0th Level Druid Spells
Spell Name
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Comp.
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Description
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Creates 2 gallons/level of pure water.
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Detects spells and magic items within 60 ft.
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Detects poison in one creature or object.
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Dazzles one creature (–1 penalty on attack rolls).
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+1 on one attack roll, saving throw, or skill check.
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You discern north.
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Object shines like a torch.
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Makes minor repairs on an object.
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Purifies 1 cu. ft./level of food or water.
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Read scrolls and spellbooks.
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Subject gains +1 bonus on saving throws.
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Ignites flammable objects.
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Subject gains 1 temporary hp.
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Spell Name
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Comp.
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Description
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Creates a small pocket of air around your head or an object.
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Increase/decrease strength of natural winds.
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Triples carrying capacity of a creature.
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Gives bonuses on Perception checks and ranged attacks.
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Gain a bonus to Stealth and make checks without cover or concealment. Elf only.
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Trade natural armor bonus for a bonus on attacks with natural weapons.
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A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
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Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.
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Calms 2d4 + level HD of animals.
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Makes one animal your friend.
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Reduces effects of sun exposure and heat.
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Cures 2d6 damage + 1/level (max +10).
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Ruins ammunition loaded in the targeted firearm.
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-
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Reveals presence of aberrations.
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Reveals natural or primitive traps.
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Detect and identify diseases.
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Exist comfortably in hot or cold regions.
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Plants entangle everyone in 40-ft. radius.
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Moves 5-ft. cubes of earth.
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Outlines subjects with light, canceling blur, concealment, and the like.
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Ignore movement penalty in difficult terrain.
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As flare, but all creatures within 10 ft.
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Target takes cold damage and is fatigued.
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2d4 berries each cure 1 hp (max 8 hp/24 hours).
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Animals can't perceive one subject/level.
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Wave of water bull rushes an enemy.
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Subject gets bonus on Acrobatics checks.
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Gain +2 Perception and low-light vision.
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Target makes an Escape Artist check as an immediate action and gains a bonus on it.
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Your speed increases by 10 ft.
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One natural weapon of subject creature gets +1 on attack and damage rolls.
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Three stones gain +1 on attack rolls, deal 1d6+1 damage.
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Subject cannot be tracked by scent.
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Fog surrounds you.
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One subject/level leaves no tracks.
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1d6 damage + 1/level, touch or thrown.
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Ray makes the subject sickened.
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Predict 48 hours of weather
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Skeletal corpse grows flesh.
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Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
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You can communicate with animals.
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Your unarmed strikes are lethal.
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Summon 1d3 Tiny animals.
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Summons creature to fight.
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Swim speed becomes 30 ft.
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Spell Name
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Comp.
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Description
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Targets gain the ability to breathe water but can no longer breathe air.
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Hastens targeted poison's onset.
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You gain some of the beneficial qualities of an animal.
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Sends a Tiny animal to a specific place.
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Fascinates 2d6 HD of animals.
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As ant haul, but you may divide the duration among creatures touched.
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+2 AC and combat maneuver rolls.
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Grants +2 (or higher) enhancement to natural armor.
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Subject gains +4 to Con for 1 min./level.
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Subject gains +4 to Str for 1 min./level.
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Inflict 1d6 fire damage to creature.
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Creates a shelter around a campfire.
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Convert a friendly companion into a small statue.
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Subject gains +4 to Dex for 1 min./level.
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You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
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Cold metal damages those who touch it.
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Ranged Touch Attack deals 1d8 per level (max 5d8)
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Stops poison from harming subject for 1 hour/level.
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With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier.
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Creates a magical sensor high above you.
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Enables you to speak to elementals and some creatures.
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As endure elements, but you may divide the duration among creatures touched.
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A target starves with an insatiable hunger.
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M
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Opened object deals 1d4 + 1/level damage.
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Touch attack deals 1d8 + 1/two levels damage.
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Rolling ball of fire deals 3d6 fire damage.
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Fog obscures vision.
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Plants in a forested area become helpful instead of hindering you and your allies.
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Target takes cold damage and is staggered.
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The area is covered in a chilling frost.
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You take no falling damage, move 60 ft./round while falling.
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See through plant matter as though it were transparent. Blocked by solid wood.
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Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.
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Blows away or knocks down smaller creatures.
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Makes metal so hot it damages those who touch it.
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Creature gains grab ability with natural attack.
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M
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Make a normal item into a masterwork one.
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+1 on damage rolls with each hit (max +5).
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Subject gains +4 to Wis for 1 min./level.
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Target takes a -4 penalty against poison.
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Shrinks one willing animal.
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Ignores 10 or more points of damage per attack from specified energy type.
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Dispels magical ability penalty or repairs 1d4 ability damage.
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Leave trail for allies to follow.
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Subject understands chosen language.
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Wave boosts creature’s speed.
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Turns stone to clay, or dirt to sand or mud.
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Grants ability to walk on walls and ceilings.
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2d6 damage to all creatures in area.
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Summons creature to fight.
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Summons swarm of bats, rats, or spiders.
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Burning tar harms target and penalizes its Dex.
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You look exactly like a tree for 1 hour/level.
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Target is afflicted with severe cold.
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Bends wood.
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Animal gains the combat training general purpose.
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Create a comfortable shelter made of webbing.
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Nearby plants aid you in combat.
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Reshapes wooden objects to suit you.
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3rd Level Druid Spells
Spell Name
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Comp.
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Description
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As animal aspect, but you gain two animal qualities.
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Animal becomes bipedal.
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Target gains climb 30 and +8 racial bonus on Climb skill checks.
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Creates rolling sphere of water.
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Hamper vision and movement.
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Weapons are keen while you concentrate.
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Target gains a burrow speed of 15.
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Burst deals 3d6 damage and 1d6 acid.
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Calls down lightning bolts (3d6 per bolt) from sky.
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Creates screen of strong wind around you.
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You can talk with your animal companion, and can handle it with supernatural ease.
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Infects subject with chosen disease.
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M
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Creates treasure map out of a creature’s corpse.
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Causes a creature to become dehydrated.
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Cures 4d6 damage + 1/level (max +15).
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60-ft. radius of bright light.
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As delay poison, but you may divide the duration among creatures touched.
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Reduces size or blights the growth of normal plants.
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One animal obeys your silent mental commands and orders.
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As feather step, but multiple creatures.
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Target takes bleed from attacks.
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Hides all traces of your campsite.
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Creates torrent of water that bull rushes any creature in its path.
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Walk across water on moving lily pads.
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Summon a swarm of mischievous monkeys.
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One natural weapon gets + 1/four levels (max +5).
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You and your gear merge with stone.
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Gives subject –10 on Survival checks.
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Immunizes subject against poison, detoxifies venom in or on subject.
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Grows vegetation, improves crops.
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Touch deals 1d3 Con damage 1/round for 6 rounds.
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Absorbs 12 points/level of damage from one kind of energy.
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Transforms a single animal or magical beast into a younger and cuter version of itself for a short time.
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Extinguishes fires.
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Summon a swarm of poisonous frogs.
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Cures all diseases affecting subject.
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As resist energy, but you may divide the duration among creatures touched.
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As share language, but you may divide the duration among creatures touched.
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Creates difficult terrain and erases tracks; can carry creatures or objects along.
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Hampers vision and movement.
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Creates a magic booby trap.
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You can talk to plants and plant creatures.
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As spider climb, but you may divide the duration among creatures touched.
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Creatures in area take 1d4 damage, may be slowed.
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Spit blinding black adder venom.
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You call forth the stars to destroy your enemies (1d6 per level, max 10d6)
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Sculpts stone into any shape.
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Summons creature to fight.
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Take the form and some of the powers of a Small or Medium vermin.
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Subjects can breathe underwater.
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Deflects arrows, smaller creatures, and gases.
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4th Level Druid Spells
5th Level Druid Spells
6th Level Druid Spells
7th Level Druid Spells
8th Level Druid Spells
9th Level Druid Spells
Spell Name
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Comp.
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Description
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You become immune to diseases and toxins, absorb one, and then spread it to others.
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Ignore penalties from middle age.
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Subject treads on air as if solid (climb or descend at 45-degree angle).
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Keeps animated plants at bay.
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Tree branches attack opponents.
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+2 AC against attacks of opportunity and increases speed.
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Animal gains advanced creature simple template.
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Flying lightning spheres deal 3d6 electricity damage each.
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Causes bleed damage with natural attacks.
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Wasp swarm defends or carries you.
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Sways the actions of plant creatures.
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Raises or lowers bodies of water.
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You create a path of handholds on earthen, plaster, stone, or wooden walls.
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Cures 6d6 damage + 1/level (max +20).
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Cancels one magical spell or effect.
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Sonic sense gives you blindsight 40 ft.
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Smites foes with divine fire (1d6/level damage).
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Subject moves normally despite impediments to movement.
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Creates a geyser of boiling water.
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Turns centipedes, scorpions, or spiders into giant vermin.
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Creates trees and a small spring.
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Hail deals 5d6 damage in cylinder 40 ft. across.
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Protects from environmental effects.
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Subject is enraged and confused.
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Converts the surface of the ground into molten glass.
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target's attacks carry filth fever.
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As protection from energy, but you may divide the duration among creatures touched.
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Brings dead subject back in a random body.
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Insects, spiders, and other vermin stay 10 ft. away.
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Target can breathe water and swim.
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Creates wind that causes nonlethal damage and can knock down or push creatures.
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Your touch corrodes iron and alloys.
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F
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Spies on subject from a distance.
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Creatures in area take 1d8 damage, may also be slowed.
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Natural attacks damage as two sizes bigger.
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Summons creature to fight.
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Your attackers take 1d6 +1 damage/level.
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Touch infests a target with green slime.
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Removes polymorph effects.
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As vermin shape, but Tiny or Large.
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Hot rocks deal 5d6 damage.
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Creatures in zone take damage from their own fire spells; makes casting fire spells difficult.
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5th Level Druid Spells
Spell Name
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Comp.
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Description
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As air walk, but you may divide the duration among creatures touched.
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One animal doubles in size.
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FM
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Removes burden of misdeeds from subject.
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M
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Transforms subject into harmless animal.
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Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
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As call lightning, but 5d6 damage per bolt.
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Learn about terrain for 1 mile/level.
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Infect a subject with a magical disease.
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Changes wind direction and speed.
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Cures 8d6 damage + 1/level (max +25).
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Grants bonuses against death spells and negative energy.
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Wind walls selectively block attacks.
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Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
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M
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Designates location as holy.
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Wasp swarms attack creatures.
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M
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As raise dead, but on an animal.
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Marked target is shunned by your religion.
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M
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Dead creature cannot be revived.
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Transforms wood into snakes to fight for you.
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M
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Grants DR 10/adamantine.
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Summons creature to fight.
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F
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Appear older or younger.
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Transforms two 10-ft. cubes per level.
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Transforms two 10-ft. cubes per level.
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Step from one tree to another far away.
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M
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Designates location as unholy.
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Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
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Thorns damage anyone who tries to pass.
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6th Level Druid Spells
Spell Name
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Comp.
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Description
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Ignore penalties from old age.
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10-ft.-radius field hedges out living creatures.
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As bear's endurance, affects 1 subject/level.
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As bull's strength, affects 1 subject/level.
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As cat's grace, affects one subject/level.
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Cures 2d6 damage + 1/level, affects 1 subject/level.
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As dispel magic, but with multiple targets.
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You become an incorporeal creature of dust for a short period of time.
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Summon 1 giant eagle/3 levels.
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Infect a subject with a highly contagious disease.
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Shows most direct way to a location.
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Acorns and berries become grenades and bombs.
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Magic wood is as strong as steel.
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Oak becomes treant guardian.
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Digs trenches and builds hills.
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As owl's wisdom, affects 1 subject/level.
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Cloud infects creatures like contagion.
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Pushes away wooden objects.
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Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
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Stores one spell in wooden quarterstaff.
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M
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As stoneskin, but you may divide the duration among creatures touched.
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Talk to natural or worked stone.
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Summons creature to fight.
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Turns your body into a swarm that can attack.
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Converts the top layer of the ground into hot tar.
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Move instantly from one plant to another of the same kind.
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Creates a stone wall that can be shaped.
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7th Level Druid Spells
Spell Name
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Comp.
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Description
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Ignore penalties from venerable age.
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One or more plants animate and fight for you.
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Changes weather in local area.
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Swarms of centipedes attack
at your command.
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Cures 4d6 damage + 1/level, affects 1 subject/level.
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Deals 1d6/level fire damage.
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Cures 10 points/level damage, all diseases and mental
conditions.
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Creates 5-ft.-thick earthen barrier.
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Winds block vision and deal 3d6 damage.
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As scrying,
but faster and longer.
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Transforms Large trees into arboreal catapults of the same
size.
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Summons creature to fight.
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Beam blinds and
deals 4d6 damage.
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Metal within 40 ft. becomes wood.
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M
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Lets you see all things as they really are.
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Creates a whirlpool in water.
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You and your allies turn vaporous and travel fast.
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8th Level Druid Spells
Spell Name
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Comp.
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Description
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One ally/level polymorphs into chosen animal.
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One animal/level gains advanced template.
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Mist causes Wisdom damage and rage.
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Controls actions of one or more plant creatures.
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Cures 6d6 damage + 1/level, affects 1 subject/level.
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Intense tremor shakes 80-ft.-radius.
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Makes a creature friendly.
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Deals 10 damage/level to one subject.
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You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
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Pushes away metal and stone.
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Objects and creatures fall upward.
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Sheathes you in protective water.
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1d8 damage/level (max 20d8) to targets.
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Summons creature to fight.
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Blinds all within 10 ft., deals 6d6 damage.
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Vines burst to life in a radius around a target with a variety of effects.
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Wall damages foes that try to enter, periodically launches lava at nearby targets.
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Cyclone deals damage and can pick up creatures.
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Teleports you back to designated place.
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9th Level Druid Spells
Spell Name
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Comp.
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Description
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Object or location affected by spell repels certain creatures.
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20d6 damage to target creature.
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Cures 8d6 damage + 1/level for many creatures.
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Summons multiple elementals.
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“Sixth sense” warns of impending danger.
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Cold darkness paralyzes and deals damage.
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Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
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Creates 1d4+2 shambling mounds to fight for you.
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F
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Transforms you into certain creatures, and you can change forms once per round.
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As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
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Storm rains acid, lightning, and hail.
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Summon a giant purple worm.
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Summon a froghemoth.
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Summons creature to fight.
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M
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Object or location attracts certain creatures.
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Huge wave damages and sweeps up all in its path.
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You can fly and attack with wind.
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Earth or water moves you across distances and damages things not of the natural world.
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