities.
- Wind at Back: Doubles overland speed of subjects for 12 hours.
- Wings of Air, Greater: Subject's flight maneuverability improves by two steps.
- Wood Rot: Destroys wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures.
5th-Level Druid Spells
- Animal Growth: One animal/two levels doubles in size.
- Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
- Atonement: Removes burden of misdeeds from subject.
- Awaken: Animal or tree gains human intellect.
- Baleful Polymorph: Transforms subject into harmless animal.
- Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
- Blood Creepers: Vines deal 1/level damage for multiple rounds and entangle one creature.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
- Cold Snap: You lower temperature in area.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Contagion, Mass: As contagion, but 20-ft radius.
- Control Winds: Change wind direction and speed.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
- Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.
- Death Ward: Grants immunity to all death spells and negative energy effects.
- Dire Hunger: Subject grows fangs, attacks creatures near it.
- Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
- Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
- Fireward: As quench, but also suppresses magical fire effects in affected area.
- Freeze: Ray immobilizes subject and deals 6d6 cold damage/round.
- Hallow: Designates location as holy.
- Heal Animal Companion: As heal on your animal companion.
- Ice Flowers: Ice and earth deal 1d6 damage/level.
- Inferno: Creature bursts into flames and takes fire damage per round.
- Insect Plague: Locust swarms attack creatures.
- Jungle's Rapture: Curse causes 1d6 Dexterity drain.
- Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
- Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
- Mantle of the Icy Soul: Touched creature gains the cold subtype.
- Memory Rot: Spores deal 1d6 int damage to subject, plus 1 Int drain/round.
- Owl's Insight: Subject gains Wis bonus equal to half your level for 1 hour.
- Panacea: Removes most afflictions.
- Phantom Stag: Magic stag appears for 1 hour/level.
- Plant Body: Subject's type changes to plant.
- Poison Thorns: You grow thorns that poison your attackers.
- Quill Blast: You fling quills in spread, dealing damage and imposing penalties.
- Radiance: Creates daylight that dazzles undead.
- Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.
- Sirine's Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
- Spear of Valarian: Transforms a nonmagical weapon into a +1 magical beast bane silvered spear.
- Stoneskin: Ignore 10 points of damage per attack.
- Stone Shape, Greater: Sculpts 10 cu. ft + 10 cu. Ft/level of stone into any shape.
- Summon Nature’s Ally V: Calls creature to fight.
- Swamp Stride: As tree stride, but with bodies of water.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Tree Stride: Step from one tree to another far away.
- Unhallow: Designates location as unholy.
- Vigor, Greater: As vigor, lesser, but 4 hp/round.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Wind Tunnel: Ranged weapon gains +5 bonus and double range increment.
6th-Level Druid Spells
- Anger of the Noonday Sun Blinds creatures, damages undead
- Animate Snow Creates Elemental from snow
- Antilife Shell: 10-ft.-radius field hedges out living creatures.
- Aspect of the Earth Hunter Change into bulette and gain some of its abilities.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
- Bite of the Werebear: You gain the Strength and attacks of a werebear.
- Blood Sirocco: Wind bowls over foes and draws away their blood.
- Bones of the Earth: Create pillars of stone.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
- Call of the Twilight Defender: Summons a twilight guardian to fight for you.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Chasing Perfection: Subject gains +2 to all abilities.
- Cometfall: Comet falls atop foes, damaging them and knocking them prone.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dinosaur Stampede: Spectral dinosaurs deal 1d12 damage +1/level.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Drown: Subject immediately begins to drown.
- Energy Immunity: Subject and equipment gain immunity to damage of a specified energy type.
- Enveloping Cocoon: Entraps subject creature and denies save for attached spell.
- Extract Water Elemental: Pulls water from victim, forms water elemental.
- Find the Path: Shows most direct way to a location.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
- Hide the Path: Area warded against divinations.
- Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage.
- Ironwood: Magic wood is strong as steel.
- Liveoak: Oak becomes treant guardian.
- Miasma: Gas fills creatures's mouth, suffocating it.
- Move Earth: Digs trenches and builds hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Phantasmal Disorientation: Fools creature's sense of direction, making movement difficult.
- Pox: One creature/level takes 1d4 Con drain.
- Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed.
- Repel Wood: Pushes away wooden objects.
- Resistance, Superior: Subject gains +6 on saving throws.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Stone Tell: Talk to natural or worked stone.
- Stonehold: Stony arm trap grapples and damages creatures.
- Summon Greater Elemental: Summon a greater elemental to follow your commands.
- Summon Nature's Ally VI: Calls creature to fight.
- Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
- Tidal Surge: Wave of water deals 1d6/level damage and bull rushes.
- Tortoise Shell: Creature gains +6 natural armor, +1/3 levels above 11th.
- Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
- Transport via Plants: Move instantly from one plant to another of the same kind.
- Vigorous Circle: As vigor, mass lesser but 3hp/round (max 40 rounds)
- Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Druid Spells
- Animalistic Power, Mass: As animalistic power, but multiple subjects.
- Animate Plants: One or more plants animate and fight for you.
- As the Frost: Transform into a creature of cold.
- Aura of Vitality +4 Morale Bonus to Str, Dex, Con to self and allies
- Brilliant Blade: Weapon or Projectiles shed light, ignore armor.
- Changestaff: Your staff becomes a treant on command.
- Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
- Control Weather: Changes weather in local area.
- Creeping Doom: Swarms of centipedes attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Fire Storm: Deals 1d6/level fire damage.
- Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-foot. cone.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Master Earth: Travel through the earth to any location.
- Pestilence: Subject gains a disease, as do all who touch him.
- Plague: One creature/level contracts quickly terminal disease.
- Rain of Roses: Roses fall from the sky, evil creatures take 1d4 Wis damage per round and are sickened.
- Return to Nature: Reduces Intelligence and magical abilities of target.
- Scrying, Greater: As scrying, but faster and longer.
- Shifting Paths: Illusion hides path, creates false new path.
- Slime Wave: Creates a 15 ft spread of green slime.
- Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
- Storm Tower: Swirling clouds absorb electricity and magic missile spells and prevents ranged attacks.
- Summon Nature’s Ally VII: Calls creature to fight.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Swamp Lung: Water in lungs makes subject helpless, diseased.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
- True Seeing: Lets you see all things as they really are.
- Waterspout: Waterspout you control picks up and damages foes.
- Wind Walk: You and your allies turn vaporous and travel fast.
- Wrack Earth: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble.
- Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
8th-Level Druid Spells
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Awaken, Mass: As awaken, but multiple creatures.
- Bombardment: Falling rocks deal 1d8 damage/level and bury subjects.
- Brilliant Aura: Allies' weapons become brilliant energy, ignoring armor.
- Cocoon: Preserves a corpse and reincarnates with no loss of level.
- Control Plants: Control actions of one or more plant creatures.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Deadfall: Falling wood causes damage and knocks foes prone.
- Earth Glide: Subject can glide through earth and stone like an Earth Elemental can.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Fimbulwinter: Creates winter weather for miles around you that lasts for months.
- Finger of Death: Kills one subject.
- Flashflood: Wave of water smashes everything in its path and floods area.
- Frostfell: Intense cold turns all subjects in area into ice.
- Glacier: Conjures glaciers that attack your enemies.
- Leonal's Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.
- Maelstrom: Water vortex traps and damages creatures and objects.
- Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
- Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
- Phantom Wolf: Incorporeal wolf fights for you.
- Red Tide: Nauseating water knocks foes prone and deals Strength damage.
- Repel Metal or Stone: Pushes away metal and stone.
- Reverse Gravity: Objects and creatures fall upward.
- Summon Nature’s Ally VIII: Calls creature to fight.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Stormrage: You can fly and fire lightning from your eyes.
- Unearthly Beauty: As blinding beauty, but creatures must save or die.
- Unyielding Roots: Creature grows roots that keep it stationary and heal it every round.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Word of Recall: Teleports you back to designated place.
9th-Level Druid Spells
- Antipathy: Object or location affected by spell repels certain creatures.
- Cast in Stone: Petrifying gaze attack.
- Cometstrike: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Death Ward, Mass: As death ward, but with more subjects.
- Doom of the Seas: Summons a fiendish kraken under your command.
- Drown, Mass: As drown, but affects multiple subjects.
- Elemental Swarm: Summons multiple elementals.
- Foresight: “Sixth sense” warns of impending danger.
- Natures Avatar: Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
- Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
- Phantom Bear: Incorporeal bear fights for you.
- Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
- Shapechange: Transforms you into any creature, and change forms once per round.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
- Summon Nature's Ally IX: Calls creature to fight.
- Sympathy: Object or location attracts certain creatures.
- Transmute Rock to Lava: Transforms one 10 ft cube with subsequent fire damage and effects.
- Tsunami: Massive wave deals 1d6 damage/level.
- Undermaster: You gain earth-related spell-like abilities.
- Were-Doom: 1d4 creatures are afflicted with lycanthropy.
- Whirlwind, Greater: As whirlwind, but larger and more destructive.
page revision: 88, last edited: 05 Apr 2012 18:53