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Druid Spell List


0th Level Druid Spells
Spell Name
Comp.
Description
Creates 2 gallons/level of pure water.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
Dazzles one creature (–1 penalty on attack rolls).
+1 on one attack roll, saving throw, or skill check.
You discern north.
Object shines like a torch.
Makes minor repairs on an object.
Purifies 1 cu. ft./level of food or water.
Read scrolls and spellbooks.
Subject gains +1 bonus on saving throws.
Ignites flammable objects.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.

1st Level Druid Spells
Spell Name
Comp.
Description
Creates a small pocket of air around your head or an object.
Increase/decrease strength of natural winds.
Triples carrying capacity of a creature.
Gives bonuses on Perception checks and ranged attacks.
Gain a bonus to Stealth and make checks without cover or concealmentElf only.
Trade natural armor bonus for a bonus on attacks with natural weapons.
A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Calms 2d4 + level HD of animals.
Makes one animal your friend.
Reduces effects of sun exposure and heat.
Cures 2d6 damage + 1/level (max +10).
Ruins ammunition loaded in the targeted firearm.
-
Turn a corpse into a clean skeleton.
Reveals presence of aberrations.
Detects kinds of animals or plants.
Reveals natural or primitive traps.
Detect and identify diseases.
Exist comfortably in hot or cold regions.
Plants entangle everyone in 40-ft. radius.
Moves 5-ft. cubes of earth.
Outlines subjects with light, canceling blurconcealment, and the like.
Ignore movement penalty in difficult terrain.
As flare, but all creatures within 10 ft.
Target takes cold damage and is fatigued.
2d4 berries each cure 1 hp (max 8 hp/24 hours).
Animals can't perceive one subject/level.
Wave of water bull rushes an enemy.
Subject gets bonus on Acrobatics checks.
Gain +2 Perception and low-light vision.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Your speed increases by 10 ft.
One natural weapon of subject creature gets +1 on attack and damage rolls.
Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Subject cannot be tracked by scent.
Fog surrounds you.
One subject/level leaves no tracks.
1d6 damage + 1/level, touch or thrown.
Ray makes the subject sickened.
Predict 48 hours of weather
Suppress disease, nausea, and the sickened condition.
Skeletal corpse grows flesh.
Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
You can communicate with animals.
Your unarmed strikes are lethal.
Summon 1d3 Tiny animals.
Summons creature to fight.
Swim speed becomes 30 ft.
Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.

Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.

2nd Level Druid Spells
Spell Name
Comp.
Description
Targets gain the ability to breathe water but can no longer breathe air.
Hastens targeted poison's onset.
You gain some of the beneficial qualities of an animal.
Sends a Tiny animal to a specific place.
Fascinates 2d6 HD of animals.
As ant haul, but you may divide the duration among creatures touched.
+2 AC and combat maneuver rolls.
Grants +2 (or higher) enhancement to natural armor.
Subject gains +4 to Con for 1 min./level.
Subject gains +4 to Str for 1 min./level.
Inflict 1d6 fire damage to creature.
Creates a shelter around a campfire.
Convert a friendly companion into a small statue.
Subject gains +4 to Dex for 1 min./level.
You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Cold metal damages those who touch it.

Ranged Touch Attack deals 1d8 per level (max 5d8)
Stops poison from harming subject for 1 hour/level.
With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier.
Creates a magical sensor high above you.
Enables you to speak to elementals and some creatures.
As endure elements, but you may divide the duration among creatures touched.
A target starves with an insatiable hunger.
M
Opened object deals 1d4 + 1/level damage.
Touch attack deals 1d8 + 1/two levels damage.
Rolling ball of fire deals 3d6 fire damage.
Fog obscures vision.
Plants in a forested area become helpful instead of hindering you and your allies.
Target takes cold damage and is staggered.
The area is covered in a chilling frost.
You take no falling damage, move 60 ft./round while falling.
See through plant matter as though it were transparent. Blocked by solid wood.
Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.
Blows away or knocks down smaller creatures.
Makes metal so hot it damages those who touch it.
Paralyzes one animal for 1 round/level.
Creature gains grab ability with natural attack.
M
Make a normal item into a masterwork one.
+1 on damage rolls with each hit (max +5).
Subject gains +4 to Wis for 1 min./level.
Target takes a -4 penalty against poison.
Subject is sickened and has –4 Dex.
Shrinks one willing animal.
Ignores 10 or more points of damage per attack from specified energy type.
Dispels magical ability penalty or repairs 1d4 ability damage.
Leave trail for allies to follow.
Subject understands chosen language.
Wave boosts creature’s speed.
Turns stone to clay, or dirt to sand or mud.
Grants ability to walk on walls and ceilings.
2d6 damage to all creatures in area.
Summons creature to fight.
Summons swarm of bats, rats, or spiders.
Burning tar harms target and penalizes its Dex.
You look exactly like a tree for 1 hour/level.
Target is afflicted with severe cold.
Bends wood.
Animal gains the combat training general purpose.
Create a comfortable shelter made of webbing.
Nearby plants aid you in combat.
Reshapes wooden objects to suit you.

3rd Level Druid Spells
Spell Name
Comp.
Description
As animal aspect, but you gain two animal qualities.
Animal becomes bipedal.
Target gains climb 30 and +8 racial bonus on Climb skill checks.
Creates rolling sphere of water.
Hamper vision and movement.
Weapons are keen while you concentrate.
Target gains a burrow speed of 15.
Burst deals 3d6 damage and 1d6 acid.
Calls down lightning bolts (3d6 per bolt) from sky.
Creates screen of strong wind around you.
You can talk with your animal companion, and can handle it with supernatural ease.
Infects subject with chosen disease.
M
Creates treasure map out of a creature’s corpse.
Causes a creature to become dehydrated.
Cures 4d6 damage + 1/level (max +15).
60-ft. radius of bright light.
As delay poison, but you may divide the duration among creatures touched.
Reduces size or blights the growth of normal plants.
One animal obeys your silent mental commands and orders.
As feather step, but multiple creatures.
Target takes bleed from attacks.
Hides all traces of your campsite.
Creates torrent of water that bull rushes any creature in its path.
Walk across water on moving lily pads.
Summon a swarm of mischievous monkeys.
One natural weapon gets + 1/four levels (max +5).
You and your gear merge with stone.
Gives subject –10 on Survival checks.
Immunizes subject against poison, detoxifies venom in or on subject.
Grows vegetation, improves crops.
Touch deals 1d3 Con damage 1/round for 6 rounds.
Absorbs 12 points/level of damage from one kind of energy.
Transforms a single animal or magical beast into a younger and cuter version of itself for a short time.
Extinguishes fires.
Summon a swarm of poisonous frogs.
Cures all diseases affecting subject.
You gain DR 5/piercing and +4 to CMD against disarm attempts.
As resist energy, but you may divide the duration among creatures touched.
As share language, but you may divide the duration among creatures touched.
Creates difficult terrain and erases tracks; can carry creatures or objects along.
Hampers vision and movement.
Creates a magic booby trap.
You can talk to plants and plant creatures.
As spider climb, but you may divide the duration among creatures touched.
Creatures in area take 1d4 damage, may be slowed.
Spit blinding black adder venom.

You call forth the stars to destroy your enemies (1d6 per level, max 10d6)
Sculpts stone into any shape.
Summons creature to fight.
Take the form and some of the powers of a Small or Medium vermin.
Subjects can breathe underwater.
Deflects arrows, smaller creatures, and gases.

4th Level Druid Spells
Spell Name
Comp.
Description
You become immune to diseases and toxins, absorb one, and then spread it to others.
Ignore penalties from middle age.
Subject treads on air as if solid (climb or descend at 45-degree angle).
Keeps animated plants at bay.
Tree branches attack opponents.
+2 AC against attacks of opportunity and increases speed.
Animal gains advanced creature simple template.
Flying lightning spheres deal 3d6 electricity damage each.
Withers one plant or deals 1d6/level damage to plant creature.
Causes bleed damage with natural attacks.
Wasp swarm defends or carries you.
Sways the actions of plant creatures.
Raises or lowers bodies of water.
You create a path of handholds on earthen, plaster, stone, or wooden walls.
Cures 6d6 damage + 1/level (max +20).
Cancels one magical spell or effect.
Sonic sense gives you blindsight 40 ft.
Smites foes with divine fire (1d6/level damage).
Subject moves normally despite impediments to movement.
Creates a geyser of boiling water.
Turns centipedesscorpions, or spiders into giant vermin.
Creates trees and a small spring.
Hail deals 5d6 damage in cylinder 40 ft. across.
Protects from environmental effects.
Subject is enraged and confused.
Converts the surface of the ground into molten glass.
target's attacks carry filth fever.
As protection from energy, but you may divide the duration among creatures touched.
Brings dead subject back in a random body.
Insects, spiders, and other vermin stay 10 ft. away.
Target can breathe water and swim.
Creates wind that causes nonlethal damage and can knock down or push creatures.
Your touch corrodes iron and alloys.
F
Spies on subject from a distance.
Creatures in area take 1d8 damage, may also be slowed.
Natural attacks damage as two sizes bigger.
Summons creature to fight.
Your attackers take 1d6 +1 damage/level.
Touch infests a target with green slime.
Removes polymorph effects.
As vermin shape, but Tiny or Large.
Hot rocks deal 5d6 damage.

Creatures in zone take damage from their own fire spells; makes casting fire spells difficult.

5th Level Druid Spells
Spell Name
Comp.
Description
As air walk, but you may divide the duration among creatures touched.
One animal doubles in size.
+4 Str and Dex, +2 bonus on trip attacks.
FM
Removes burden of misdeeds from subject.
M
Animal or tree gains human intellect.
Transforms subject into harmless animal.
Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
As call lightning, but 5d6 damage per bolt.
Learn about terrain for 1 mile/level.
Infect a subject with a magical disease.
Changes wind direction and speed.
Cures 8d6 damage + 1/level (max +25).
Grants bonuses against death spells and negative energy.
Wind walls selectively block attacks.
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
M
Designates location as holy.
Wasp swarms attack creatures.
M
As raise dead, but on an animal.
Marked target is shunned by your religion.
M
Dead creature cannot be revived.
Transforms wood into snakes to fight for you.
M
Grants DR 10/adamantine.
Summons creature to fight.
F
Appear older or younger.
Transforms two 10-ft. cubes per level.
Transforms two 10-ft. cubes per level.
Step from one tree to another far away.
M
Designates location as unholy.
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Thorns damage anyone who tries to pass.

6th Level Druid Spells
Spell Name
Comp.
Description
Ignore penalties from old age.
10-ft.-radius field hedges out living creatures.
As bear's endurance, affects 1 subject/level.
As bull's strength, affects 1 subject/level.
As cat's grace, affects one subject/level.
Cures 2d6 damage + 1/level, affects 1 subject/level.
As dispel magic, but with multiple targets.
You become an incorporeal creature of dust for a short period of time.
Summon 1 giant eagle/3 levels.
Infect a subject with a highly contagious disease.
Shows most direct way to a location.
Acorns and berries become grenades and bombs.
Magic wood is as strong as steel.
Oak becomes treant guardian.
Digs trenches and builds hills.
As owl's wisdom, affects 1 subject/level.
Cloud infects creatures like contagion.
Pushes away wooden objects.
Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Stores one spell in wooden quarterstaff.
M
As stoneskin, but you may divide the duration among creatures touched.
Talk to natural or worked stone.
Summons creature to fight.
Turns your body into a swarm that can attack.
Converts the top layer of the ground into hot tar.
Move instantly from one plant to another of the same kind.
Creates a stone wall that can be shaped.

7th Level Druid Spells
Spell Name
Comp.
Description
Ignore penalties from venerable age.
One or more plants animate and fight for you.
Your staff becomes a treant on command.
Changes weather in local area.
Swarms of centipedes attack at your command.
Cures 4d6 damage + 1/level, affects 1 subject/level.
Deals 1d6/level fire damage.
Cures 10 points/level damage, all diseases and mental conditions.
Creates 5-ft.-thick earthen barrier.
Winds block vision and deal 3d6 damage.
As scrying, but faster and longer.
Transforms Large trees into arboreal catapults of the same size.
Summons creature to fight.
Beam blinds and deals 4d6 damage.
Metal within 40 ft. becomes wood.
M
Lets you see all things as they really are.
Creates a whirlpool in water.
You and your allies turn vaporous and travel fast.

8th Level Druid Spells
Spell Name
Comp.
Description
One ally/level polymorphs into chosen animal.
One animal/level gains advanced template.
Mist causes Wisdom damage and rage.
Controls actions of one or more plant creatures.
Cures 6d6 damage + 1/level, affects 1 subject/level.
Intense tremor shakes 80-ft.-radius.
Makes a creature friendly.
Deals 10 damage/level to one subject.
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Pushes away metal and stone.
Objects and creatures fall upward.
Sheathes you in protective water.
1d8 damage/level (max 20d8) to targets.
Summons creature to fight.
Blinds all within 10 ft., deals 6d6 damage.
Vines burst to life in a radius around a target with a variety of effects.
Wall damages foes that try to enter, periodically launches lava at nearby targets.
Cyclone deals damage and can pick up creatures.
Teleports you back to designated place.

9th Level Druid Spells
Spell Name
Comp.
Description
Object or location affected by spell repels certain creatures.
20d6 damage to target creature.
Cures 8d6 damage + 1/level for many creatures.
Summons multiple elementals.
“Sixth sense” warns of impending danger.
Cold darkness paralyzes and deals damage.
Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Creates 1d4+2 shambling mounds to fight for you.
F
Transforms you into certain creatures, and you can change forms once per round.
As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Storm rains acid, lightning, and hail.
Summon a giant purple worm.
Summon a froghemoth.
Summons creature to fight.
M
Object or location attracts certain creatures.
Huge wave damages and sweeps up all in its path.
You can fly and attack with wind.
Earth or water moves you across distances and damages things not of the natural world.