Druid Spells
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Spell Level
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
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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 |
---|---|---|---|---|
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 |
---|---|---|---|---|
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 |
---|---|---|---|---|
Accept Affliction | Druid 3 | The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. | ||
Aggravate Affliction | Druid 3 | All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects. | ||
Air Breathing | Druid 3 | The transmuted creatures can breathe air freely. | ||
Air Geyser | Druid 3 | Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. | ||
Anchored Step | Druid 3 | Vines beneath your feet stabilize you but slow you down. | ||
Animal Aspect, Greater | Druid 3 | As animal aspect, but you gain two animal qualities. | ||
Anthropomorphic Animal | Druid 3 | Animal becomes bipedal. | ||
Ape Walk | Druid 3 | Target gains climb 30 and +8 racial bonus on Climb skill checks. | ||
Aqueous Orb | Druid 3 | Creates rolling sphere of water. | ||
Ash Storm | Druid 3 | Hamper vision and movement. | ||
Badger's Ferocity | Druid 3 | Weapons are keen while you concentrate. | ||
Blade Snare | Druid 3 | This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. | ||
Blood Scent | Druid 3 | Gain scent ability against injured creatures. | ||
Burrow | Druid 3 | Target gains a burrow speed of 15. | ||
Burst of Nettles | Druid 3 | Burst deals 3d6 damage and 1d6 acid. | ||
Call Lightning | Druid 3 | Calls down lightning bolts (3d6 per bolt) from sky. | ||
Channel the Gift | Druid 3 | Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. | ||
Clear Grove | Druid 3 | Trees, shrubs, and other thick vegetation move out of the spell's area. | ||
Cloak of Winds | Druid 3 | Creates screen of strong wind around you. | ||
Companion Mind Link | Druid 3 | You can talk with your animal companion, and can handle it with supernatural ease. | ||
Contagion | Druid 3 | Infects subject with chosen disease. | ||
Create Treasure Map | Druid 3 | M | Creates treasure map out of a creature’s corpse. | |
Cup of Dust | Druid 3 | Causes a creature to become dehydrated. | ||
Cure Moderate Wounds | Druid 3 | Cures 2d8 damage + 1/level (max +10). | ||
Daylight | Druid 3 | 60-ft. radius of bright light. | ||
Delay Poison, Communal | Druid 3 | As delay poison, but you may divide the duration among creatures touched. | ||
Diminish Plants | Druid 3 | Reduces size or blights the growth of normal plants. | ||
Dominate Animal | Druid 3 | One animal obeys your silent mental commands and orders. | ||
Feather Step, Mass | Druid 3 | As feather step, but multiple creatures. | ||
Fins to Feet | Druid 3 | Transform the target's fins, flippers, or tail into legs and feet. | ||
Fungal Infestation | Druid 3 | Target takes bleed damage from attacks. | ||
Heatstroke | Druid 3 | As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. | ||
Hide Campsite | Druid 3 | Hides all traces of your campsite. | ||
Hurricane Blast | Druid 3 | Creates a severe blast of wind. | ||
Hydraulic Torrent | Druid 3 | Creates torrent of water that bull rushes any creature in its path. | ||
Hydrophobia | Druid 3 | Targets in the area must succeed at a Will save or become deathly afraid of drowning. | ||
Ice Spears | Druid 3 | Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down. | ||
Improve trap | Druid 3 | Improve one specific element of a trap. | ||
Life Shield | Druid 3 | You surround yourself with positive energy that damages undead opponents. | ||
Lily Pad Stride | Druid 3 | Walk across water on moving lily pads. | ||
Longstrider, Greater | Druid 3 | As longstrider, plus the speeds of other movement modes increase. | ||
Mad Monkeys | Druid 3 | Summon a swarm of mischievous monkeys. | ||
Magic Fang, Greater | Druid 3 | One natural weapon gets + 1/four levels (max +5). | ||
Meld into Stone | Druid 3 | You and your gear merge with stone. | ||
Nature's Exile | Druid 3 | Gives subject –10 on Survival checks. | ||
Nauseating Trail | Druid 3 | Creature leaves a trail of stinking cloud squares. | ||
Neutralize Poison | Druid 3 | Immunizes subject against poison, detoxifies venom in or on subject. | ||
Nixie's Lure | Druid 3 | Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them. | ||
Plant Growth | Druid 3 | Grows vegetation, improves crops. | ||
Poison | Druid 3 | Touch deals 1d3 Con damage 1/round for 6 rounds. | ||
Protection from Energy | Druid 3 | Absorbs 12 points/level of damage from one kind of energy. | ||
Pup Shape | Druid 3 | Transforms a single animal or magical beast into a younger and cuter version of itself for a short time. | ||
Quench | Druid 3 | Extinguishes fires. | ||
Raging Rubble | Druid 3 | DF | Swarm of stones damaging (1d6) and distracting anything within it. | |
Rain of Frogs | Druid 3 | Summon a swarm of poisonous frogs. | ||
Raven's Flight | Druid 3 | You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. | ||
Remove Disease | Druid 3 | Cures all diseases affecting subject. | ||
Resinous Skin | Druid 3 | You gain DR 5/piercing and +4 to CMD against disarm attempts. | ||
Resist Energy, Communal | Druid 3 | As resist energy, but you may divide the duration among creatures touched. | ||
Scale Spikes, Greater | Druid 3 | DF/M | As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic. | |
Share Language, Communal | Druid 3 | As share language, but you may divide the duration among creatures touched. | ||
Sheet Lightning | Druid 3 | You create a dazzling flash of electricity that fills the target area. | ||
Shifting Sand | Druid 3 | Creates difficult terrain and erases tracks; can carry creatures or objects along. | ||
Siphon Might | Druid 3 | You drain the might of the target and transfer that power to another creature. | ||
Sky Swim | Druid 3 | You grant a touched target the ability to swim through the air. | ||
Sleet Storm | Druid 3 | Hampers vision and movement. | ||
Snare | Druid 3 | Creates a magic booby trap. | ||
Speak with Plants | Druid 3 | You can talk to plants and plant creatures. | ||
Spider Climb, Communal | Druid 3 | As spider climb, but you may divide the duration among creatures touched. | ||
Spike Growth | Druid 3 | Creatures in area take 1d4 damage, may be slowed. | ||
Spit Venom | Druid 3 | Spit blinding black adder venom. | ||
Steal Size | Druid 3 | Reduce one humanoid's size by one size category (if it is larger than you) and you grow one size category. | ||
Stench of Prey | Druid 3 | Predatory animals must successfully save or attack the target. | ||
Stone Shape | Druid 3 | Sculpts stone into any shape. | ||
Summon Nature's Ally III | Druid 3 | Summons creature to fight. | ||
Summon Totem Creature | Druid 3 | As summon nature's ally III except for different creatures as options. | ||
Swarm of Fangs | Druid 3 | You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. | ||
Thorny Entanglement | Druid 3 | As entangle, plus plants make ranged attacks. | ||
Thunderstomp, Greater | Druid 3 | Trip multiple creatures within range. | ||
Transfer Regeneration | Druid 3 | You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains your regeneration. | ||
Vengeful Comets | Druid 3 | Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes. | ||
Vermin Shape I | Druid 3 | Take the form and some of the powers of a Small or Medium vermin. | ||
Ward of the Season | Druid 3 | Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). Elf only. | ||
Water Breathing | Druid 3 | Subjects can breathe underwater. | ||
Waters of Maddening | Druid 3 | M | Create a more potent unholy water. | |
Wind Wall | Druid 3 | Deflects arrows, smaller creatures, and gases. |
4th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Absorb Toxicity | Druid 4 | You become immune to diseases and toxins, absorb one, and then spread it to others. | ||
Absorbing Inhalation | Druid 4 | Inhale a gas removing it from the area without harm and use it as a breath weapon. | ||
Age Resistance, Lesser | Druid 4 | Ignore penalties from middle age. | ||
Aggressive Thundercloud, Greater | Druid 4 | Flying storm cloud deals 6d6 electricity damage. | ||
Air Walk | Druid 4 | Subject treads on air as if solid (climb or descend at 45-degree angle). | ||
Antiplant Shell | Druid 4 | Keeps animated plants at bay. | ||
Arboreal Hammer | Druid 4 | Tree branches attack opponents. | ||
Aspect of the Stag | Druid 4 | +2 AC against attacks of opportunity and increases speed. | ||
Atavism | Druid 4 | Animal gains advanced creature simple template. | ||
Ball Lightning | Druid 4 | Flying lightning spheres deal 3d6 electricity damage each. | ||
Blast Barrier | Druid 4 | Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels. | ||
Blight | Druid 4 | Withers one plant or deals 1d6/level damage to plant creature. | ||
Bloody Claws | Druid 4 | Causes bleed damage with natural attacks. | ||
Calm Air | Druid 4 | You calm the air and disperse fog, dust, and other particles. | ||
Cape of Wasps | Druid 4 | Wasp swarm defends or carries you. | ||
Caustic Blood | Druid 4 | Acidic blood spurts from your body when you take piercing or slashing damage. | ||
Cloud Shape | Druid 4 | Subject becomes insubstantial and can fly slowly. | ||
Command Plants | Druid 4 | Sways the actions of plant creatures. | ||
Control Water | Druid 4 | Raises or lowers bodies of water. | ||
Create Holds | Druid 4 | You create a path of handholds on earthen, plaster, stone, or wooden walls. | ||
Creeping Ice | Druid 4 | Sheet of ice slowly spreads outward on a horizontal surface. | ||
Cure Serious Wounds | Druid 4 | Cures 3d8 damage + 1/level (max +15). | ||
Dispel Magic | Druid 4 | Cancels one magical spell or effect. | ||
Earth Glide | Druid 4 | Gain the ability to pass through stone, dirt and earth. | ||
Echolocation | Druid 4 | Sonic sense gives you blindsight 40 ft. | ||
Explosion of Rot | Druid 4 | Rotting energy deals 1d6/level dmg and staggers all creatures for 1d4 rounds in 10-ft.-radius burst. | ||
Flame Strike | Druid 4 | Smites foes with divine fire (1d6/level damage). | ||
Flaming Sphere, Greater | Druid 4 | Rolling ball of fire deals 6d6 fire damage and ignites targets. | ||
Freedom of Movement | Druid 4 | Subject moves normally despite impediments to movement. | ||
Geyser | Druid 4 | Creates a geyser of boiling water. | ||
Giant Vermin | Druid 4 | Turns centipedes, scorpions, or spiders into giant vermin. | ||
Globe of Tranquil Water | Druid 4 | Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. | ||
Grove of Respite | Druid 4 | Creates trees and a small spring. | ||
Healing warmth | Druid 4 | As protection from energy, but can spend 12 points of energy absorption to heal 1d8. | ||
Heavy Water | Druid 4 | You cause a volume of water to become heavier than normal. | ||
Ice Storm | Druid 4 | Hail deals 5d6 damage in cylinder 40 ft. across. | ||
Instant Restoration | Druid 4 | You channel planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points. | ||
Kiss of the First World | Druid 4 | M | Grant living creatures enhanced life or undead creatures debilitating conditions. | |
Life Bubble | Druid 4 | Protects from environmental effects. | ||
Master's Escape | Druid 4 | You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master's escape, you can teleport to your summoned creature's space as a swift action, causing your summoned creature to teleport to your former space | ||
Moonstruck | Druid 4 | Subject is enraged and confused. | ||
Obsidian Flow | Druid 4 | Converts the surface of the ground into molten glass. | ||
Plague Carrier | Druid 4 | target's attacks carry filth fever. | ||
Protection from Energy, Communal | Druid 4 | As protection from energy, but you may divide the duration among creatures touched. | ||
Reincarnate | Druid 4 | Brings dead subject back in a random body. | ||
Repel Vermin | Druid 4 | Insects, spiders, and other vermin stay 10 ft. away. | ||
Ride the Waves | Druid 4 | Target can breathe water and swim. | ||
River of Wind | Druid 4 | Creates wind that causes nonlethal damage and can knock down or push creatures. | ||
Rusting Grasp | Druid 4 | Your touch corrodes iron and alloys. | ||
Scrying | Druid 4 | F | Spies on subject from a distance. | |
Slowing Mud | Druid 4 | Targets are covered in mud that blinds them and acts like slow. | ||
Spike Stones | Druid 4 | Creatures in area take 1d8 damage, may also be slowed. | ||
Strong Jaw | Druid 4 | Natural attacks deal damage as if dealt by creature two sizes larger. | ||
Summon Nature's Ally IV | Druid 4 | Summons creature to fight. | ||
Thorn Body | Druid 4 | Your attackers take 1d6 +1 damage/level. | ||
Touch of Slime | Druid 4 | Touch infests a target with green slime. | ||
True Form | Druid 4 | Removes polymorph effects. | ||
Vermin Shape II | Druid 4 | As vermin shape, but Tiny or Large. | ||
Volcanic Storm | Druid 4 | Hot rocks deal 5d6 damage. | ||
Zone of Foul Flames | Druid 4 | Creatures in zone take damage from their own fire spells; makes casting fire spells difficult. |
5th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Air Walk, Communal | Druid 5 | As air walk, but you may divide the duration among creatures touched. | ||
Animal Growth | Druid 5 | One animal doubles in size. | ||
Aspect of the Wolf | Druid 5 | +4 Str and Dex, +2 bonus on trip attacks. | ||
Atonement | Druid 5 | DF/M | Removes burden of misdeeds from subject. | |
Awaken | Druid 5 | M | Animal or tree gains human intellect. | |
Baleful Polymorph | Druid 5 | Transforms subject into harmless animal. | ||
Blessing of the Salamander | Druid 5 | Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. | ||
Call Lightning Storm | Druid 5 | As call lightning, but 5d6 damage per bolt. | ||
Callback, Greater | Druid 5 | As callback but with increased range. | ||
Commune with Nature | Druid 5 | Learn about terrain for 1 mile/level. | ||
Contagion, Greater | Druid 5 | Infect a subject with a magical disease. | ||
Control Winds | Druid 5 | Changes wind direction and speed. | ||
Cure Critical Wounds | Druid 5 | Cures 4d8 damage + 1/level (max +20). | ||
Death Ward | Druid 5 | Grants bonuses against death spells and negative energy. | ||
Dispel Balance | Druid 5 | You gain a deflection bonus to AC vs. attacks from creatures with a neutral component to their alignment, you may banish such creatures, and you automatically dispel any one enchantment spell cast by such a creature. | ||
Fickle Winds | Druid 5 | Wind walls selectively block attacks. | ||
Fire Snake | Druid 5 | Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. | ||
Geniekind | Druid 5 | Gain your choice of genie-themed powers. | ||
Half-blood Extraction | Druid 5 | M/DF | Transform an half-orc into a full-blooded orc. | |
Hallow | Druid 5 | M | Designates location as holy. | |
Hungry Earth | Druid 5 | The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals. | ||
Insect Plague | Druid 5 | Wasp swarms attack creatures. | ||
Master's Mutation | Druid 5 | You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that you control to better suit your needs | ||
Oasis | Druid 5 | This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour. | ||
Old Salt's Curse | Druid 5 | M | Target becomes permanently sickened and is staggered at sea. | |
Raise Animal Companion | Druid 5 | M | As raise dead, but on an animal. | |
Reprobation | Druid 5 | Marked target is shunned by your religion. | ||
Rest Eternal | Druid 5 | M | Dead creature cannot be revived. | |
Snake Staff | Druid 5 | Transforms wood into snakes to fight for you. | ||
Soulswitch | Druid 5 | You place your soul into the body of your familiar, and your familiar's soul is placed in your body. | ||
Stoneskin | Druid 5 | M | Grants DR 10/adamantine. | |
Summon Nature's Ally V | Druid 5 | Summons creature to fight. | ||
Threefold Aspect | Druid 5 | F | Appear older or younger. | |
Transmute Mud to Rock | Druid 5 | Transforms two 10-ft. cubes per level. | ||
Transmute Rock to Mud | Druid 5 | Transforms two 10-ft. cubes per level. | ||
Tree Stride | Druid 5 | Step from one tree to another far away. | ||
Unhallow | Druid 5 | M | Designates location as unholy. | |
Wall of Fire | Druid 5 | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. | ||
Wall of Light | Druid 5 | An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions. Creatures from the Plane of Shadow gain negative levels while within 5 ft, of the wall. | ||
Wall of Thorns | Druid 5 | Thorns damage anyone who tries to pass. | ||
Whip of Centipedes | Druid 5 | Create a whip made of poisonous centipedes. |
6th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Age Resistance | Druid 6 | Ignore penalties from old age. | ||
Antilife Shell | Druid 6 | 10-ft.-radius field hedges out living creatures. | ||
Bear's Endurance, Mass | Druid 6 | As bear's endurance, affects 1 subject/level. | ||
Binding Earth, Mass | Druid 6 | DF | Target creatures treats areas of earth and stone as difficult terrain. | |
Blazing Rainbow | Druid 6 | Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents. | ||
Bull's Strength, Mass | Druid 6 | As bull's strength, affects 1 subject/level. | ||
Cat's Grace, Mass | Druid 6 | As cat's grace, affects one subject/level. | ||
Cure Light Wounds, Mass | Druid 6 | Cures 1d8 damage + 1/level, affects 1 subject/level. | ||
Dispel Magic, Greater | Druid 6 | As dispel magic, but with multiple targets. | ||
Dust Form | Druid 6 | You become an incorporeal creature of dust for a short period of time. | ||
Eagle Aerie | Druid 6 | Summon 1 giant eagle/3 levels. | ||
Epidemic | Druid 6 | Infect a subject with a highly contagious disease. | ||
Find the Path | Druid 6 | Shows most direct way to a location. | ||
Fire Seeds | Druid 6 | Acorns and berries become grenades and bombs. | ||
Ironwood | Druid 6 | Magic wood is as strong as steel. | ||
Liveoak | Druid 6 | Oak becomes treant guardian. | ||
Move Earth | Druid 6 | Digs trenches and builds hills. | ||
Owl's Wisdom, Mass | Druid 6 | As owl's wisdom, affects 1 subject/level. | ||
Path of the Winds | Druid 6 | Winds sweep area clear of anything of Small or smaller size, and after act as wind wall. | ||
Plague Storm | Druid 6 | Cloud infects creatures like contagion. | ||
Repel Wood | Druid 6 | Pushes away wooden objects. | ||
Share Skin | Druid 6 | Possess an animal | ||
Sirocco | Druid 6 | Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | ||
Spellstaff | Druid 6 | Stores one spell in wooden quarterstaff. | ||
Stone Tell | Druid 6 | Talk to natural or worked stone. | ||
Stoneskin, Communal | Druid 6 | M | As stoneskin, but you may divide the duration among creatures touched. | |
Summon Nature's Ally VI | Druid 6 | Summons creature to fight. | ||
Summon Stampede | Druid 6 | Conjures a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction. | ||
Swarm Skin | Druid 6 | Turns your body into a swarm that can attack. | ||
Tar Pool | Druid 6 | Converts the top layer of the ground into hot tar. | ||
Transport via Plants | Druid 6 | Move instantly from one plant to another of the same kind. | ||
Wall of Stone | Druid 6 | Creates a stone wall that can be shaped. | ||
Whip of Ants | Druid 6 | Create a whip made of army ants. |
7th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Age Resistance, Greater | Druid 7 | Ignore penalties from venerable age. | ||
Animate Plants | Druid 7 | One or more plants animate and fight for you. | ||
Black Mark | Druid 7 | M | Cursed creature is shaken at sea, and aquatic/water subtype creatures are hostile. | |
Changestaff | Druid 7 | Your staff becomes a treant on command. | ||
Control Weather | Druid 7 | Changes weather in local area. | ||
Creeping Doom | Druid 7 | Swarms of centipedes attack at your command. | ||
Cure Moderate Wounds, Mass | Druid 7 | Cures 2d8 damage + 1/level, affects 1 subject/level. | ||
Fairy Ring Retreat | Druid 7 | Toadstool circle leads to an extradimensional meadow. | ||
Fire Storm | Druid 7 | Deals 1d6/level fire damage. | ||
Heal | Druid 7 | Cures 10 points/level damage, all diseases and mental conditions. | ||
Planar Refuge | Druid 7 | M | This spell enforces the rules of the Material Plane on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point. | |
Rampart | Druid 7 | Creates 5-ft.-thick earthen barrier. | ||
Scouring Winds | Druid 7 | Winds block vision and deal 3d6 damage. | ||
Scrying, Greater | Druid 7 | As scrying, but faster and longer. | ||
Siege of Trees | Druid 7 | Transforms Large trees into arboreal catapults of the same size. | ||
Summon Nature's Ally VII | Druid 7 | Summons creature to fight. | ||
Sunbeam | Druid 7 | Beam blinds and deals 4d6 damage. | ||
Transmute Metal to Wood | Druid 7 | Metal within 40 ft. becomes wood. | ||
True Seeing | Druid 7 | M | Lets you see all things as they really are. | |
Vortex | Druid 7 | Creates a whirlpool in water. | ||
Wind Walk | Druid 7 | You and your allies turn vaporous and travel fast. |
8th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Animal Shapes | Druid 8 | One ally/level polymorphs into chosen animal. | ||
Atavism, Mass | Druid 8 | One animal/level gains advanced template. | ||
Blood Mist | Druid 8 | Mist causes Wisdom damage and rage. | ||
Control Plants | Druid 8 | Controls actions of one or more plant creatures. | ||
Cure Serious Wounds, Mass | Druid 8 | Cures 3d8 damage + 1/level, affects 1 subject/level. | ||
Earthquake | Druid 8 | Intense tremor shakes 80-ft.-radius. | ||
Euphoric Tranquility | Druid 8 | Makes a creature friendly. | ||
Finger of Death | Druid 8 | Deals 10 damage/level to one subject. | ||
Frightful Aspect | Druid 8 | You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. | ||
Repel Metal or Stone | Druid 8 | Pushes away metal and stone. | ||
Reverse Gravity | Druid 8 | Objects and creatures fall upward. | ||
Seamantle | Druid 8 | Sheathes you in protective water. | ||
Stormbolts | Druid 8 | 1d8 damage/level (max 20d8) to targets. | ||
Summon Nature's Ally VIII | Druid 8 | Summons creature to fight. | ||
Sunburst | Druid 8 | Blinds all within 10 ft., deals 6d6 damage. | ||
Vinetrap | Druid 8 | Vines burst to life in a radius around a target with a variety of effects. | ||
Wall of Lava | Druid 8 | Wall damages foes that try to enter, periodically launches lava at nearby targets. | ||
Whirlwind | Druid 8 | Cyclone deals damage and can pick up creatures. | ||
Word of Recall | Druid 8 | Teleports you back to designated place. |
9th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
---|---|---|---|---|
Antipathy | Druid 9 | Object or location affected by spell repels certain creatures. | ||
Clashing Rocks | Druid 9 | 20d6 damage to target creature. | ||
Cure Critical Wounds, Mass | Druid 9 | Cures 4d8 damage + 1/level for many creatures. | ||
Elemental Swarm | Druid 9 | Summons multiple elementals. | ||
Foresight | Druid 9 | “Sixth sense” warns of impending danger. | ||
Polar Midnight | Druid 9 | Cold darkness paralyzes and deals damage. | ||
Regenerate | Druid 9 | Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). | ||
Shambler | Druid 9 | Creates 1d4+2 shambling mounds to fight for you. | ||
Shapechange | Druid 9 | F | Transforms you into certain creatures, and you can change forms once per round. | |
Siege of Trees, Greater | Druid 9 | As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size. | ||
Storm of Vengeance | Druid 9 | Storm rains acid, lightning, and hail. | ||
Summon Elder Worm | Druid 9 | Summon a giant purple worm. | ||
Summon Froghemoth | Druid 9 | Summon a froghemoth. | ||
Summon Nature's Ally IX | Druid 9 | Summons creature to fight. | ||
Sympathy | Druid 9 | M | Object or location attracts certain creatures. | |
Tsunami | Druid 9 | Huge wave damages and sweeps up all in its path. | ||
Winds of Vengeance | Druid 9 | You can fly and attack with wind. | ||
World Wave | Druid 9 | Earth or water moves you across distances and damages things not of the natural world. |