Druid Spells
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
0th Level Druid Spells (Orisons)
Spell Name | School | Spell Level | Components | Description |
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Create Water | Druid 0 | Creates 2 gallons/level of pure water. | ||
Detect Magic | Druid 0 | Detects spells and magic items within 60 ft. | ||
Detect Poison | Druid 0 | Detects poison in one creature or object. | ||
Enhanced Diplomacy | Druid 0 | Touched creature gains +2 on one Diplomacy or Intimidate check. | ||
Flare | Druid 0 | Dazzles one creature (–1 penalty on attack rolls). | ||
Guidance | Druid 0 | +1 on one attack roll, saving throw, or skill check. | ||
Know Direction | Druid 0 | You discern north. | ||
Light | Druid 0 | Object shines like a torch. | ||
Mending | Druid 0 | Makes minor repairs on an object. | ||
Purify Food and Drink | Druid 0 | Purifies 1 cu. ft./level of food or water. | ||
Read Magic | Druid 0 | Read scrolls and spellbooks. | ||
Resistance | Druid 0 | Subject gains +1 bonus on saving throws. | ||
Spark | Druid 0 | Ignites flammable objects. | ||
Stabilize | Druid 0 | Cause a dying creature to stabilize. | ||
Virtue | Druid 0 | Subject gains 1 temporary hp. |
1st Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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Abstemiousness | Druid 1 | Enhances a small handful of food to feed a creature for a day. | ||
Acid Maw | Druid 1 | Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. | ||
Advanced Scurvy | Druid 1 | A living touched target contracts an advanced form of scurvy. | ||
Air Bubble | Druid 1 | Creates a small pocket of air around your head or an object. | ||
Alter Winds | Druid 1 | Increase/decrease strength of natural winds. | ||
Ant Haul | Druid 1 | Triples carrying capacity of a creature. | ||
Aspect of the Falcon | Druid 1 | Gives bonuses on Perception checks and ranged attacks. | ||
Aspect of the Nightingale | Druid 1 | You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. | ||
Blend | Druid 1 | Gain a bonus to Stealth and make checks without cover or concealment. Elf only. | ||
Bristle | Druid 1 | Trade natural armor bonus for a bonus on attacks with natural weapons. | ||
Burning Disarm | Druid 1 | A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage. | ||
Call Animal | Druid 1 | Calls the nearest wild animal of the designated type with CR equal to or less than your caster level. | ||
Calm Animals | Druid 1 | Calms 2d4 + level HD of animals. | ||
Charm Animal | Druid 1 | Makes one animal your friend. | ||
Cheetah's Sprint | Druid 1 | A wild surge of energy courses through your body and propels you into a sprint. | ||
Cloak of Shade | Druid 1 | Reduces effects of sun exposure and heat. | ||
Commune with Birds | Druid 1 | You can ask birds a question. | ||
Cure Light Wounds | Druid 1 | Cures 1d8 damage + 1/level (max +5). | ||
Damp Powder | Druid 1 | Ruins ammunition loaded in the targeted firearm. | ||
Deadeye’s Lore | Druid 1 | Move at normal speed while tracking and gain a +4 sacred bonus to Survival | ||
Decompose Corpse | Druid 1 | Turn a corpse into a clean skeleton. | ||
Detect Aberration | Druid 1 | Reveals presence of aberrations. | ||
Detect Animals or Plants | Druid 1 | Detects kinds of animals or plants. | ||
Detect Snares and Pits | Druid 1 | Reveals natural or primitive traps. | ||
Detect the Faithful | Druid 1 | You can detect other worshipers of your deity. | ||
Diagnose Disease | Druid 1 | Detect and identify diseases. | ||
Dream Feast | Druid 1 | Target awakens from normal rest as if ate and drank a nutritious meal. | ||
Endothermic Touch | Druid 1 | DF/M | Slow the metabolism and other bodily functions of a creature for a short amount of time. | |
Endure Elements | Druid 1 | Exist comfortably in hot or cold regions. | ||
Entangle | Druid 1 | Plants entangle everyone in 40-ft. radius. | ||
Expeditious Excavation | Druid 1 | Moves 5-ft. cubes of earth. | ||
Faerie Fire | Druid 1 | Outlines subjects with light, canceling blur, concealment, and the like. | ||
Feather Step | Druid 1 | Ignore movement penalty in difficult terrain. | ||
Firebelly | Druid 1 | A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies). | ||
Flare Burst | Druid 1 | As flare, but all creatures within 10 ft. | ||
Frostbite | Druid 1 | Target takes cold damage and is fatigued. | ||
Gentle Breeze | Druid 1 | Light wind protects one target from clouds, gases, heat, and vapors. | ||
Goodberry | Druid 1 | 2d4 berries each cure 1 hp (max 8 hp/24 hours). | ||
Hairline Fractures | Druid 1 | Reduce the hardness of a stone object or lower the AC of an earth-type creature. | ||
Heightened Awareness | Druid 1 | Your recall and ability to process information improve. | ||
Hide from Animals | Druid 1 | Animals can't perceive one subject/level. | ||
Hydraulic Push | Druid 1 | Wave of water bull rushes an enemy. | ||
Ice Armor | Druid 1 | You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. | ||
Jump | Druid 1 | Subject gets bonus on Acrobatics checks. | ||
Keen Senses | Druid 1 | Gain +2 Perception and low-light vision. | ||
Liberating Command | Druid 1 | Target makes an Escape Artist check as an immediate action and gains a bonus on it. | ||
Longstrider | Druid 1 | Your speed increases by 10 ft. | ||
Magic Fang | Druid 1 | One natural weapon of subject creature gets +1 on attack and damage rolls. | ||
Magic Stone | Druid 1 | Three stones gain +1 on attack rolls, deal 1d6+1 damage. | ||
Marid's Mastery | Druid 1 | If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. | ||
Mighty Fist of the Earth | Druid 1 | DF | Make an unarmed strike attack roll against a target at distance. | |
Monkey Fish | Druid 1 | Gain a climb speed and a swim speed of 10 ft. for a time. | ||
Mudball | Druid 1 | Range touch attack that cause the target to be blinded. | ||
Nature's Paths | Druid 1 | The target instinctively knows the shortest, easiest, and fastest way through the wilderness. | ||
Nauseating Dart | Druid 1 | Poisonous stinger deals 1d2 damage and sickens target. | ||
Negate Aroma | Druid 1 | Subject cannot be tracked by scent. | ||
Nereid's Grace | Druid 1 | Gain a deflection bonus to AC and CMD equal to your Cha bonus. | ||
Obscuring Mist | Druid 1 | Fog surrounds you. | ||
Pass without Trace | Druid 1 | One subject/level leaves no tracks. | ||
Produce Flame | Druid 1 | 1d6 damage + 1/level, touch or thrown. | ||
Ray of Sickening | Druid 1 | Ray makes the subject sickened. | ||
Read Weather | Druid 1 | You can forecast the weather at your location for the next 48 hours. | ||
Recharge Innate Magic | Druid 1 | Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. | ||
Remove Sickness | Druid 1 | Suppress disease, nausea, and the sickened condition. | ||
Restore Corpse | Druid 1 | Skeletal corpse grows flesh. | ||
Shillelagh | Druid 1 | Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level. | ||
Snow Shape | Druid 1 | As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting. | ||
Snowball | Druid 1 | Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe. | ||
Speak with Animals | Druid 1 | You can communicate with animals. | ||
Spirit Call | Druid 1 | For the duration of the spell, all spells from your domain list that are cast within the affected area have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight bonus on their concentration checks for those spells only. | ||
Stone Fist | Druid 1 | Your unarmed strikes are lethal. | ||
Summon Minor Ally | Druid 1 | Summon 1d3 Tiny animals. | ||
Summon Nature's Ally I | Druid 1 | Summons creature to fight. | ||
Thorn Javelin | Druid 1 | Wield a javelin that sickens opponents when it strikes. | ||
Thunderstomp | Druid 1 | Trip one creature within range. | ||
Touch of Bloodletting | Druid 1 | This spell causes existing wounds on a target to bleed profusely. | ||
Touch of the Sea | Druid 1 | Swim speed becomes 30 ft. | ||
Tracking Mark | Druid 1 | You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. | ||
Twisted Futures | Druid 1 | A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result. | ||
Wave Shield | Druid 1 | Water blunts one incoming attack or fire effect. | ||
Weaken Powder | Druid 1 | Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls. | ||
Whispering Lore | Druid 1 | Gain a bonus to Knowledge checks about your environment from the land itself. Elf only. |
2nd Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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Aboleth's Lung | Druid 2 | Targets gain the ability to breathe water but can no longer breathe air. | ||
Accelerate Poison | Druid 2 | Hastens targeted poison's onset. | ||
Aggressive Thundercloud | Druid 2 | Flying storm cloud deals 3d6 electricity damage. | ||
Air Step | Druid 2 | Tread unsteadily on air, with limitations. | ||
Alter Summoned Monster | Druid 2 | You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell | ||
Amplify Stench | Druid 2 | Amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench becomenauseated rather than sickened. | ||
Animal Aspect | Druid 2 | You gain some of the beneficial qualities of an animal. | ||
Animal Messenger | Druid 2 | Sends a Tiny animal to a specific place. | ||
Animal Purpose Training | Druid 2 | Animal gains a new general purpose. | ||
Animal Trance | Druid 2 | Fascinates 2d6 HD of animals. | ||
Ant Haul, Communal | Druid 2 | As ant haul, but you may divide the duration among creatures touched. | ||
Aspect of the Bear | Druid 2 | +2 AC and combat maneuver rolls. | ||
Barkskin | Druid 2 | Grants +2 (or higher) enhancement to natural armor. | ||
Bear's Endurance | Druid 2 | Subject gains +4 to Con for 1 min./level. | ||
Beastspeak | Druid 2 | Speak normally while in animal form. | ||
Binding Earth | Druid 2 | DF | Target creature treats areas of earth and stone as difficult terrain. | |
Bull's Strength | Druid 2 | Subject gains +4 to Str for 1 min./level. | ||
Burdened Thoughts | Druid 2 | Target creature gains heavy encumbrance and is cannot fly. | ||
Burning Gaze | Druid 2 | Inflict 1d6 fire damage to creature. | ||
Burst of Radiance | Druid 2 | Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. | ||
Callback | Druid 2 | If your familiar takes hp damage while within range of this spell, it immediately teleports to your space after the damage is applied. | ||
Campfire Wall | Druid 2 | Creates a shelter around a campfire. | ||
Carry Companion | Druid 2 | You transform a helpful animal or magical beast into a miniature stone figurine. | ||
Cat's Grace | Druid 2 | Subject gains +4 to Dex for 1 min./level. | ||
Certain Grip | Druid 2 | You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. | ||
Chill Metal | Druid 2 | Cold metal damages those who touch it. | ||
Climbing Beanstalk | Druid 2 | Create a beanstalk that is easy to climb. | ||
Cloud of Seasickness | Druid 2 | As stinking cloud, except as noted and creatures are sickened instead of nauseated. | ||
Companion Life Link | Druid 2 | Sense whenever your companion is wounded and call out to it in a time of need. | ||
Control Vermin | Druid 2 | DF/M | You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. | |
Defoliate | Druid 2 | You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. | ||
Delay Disease | Druid 2 | DF | Gain immunity to disease for 24 hours. | |
Delay Poison | Druid 2 | Stops poison from harming subject for 1 hour/level. | ||
Determine Depth | Druid 2 | With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier. | ||
Divine Trident | Druid 2 | You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials. | ||
Eagle Eye | Druid 2 | Creates a magical sensor high above you. | ||
Elemental Speech | Druid 2 | Enables you to speak to elementals and some creatures. | ||
Endure Elements, Communal | Druid 2 | As endure elements, but you may divide the duration among creatures touched. | ||
Euphoric Cloud | Druid 2 | M | Fog obscures vision and fascinates living creatures. | |
Feast of Ashes | Druid 2 | A target starves with an insatiable hunger. | ||
Fiery Runes | Druid 2 | You charge a weapon with a magic rune of fire. | ||
Fire Sneeze | Druid 2 | Launch flaming, forceful loogies at your enemies. | ||
Fire Trap | Druid 2 | M | Opened object deals 1d4 + 1/level damage. | |
Flame Blade | Druid 2 | Touch attack deals 1d8 + 1/two levels damage. | ||
Flaming Sphere | Druid 2 | Rolling ball of fire deals 3d6 fire damage. | ||
Flotsam Vessel | Druid 2 | Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. | ||
Fog Cloud | Druid 2 | Fog obscures vision. | ||
Forest Friend | Druid 2 | Plants in a forested area become helpful instead of hindering you and your allies. | ||
Frigid Touch | Druid 2 | Target takes cold damage and is staggered. | ||
Frost Fall | Druid 2 | The area is covered in a chilling frost. | ||
Fury of the Sun | Druid 2 | Target takes 1d4 nonlethal and suffers from heatstroke (fatigue). | ||
Gird Ally | Druid 2 | You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonusto their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level) | ||
Glide | Druid 2 | You take no falling damage, move 60 ft./round while falling. | ||
Greensight | Druid 2 | See through plant matter as though it were transparent. Blocked by solid wood. | ||
Groundswell | Druid 2 | Enable target to raise the ground he's standing on five feet, which negates flanking bonuses. | ||
Gust of Wind | Druid 2 | Blows away or knocks down smaller creatures. | ||
Gusting Sphere | Druid 2 | Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage. | ||
Heat Metal | Druid 2 | Makes metal so hot it damages those who touch it. | ||
Hold Animal | Druid 2 | Paralyzes one animal for 1 round/level. | ||
Ice Slick | Druid 2 | You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. | ||
Ironskin | Druid 2 | DF/M | Your skin hardens and takes on the color and texture of rough iron. | |
Lockjaw | Druid 2 | Creature gains grab ability with natural attack. | ||
Magic Boulder | Druid 2 | As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself). | ||
Masterwork Transformation | Druid 2 | M | Make a normal item into a masterwork one. | |
Mud Buddy | Druid 2 | You create a Small minion out of mud, and it obeys your commands. | ||
Natural Rhythm | Druid 2 | +1 on damage rolls with each hit (max +5). | ||
Owl's Wisdom | Druid 2 | Subject gains +4 to Wis for 1 min./level. | ||
Pernicious Poison | Druid 2 | Target takes a -4 penalty against poison. | ||
Plant Voice | Druid 2 | You grant one plant creature the ability to speak, hear, and understand any of the languages you know. | ||
Pox Pustules | Druid 2 | Subject is sickened and has –4 Dex. | ||
Recentering Drone | Druid 2 | You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions. | ||
Reduce Animal | Druid 2 | Shrinks one willing animal. | ||
Resist Energy | Druid 2 | Ignores 10 or more points of damage per attack from specified energy type. | ||
Restoration, Lesser | Druid 2 | Dispels magical ability penalty or repairs 1d4 ability damage. | ||
Riversight | Druid 2 | You can view events transpiring along a natural watercourse you touch. | ||
Savage Maw | Druid 2 | Gain a bite attack. | ||
Scale Spikes | Druid 2 | DF/M | When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. | |
Scent Trail | Druid 2 | Leave trail for allies to follow. | ||
Share Language | Druid 2 | Subject understands chosen language. | ||
Sickening Entanglement | Druid 2 | As entangle, but plants have sickening sap. | ||
Slipstream | Druid 2 | Wave boosts creature’s speed. | ||
Soften Earth and Stone | Druid 2 | Turns stone to clay, or dirt to sand or mud. | ||
Soothing Word | Druid 2 | Reduces effects of multiple conditions on target. | ||
Spider Climb | Druid 2 | Grants ability to walk on walls and ceilings. | ||
Spore Burst | Druid 2 | You cause a willing plant creature's body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. | ||
Stone Call | Druid 2 | 2d6 damage to all creatures in area. | ||
Stone Discus | Druid 2 | Flying discus deals bludgeoning or slashing damage. | ||
Stone Throwing | Druid 2 | The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. | ||
Summon Nature's Ally II | Druid 2 | Summons creature to fight. | ||
Summon Swarm | Druid 2 | Summons swarm of bats, rats, or spiders. | ||
Tar Ball | Druid 2 | Burning tar harms target and penalizes its Dex. | ||
Tree Shape | Druid 2 | You look exactly like a tree for 1 hour/level. | ||
Unshakable Chill | Druid 2 | Target is afflicted with severe cold. | ||
Vine Strike | Druid 2 | Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. | ||
Warp Wood | Druid 2 | Bends wood. | ||
Wartrain Mount | Druid 2 | Animal gains the combat training general purpose. | ||
Web Shelter | Druid 2 | Create a comfortable shelter made of webbing. | ||
Whip of Spiders | Druid 2 | Create a whip made of poisonous spiders. | ||
Wild Instinct | Druid 2 | This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. | ||
Wilderness Soldiers | Druid 2 | Nearby plants aid you in combat. | ||
Wood Shape | Druid 2 | Reshapes wooden objects to suit you. |
3rd Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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4th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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5th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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6th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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7th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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8th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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9th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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