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Druid Spells

Druid, Spells
José de Ribera (1591-1652) Title: Dionysos Date circa 1634-1636
0-Level Druid Spells (Orisons)
Analyze FertilityGives the caster an insight into the reproductive capabilities of the target.
CandlelightYou cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch.
Create WaterCreates 2 gallons/level of pure water.
Cure Minor WoundsCures 1 point of damage.
DarkseedTarget takes 1 point of damage every hour while it is in effect.
Daze AnimalThis enchantment clouds the target animal’s mind.
DawnAll sleeping creatures in the area awaken.
Detect MagicDetects spells and magic items within 60 ft.
Detect PoisonDetects poison in one creature or object.
Detect PregnancyYou can tell if the creature touched is pregnant or is hosting another creature’s implanted young.
FlareDazzles one creature (-1 penalty on attack rolls).
Guidance+1 on one attack roll, saving throw, or skill check.
Know DirectionYou discern north.
LightObject shines like a torch.
MendingMakes minor repairs on an object.
Preserve Organ.Protects one detached organ from decay for 24 hours. 
Purify Food and DrinkPurifies 1 cu. ft./level of food or water.
Read MagicRead scrolls and spellbooks.
ResistanceSubject gains +1 bonus on saving throws.
ScarecrowThe subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the duration of the spell.
Spirit of the SeasonSlows elemental creatures (-2 to initiative).
VirtueSubject gains 1 temporary hp.
1st-Level Druid Spells
Air BubbleCreates a small pocket of breathable air that surrounds the touched creature’s head or the touched object.
Artemis’ BlessingGuides your allies’ bows, slings, and thrown weapons and helps them track down foes.
Beget BogunThis is the final spell in the process of creating a bogun.
Bless GrowthImproves growth of plants, adult creature, or mother.
Blight Growth.Detracts growth of plants, adult creature, or mother.
Breath of the JungleThe DC of any saving throw made within the mist against poison or disease increases by 2.
Calm AnimalsCalms (2d4 + level) HD of animals.
CamouflageUpon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.
Charm AnimalMakes one animal your friend.
Claws of the BeastYour fingers sprout claws.
Cold FireYou are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames.
Cure Light WoundsCures 1d8 damage +1/level (max +5).
Detect Animals or PlantsDetects kinds of animals or plants.
Detect Snares and PitsReveals natural or primitive traps.
Dolphin CompanionThis spell calls a normal dolphin to your side and acts as your animal companion.
Drought’s/Famine’s EmbraceThe creature you touch has its energy sapped from its body, simulating thirst/starvation.
Endure ElementsExist comfortably in hot or cold environments.
Engorged GaitThe target’s feet (or other means of locomotion) swell and its movement becomes awkward and ungainly.
Enhanced TasteMakes tasting ability more sensitive.
EntanglePlants entangle everyone in 40-ft.-radius.
Extract Drug.Creates drug from inanimate object.
Faerie FireOutlines subjects with light, canceling blur, concealment, and the like.
FrostbiteYour melee touch attack deals 1d6 points of nonlethal cold damage.
Goodberry2d4 berries each cure 1 hp (max 8 hp/24 hours).
Haruspicy(pronounced ha-RUSS-pa-see) is the bloody art of reading the future in the entrails of an animal.
HawkeyeBy crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct.
Healing StonesCasting healing stones on a trio of small stones imbues them each with restorative healing energy.
Hide from AnimalsAnimals can’t perceive one subject/level.
Hold WindsFreezes normal winds. 
Horrible TasteYou change your flesh to make it unpalatable to other creatures.
Improved Create WaterYou create 4 gallons/per level of drinkable liquid.
Invisibility to AnimalsAnimals cannot perceive the warded creatures.
JumpSubject gets bonus on Jump checks.
LongstriderYour speed increases by 10 ft.
Magic FangOne natural weapon of subject creature gets +1 on attack and damage rolls.
Magic StoneThree stones gain +1 on attack rolls, deal 1d6+1 damage.
MoonstoneCreates a magic stone to affect luck.
Obscuring MistFog surrounds you.
Omen of PerilA brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be.
Pass without TraceOne subject/level leaves no tracks.
Pop CornCorn pops in area, slowing creature and affects spellcasting.
Produce Flame1d6 damage +1/level, touch or thrown.
QuickswimThis spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus.
Raging FlameThis spell inflames existing fire, giving it a passion to burn.
Remove ScentWith a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.
Remove SicknessYou quell feelings of illness and nausea in the target.
SandblastWhipping your hand in a wide arc, you spray sand from your fingers in a powerful blast.
ShillelaghCudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Slow BurnFires consume less of the physical fuel that sustain them.
Speak with AnimalsYou can communicate with animals.
Spider HandCaster’s hand becomes a Small monstrous spider.
Summon Desert Ally IThis spell summons a dustform creature. It appears where you designate and acts immediately on your turn.
Summon Nature’s Ally ICalls creature to fight.
Suspend DiseaseKeeps disease from harming creature for 24 hours.
SynthesisHeals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds).
Traveler’s MountWith words of encouragement, you make the creature better able to handle the rigors of overland travel, at the expense of its ability to fight.
Wall of SmokeThis spell creates a thin wall of black smoke.
Waste Strider The subject can move through desert environments and waste terrain without hindrance.
Weighing the BalanceThe caster can determine how far out of balance a creature is from true Neutral. 
2nd-Level Druid Spells
Air Walk MinorHover while walking, 1/2 move, +10 Move Silently, can carefully move over unsteady surfaces.
Animal MessengerSends a Tiny animal to a specific place.
Animal TranceFascinates 2d6 HD of animals.
Avoid planar effects 
BarkskinGrants +2 (or higher) enhancement to natural armor.
Bear’s EnduranceSubject gains +4 to Constitution for 1 min./level.
Binding WindsCalling upon the power of elemental air, you encircle the target in whipping winds.
Bleak HarvestWith this spell, you can demonstrate your god’s wrath by visiting blight and destruction upon a farmer’s crops.
Body of the SunBy drawing on the power of the sun, you cause your body to emanate fire.
Bountiful HarvestYou bless a field, granting it unusual growth and prosperity.
Briar WebThis spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.
Bull’s StrengthSubject gains +4 to Strength for 1 min./level.
Cat’s GraceSubject gains +4 to Dexterity for 1 min./level.
Chill MetalCold metal damages those who touch it.
Circle of NauseaFoes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
CloudburstYou cause clouds to gather and a heavy rain to fall.
Creeping ColdReaching out your hand and making a crushing motion, you turn the subject’s sweat to ice, creating blisters as the ice forms on and inside the skin.
DecompositionUsing your link to the natural world, you create an air of decay that makes death come quicker to the wounded.
Delay PoisonStops poison from harming subject for 1 hour/level.
Detect DiseaseYou can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject.
Ears of the BatRemoves sight but increases hearing, +10 to Listen, +4 to Search for secret doors.
Engorged StrikeEngorged strike causes the target’s fists to swell, enhancing the puissance of an unarmed blow.
Feast of ashesYou curse the target with a hunger no food can assuage.
FilterAn invisible bubble of protection around the recipient’s body that filters out all noxious and toxic elements in the air.
Fins to FeetThis spell transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Fire Trap Opened object deals 1d4 +1/level damage.
Flame BladeTouch attack deals 1d8 +1/two levels damage.
Flaming SphereCreates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog CloudFog obscures vision.
Gaean RepastYou call upon the power of Gaea, the Earth Mother herself to sustain you.
Gaze ScreenThis spell creates a mirrorlike area around the recipient’s eyes.
Green BlockadeYou raise a barrier of plant life before you.
Gust of WindBlows away or knocks down smaller creatures.
Heat MetalMake metal so hot it damages those who touch it.
Hold AnimalParalyzes one animal for 1 round/level.
KarmaYou become more charismatic, more intelligent, and wiser.
Magic Circle against Fire, Earth, Water, Fire, Cold*As magic circle against evil, but effect elemental creatures only.
Nature’s FavorYou grant the subject animal a +1 luck bonus on attack and damage rolls.
Owl’s WisdomSubject gains +4 to Wisdom for 1 min./level.
Pernicious PoisonYou weaken the target’s defenses against poison.
Persistence of the WavesThe subject gains a +4 enhancement bonus to Constitution and suffers a -2 enhancement penalty to Strength.
PhysiqueYou become more agile, more resilient, and stronger.
Pressure SphereThis spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches.
Reduce AnimalShrinks one willing animal.
Resist EnergyIgnores 10 (or more) points of damage/attack from specified energy type.
Restoration, LesserDispels magical ability penalty or repairs 1d4 ability damage.
SaltrayA creature struck by a saltray takes 1d6 points of damage
ScentYou give the target an enhanced sense of smell, equivalent to the Scent ability of some monsters.
Soften Earth and StoneTurns stone to clay or dirt to sand or mud.
Spider ClimbGrants ability to walk on walls and ceilings.
Summon Desert Ally IIThis spell functions like Summon Desert Ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon Nature’s Ally IICalls creature to fight.
Summon SwarmSummons swarm of bats, rats, or spiders.
Tree ShapeYou look exactly like a tree for 1 hour/level.
Warp WoodBends wood (shaft, handle, door, plank).
Wood ShapeRearranges wooden objects to suit you.
3rd-Level Druid Spells
Analyze AncestryThis spell provides a complete genealogy back ten generations.
Animal CamouflageYou take on the appearance of a member of any one species of animal or magical beast of 5 HD or less, but only to members of that species.
Armor of LadonYour skin transforms to brass-colored scales, granting you a natural armor bonus to AC.
Artemis’ GraceYou grant the target an extra measure of skill in attacking distant opponents with ranged weapons.
Augment ObjectThis spell adds +20 to the break DC of the object and doubles its hardness and hit points.
Babau SlimeThis demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment.
Bite of the WerewolfA howl erupts from your lips as your face contorts and expands into a wolf-like form.
Call LightningCalls down lightning bolts (3d6 per bolt) from sky.
Circle DanceYou divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.
ContagionInfects subject with chosen disease.
Continual FireCreates real flame that doesn’t die out through normal means.
CrumbleYou bring the forces of erosion to bear on a fabricated structure
Cup of DustYou curse the target with a thirst no drink can quench.
Cure Moderate WoundsCures 2d8 damage +1/level (max +10).
Daylight60-ft. radius of bright light.
Diminish PlantsReduces size or blights growth of normal plants.
Dire ChargeThe recipient becomes capable of terrible charge attacks.
Dominate AnimalSubject animal obeys silent mental commands.
Embrace the WildThis spell allows you to adopt the nature and some abilities of a wild animal.
Energize PotionThis spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.
Energy VortexEnergy wells up inside you and explodes outward in a furious burst.
False bravadoCauses the subject to grow overconfident.
Favorable WindThis spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay.
Fecund GrowthA bright green burst of energy emanates from the caster, causing all living entities to undergo tremendous growth.
Feral SpiritGain natural weapon, 1d4+1 damage per level.
Gaean StrengthYou summon the power of Gaea, the Earth Mother, to add to your strength.
GreenfireYou evoke from the earth an upwelling of virulent green energy
HaboobA thick haze of swirling dust and sand swirls out from the point you designate.
Healing Stones, GreaterThis spell functions as healing stones, except that each stone can remove 2 points of temporary ability damage when placed against a creature’s skin.
Hydraulic TorrentYou call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past.
Jaws of the MorayThis spell grants the subject a bite attack.
Liquid FormThe subject and all its gear become translucent liquid.
Infestation of MaggotsYou touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing maggots in his flesh.
Magic Fang, GreaterOne natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into StoneYou and your gear merge with stone.
Merciful WeaponThe caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage.
Neutralize PoisonImmunizes subject against poison, detoxifies venom in or on subject.
Plant GrowthGrows vegetation, improves crops.
PoisonTouch deals 1d10 Constitution damage, repeats in 1 min.
Protection from EnergyAbsorb 12 points/level of damage from one kind of energy.
QuenchExtinguishes nonmagical fires or one magic item.
Regenerate RingYou invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
Remove DiseaseCures all diseases affecting subject.
SacrificeBy killing an animal of at least one hit die in a ritual fashion, you may use that energy to aid another.
Scales of the SealordYou transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet.
Shifting SandYou cause an earthen or sandy surface to shift and churn within the area.
Sleet StormHampers vision and movement.
SnareCreates a magic booby trap.
Speak with PlantsYou can talk to normal plants and plant creatures.
Spike GrowthCreatures in area take 1d4 damage, may be slowed.
Standing WaveRoaring a binding phrase, you take command of the water, causing a wave to rise and propelling it in the direction you desire.
Stone ShapeSculpts stone into any shape.
Summon Desert Ally IIIThis spell functions like Summon Desert Ally I, except that you can summon one 3rd-level creature.
Summon Nature’s Ally IIICalls creature to fight.
ThornskinYou push a thorn against your skin to complete the spell. An instant later, hundreds of similar thorns sprout all over your body.
ThunderstrikeThe caster commands a powerful jolt of energy to erupt at the point of origin.
Venomous VaporYou create a small cloud of deadly glowing mist around the target.
Vigor, Mass LesserYou invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
Water BreathingSubjects can breathe underwater.
Wind WallDeflects arrows, smaller creatures, and gases.
Youthful VigorThe target gains the vigor of youth.
4th-Level Druid Spells
Air WalkSubject treads on air as if solid (Climb at 45-degree angle).
Antiplant ShellKeeps animated plants at bay.
Arc of LightningYou create natural conductivity between two creatures, and a bolt of electricity arcs between them.
Ball LightningYou create glowing balls of electricity.
Blast of SandSand sprays from your outstretched palm with enough force to strip flesh from bone and scour surfaces.
BlightWithers one plant or deals 1d6/level damage to plant creature.
Bounty/Strength to the UnbornIncreases the chances that a fetus/embryo/seedling will be born.
Bottle of SmokeFrom the smoke emerges a vaguely horselike creature made of wisps of smoke.
Cat’s Grace , GreaterThis spell functions like cat’s grace, except as noted above.
Chain of EyesYou can use a creature’s vision instead of your own.
Claws of the SavageSubject gains claws that deal damage based on size.
Command PlantsSway the actions of one or more plant creatures.
Control CurrentsYou alter the flow of water in the area surrounding you.
Control WaterRaises or lowers bodies of water.
CrystalskinYou crystallize earth with positive energy to form a flexible skin around you.
Cure Serious WoundsCures 3d8 damage +1/level (max +15).
Dispel MagicCancels spells and magical effects.
Elemental Armor+8 AC bonus, resistance against energy type 10.
FamineAll crops in area become inedible.
Flame StrikeSmite foes with divine fire (1d6/level damage).
Freedom of MovementSubject moves normally despite impediments.
Giant VerminTurns centipedes, scorpions, or spiders into giant vermin.
Healing SphereThe orb cures 2d8 points of damage +1 point per caster level (maximum +10).
Ice StormHail deals 5d6 damage in cylinder 40 ft. across.
Improved bull’s strengthAs bull’s strength, but with a longer duration.
Improved Cat’s Grace As Cat’s Grace , but with a longer duration.
Improved KarmaThis spell functions like Karma, except as noted above.
Improved PhysiqueAs physique, but with a longer duration.
Irrational AttractionThis spell causes the target creature to become consumed with an irrational attraction to another being chosen by the caster (which must be within sight).
LanguorThis spell causes creatures it hits to become weak and slow.
Mark of ArtemisYou draw an indelible mark on the subject worthy of Artemis’s blessings.
MoonstruckYou invoke the mystical power of the moon to drive the target into a mad, bestial frenzy.
Murderous MistDrawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you.
ReincarnateBrings dead subject back in a random body.
Repel VerminInsects, spiders, and other vermin stay 10 ft. away.
Rusting GraspYour touch corrodes iron and alloys.
SandformThis spell transforms your body, along with all equipment worn or carried, into living sand.
ScryingSpies on subject from a distance.
Spike StonesCreatures in area take 1d8 damage, may be slowed.
Stone MetamorphosisYou can change an existing piece of rock to another type of rock.
Summon Desert Ally IVThis spell functions like Summon Desert Ally I, except that you can summon one 4th-level creature.
Summon Nature’s Ally IVCalls creature to fight.
ThalassemiaThis spell thins the target creature’s blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6).
Wall of WaterThis spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you).
5th-Level Druid Spells
Animal Camouflage, GreaterThis spell functions like animal camouflage, save that the duration is greater.
Animal GrowthOne animal/two levels doubles in size.
AtonementRemoves burden of misdeeds from subject.
AwakenAnimal or tree gains human intellect.
Baleful PolymorphTransforms subject into harmless animal.
Battering RamYou project ram-headed beams of force.
Bite of the WeretigerYou snarl, and your features shift into those of a tiger.
Bitter VintageYou transform wine into the poison of your choice.
Blackwater TentacleYou create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it.
Blade ResistanceDamage resistance 25/+5 against metal only.
Bull of HeavenAnimal gains +6 to all ability scores, becomes fiendish or celestial.
Call Lightning StormAs call lightning, but 5d6 damage per bolt.
Calm WeatherCalm weather removes any transmutations that affect weather such as control weather and control winds.
Cloak of the SeaThe subject retains his or her form but takes on a blue-green watery appearance.
Commune with NatureLearn about terrain for 1 mile/level.
Control WindsChange wind direction and speed.
Create PoppetCreates a small construct to perform tasks for the witch.
Cure Critical WoundsCures 4d8 damage +1/level (max +20).
Dance of the UnicornYou surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke dust, and poisons.
Death WardGrants immunity to all death spells and negative energy effects.
Flaywind BurstThis spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh.
FlowsightBy touching a nearby source of water – you can perceive creatures and objects in contact with the water.
HallowDesignates location as holy.
Insect PlagueLocust swarms attack creatures.
Kiss of DeathYour teeth and tongue become coated with a fast-acting, virulent poison.
Make FertileMake something previously infertile capable of creating life.
Otherworld PassageThis spell can be used to enter The Otherworld.
Phantasmal DisorientationYou create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move.
Sacrifice, MortalAs sacrifice, but this ritual goes one step further by requiring the death of a sentient being. (New)
Sirine’s GraceUpon completion of this spell, you are infused with unearthly grace and confidence.
StoneskinIgnore 10 points of damage per attack.
Summon Desert Ally VThis spell functions like Summon Desert Ally I, except that you can summon one 5th-level creature.
Summon Nature’s Ally VCalls creature to fight.
Sun ChariotYou summon an unbreakable chariot seemingly made of sunlight drawn by six flying horses (pegasi).
Trance, MassYour swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch you.
Transformation of the DeepsThe creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans.
Transmute Mud to RockTransforms two 10-ft. cubes per level.
Transmute Rock to MudTransforms two 10-ft. cubes per level.
Tree StrideStep from one tree to another far away.
TsunamiA massive animated wave is created from any body of water large enough.
UnhallowDesignates location as unholy.
Ursa MinorYou summon an axiomatic black bear composed of stars.
Wall of FireDeals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of ThornsThorns damage anyone who tries to pass.
6th-Level Druid Spells
Antilife Shell10-ft.-radius field hedges out living creatures.
Awaken SandYou awaken a region of sand, or similar material, to humanlike sentience.
Bear’s Endurance, MassAs bear’s endurance, affects one subject/ level.
Bite of the WerebearYou become a half-bear creature.
Bull’s Strength, MassAs bull’s strength, affects one subject/level.
Cat’s Grace, MassAs Cat’s Grace, affects one subject/level.
CometfallYou conjure a comet that immediately falls to the ground.
Control Outcome of Birththe caster can choose outcome (gender, amount,) of birth.
Cure Light Wounds, MassCures 1d8 damage +1/level for many creatures.
Dispel Magic, GreaterAs dispel magic, but +20 on check.
Enveloping CocoonCrushing a caterpillar between your fingers, you create a tight cocoon of shimmering blue-green energy around your foe.
Find the PathShows most direct way to a location.
Fire SeedsAcorns and berries become grenades and bombs.
Fires of PurityThe creature you touch bursts into magical flames harming anyone else who comes into contact with them.
Gaean SupportWith this spell, you petition the Earth to protect you by absorbing your wounds into herself.
Hydra’s BloodThis spell conjures forth deadly poison coating weapon or projectiles.
IronwoodMagic wood is strong as steel.
ItchweedCaster can consume poison and pass it on with touch attack.
Karma MassAs Karma, but affecting multiple creatures.
LiveoakOak becomes treant guardian.
MandragoraWith this spell, you can trigger the insightful and baleful magic of a Mandragora.
MiasmaYou filling the subject’s mouth and throat with unbreathable gas.
Move EarthDigs trenches and builds hills.
Owl’s Wisdom, MassAs owl’s wisdom, affects one subject/level.
Physique MassAs physique, but affecting multiple creatures.
PoxOne creature/level takes 1d4 Constitution drain.
Repel WoodPushes away wooden objects.
SaltsprayA cone of intensely salty seawater, originating from your hand and extending outward.
SiroccoA blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone.
SpellstaffStores one spell in wooden quarterstaff.
Stone TellTalk to natural or worked stone.
StormwalkAs teleport, save that you draw upon the power of a storm to teleport yourself and a number of others from one place to another.
Summon Desert Ally VIThis spell functions like Summon Desert Ally I, except that you can summon one 6th-level creature.
Summon Nature’s Ally VICalls creature to fight.
Tidal SurgeAn explosion of water rushes out from the point you designate, bowling over your enemies.
Transport via plantsMove instantly from one plant to another of the same kind.
Vigorous CircleThis spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.
Wall of RosesCreates wall of roses, 2d10+1 damage to anyone passing through, 1d3+1 rounds to break.
Wall of StoneCreates a stone wall that can be shaped.
Wind ShearYou cause a 30ft. diameter cylinder of pummeling winds to bash down on an area.
7th-Level Druid Spells
Animate PlantsOne or more plants animate and fight for you.
ChangestaffYour staff becomes a treant on command.
CloudwalkersWith a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds.
Control WeatherChanges weather in local area.
Creeping Cold, GreaterThis spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage.
Creeping DoomSwarms of centipedes attack at your command.
Cure Moderate Wounds, MassCures 2d8 damage +1/level for many creatures.
Fire StormDeals 1d6/level fire damage.
HealCures 10 points/level of damage, all diseases and mental conditions.
PestilenceSubject gains a disease, as do all who touch him.
Rain of RosesRed roses fall from the sky.
Red TideThis spell causes an area to erupt with a thick rust-red cloud of poisonous algae.
Sacrifice of PowerYou ritually sacrifice a living humanoid, and use its life energy to gain a temporary boon from your god.
Scrying, GreaterAs scrying, but faster and longer.
Sleep of AgesYou throw the targeted creature into an endless sleep.
Slime WaveA wave of Green slime explodes outward from the spot where you point.
Storm of Elemental FuryWith a thunderous boom, a black storm cloud appears over your enemies, striking them with a terrifying combination of effects from the Elemental Planes.
Storm TowerYou form an enormous tower of dark, swirling storm clouds and howling wind.
Summon Desert Ally VIIThis spell functions like Summon Desert Ally I, except that you can summon one 7th-level creature.
Summon Nature’s Ally VIICalls creature to fight.
SunbeamBeam blinds and deals 4d6 damage.
Transmute Metal to WoodMetal within 40 ft. becomes wood.
True FormThis spell forces shapechangers back into their natural shape.
True Seeing Lets you see all things as they really are.
WaterspoutWater whirls into the air, swirling upward with a thunderous noise like a tornado of fluid.
Wind WalkYou and your allies turn vaporous and travel fast.
8th-Level Druid Spells
Animal ShapesOne ally/level polymorphs into chosen animal.
Bull’s Strength GreaterSubject/level gains +4 to Strength for 1 hour/2 levels.
Bull’s Strength Mass ImprovedAs mass bull’s strength, but with a longer duration.
Control PlantsControl actions of one or more plant creatures.
Cure Serious Wounds, MassCures 3d8 damage +1/level for many creatures.
DeadfallYou create a tangled mass of huge branches, logs, and fallen trees on the ground.
DepthsurgeThe water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion.
EarthquakeIntense tremor shakes 80-ft.-radius.
EqualizationThe target creatures alignment shifts toward neutral.
Eye of the StormCreates a zone that nullifies all weather related effects.
Finger of DeathKills one subject.
Leonal’s RoarThis spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
Megalodon EmpowermentYou become a predator without peer, capable of finding and destroying your prey.
Peerless Charge.10 horses / level are protected from harm during a charge.
Phantom RamYou conjure a phantom ram of terrible might.
Repel Metal or StonePushes away metal and stone.
Reverse GravityObjects and creatures fall upward.
Speak With AnythingThis enables you to communicate with any living creature
StormrageYou harness the powers of wind and storm to move, protect yourself, and attack.
Summon Desert Ally VIIIThis spell functions like Summon Desert Ally I, except that you can summon one 8th-level creature.
Summon Nature’s Ally VIIICalls creature to fight.
SunburstBlinds all within 10 ft, deals 6d6 damage.
Unearthly BeautyWhen you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.
Unyielding RootsThe creature you touch grows thick tree roots that anchor it to the ground and provide it with life sustaining healing.
WhirlwindCyclone deals damage and can pick up creatures.
Word of RecallTeleports you back to designated place.
9th Level Druid Spells
AntipathyObject or location affected by spell repels certain creatures.
Cast In StoneAnyone meeting your gaze is permanently turned into a mindless, inert statue.
Chariot of SustarreCreates a chariot of fire and light to transport people across the sky.
Cure Critical Wounds, MassCures 4d8 damage +1/level for many creatures.
Doom of the SeasWith this spell, you summon a fiendish kraken from the depths.
Elemental SwarmSummons multiple elementals.
EpidemicUnlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease.
Foresight“Sixth sense” warns of impending danger.
Invulnerability to ElementsThe target creature becomes immune to damage fromacid, cold, electricity, fire, and sonic damage while the spell is in effect.
LookingglassYou create one end of a path between two natural mirrored surfaces.
Nature’s AvatarYou infuse the subject with the spirit of nature.
RegenerateSubject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Releasing the KrakenThis powerful spell summons a kraken to you and allows you to speak with it.
Shadow LandscapeBy infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.
ShamblerSummons 1d4+2 shambling mounds to fight for you.
ShapechangeTransforms you into any creature, and change forms once per round.
Storm of VengeanceStorm rains acid, lightning, and hail.
Summon Desert Ally IXThis spell functions like Summon Desert Ally I, except that you can summon one 9th-level creature.
Summon Nature’s Ally IXCalls creature to fight.
SympathyObject or location attracts certain creatures.
ThunderswarmLike the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning.
Ursa MajorYou summon an axiomatic dire bear composed of stars.
Were-Doom1d4 creatures infected with lycanthropy.
Whirlwind, GreaterWind whips into a frenzy and becomes a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.
Winds of VengeanceYou surround yourself with a buffeting shroud of supernatural, tornado-force winds.
Zeus’ FuryImmediately upon completion of the spell, and once per round there after, you may call down a vertical bolt of lightning.
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