Druid Spells
0-Level Druid Spells (Orisons) | |
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Analyze Fertility | Gives the caster an insight into the reproductive capabilities of the target. |
Candlelight | You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch. |
Create Water | Creates 2 gallons/level of pure water. |
Cure Minor Wounds | Cures 1 point of damage. |
Darkseed | Target takes 1 point of damage every hour while it is in effect. |
Daze Animal | This enchantment clouds the target animal’s mind. |
Dawn | All sleeping creatures in the area awaken. |
Detect Magic | Detects spells and magic items within 60 ft. |
Detect Poison | Detects poison in one creature or object. |
Detect Pregnancy | You can tell if the creature touched is pregnant or is hosting another creature’s implanted young. |
Flare | Dazzles one creature (-1 penalty on attack rolls). |
Guidance | +1 on one attack roll, saving throw, or skill check. |
Know Direction | You discern north. |
Light | Object shines like a torch. |
Mending | Makes minor repairs on an object. |
Preserve Organ. | Protects one detached organ from decay for 24 hours. |
Purify Food and Drink | Purifies 1 cu. ft./level of food or water. |
Read Magic | Read scrolls and spellbooks. |
Resistance | Subject gains +1 bonus on saving throws. |
Scarecrow | The subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the duration of the spell. |
Spirit of the Season | Slows elemental creatures (-2 to initiative). |
Virtue | Subject gains 1 temporary hp. |
1st-Level Druid Spells | |
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Air Bubble | Creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. |
Artemis’ Blessing | Guides your allies’ bows, slings, and thrown weapons and helps them track down foes. |
Beget Bogun | This is the final spell in the process of creating a bogun. |
Bless Growth | Improves growth of plants, adult creature, or mother. |
Blight Growth. | Detracts growth of plants, adult creature, or mother. |
Breath of the Jungle | The DC of any saving throw made within the mist against poison or disease increases by 2. |
Calm Animals | Calms (2d4 + level) HD of animals. |
Camouflage | Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings. |
Charm Animal | Makes one animal your friend. |
Claws of the Beast | Your fingers sprout claws. |
Cold Fire | You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. |
Cure Light Wounds | Cures 1d8 damage +1/level (max +5). |
Detect Animals or Plants | Detects kinds of animals or plants. |
Detect Snares and Pits | Reveals natural or primitive traps. |
Dolphin Companion | This spell calls a normal dolphin to your side and acts as your animal companion. |
Drought’s/Famine’s Embrace | The creature you touch has its energy sapped from its body, simulating thirst/starvation. |
Endure Elements | Exist comfortably in hot or cold environments. |
Engorged Gait | The target’s feet (or other means of locomotion) swell and its movement becomes awkward and ungainly. |
Enhanced Taste | Makes tasting ability more sensitive. |
Entangle | Plants entangle everyone in 40-ft.-radius. |
Extract Drug. | Creates drug from inanimate object. |
Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. |
Frostbite | Your melee touch attack deals 1d6 points of nonlethal cold damage. |
Goodberry | 2d4 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. |
Hawkeye | By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct. |
Healing Stones | Casting healing stones on a trio of small stones imbues them each with restorative healing energy. |
Hide from Animals | Animals can’t perceive one subject/level. |
Hold Winds | Freezes normal winds. |
Horrible Taste | You change your flesh to make it unpalatable to other creatures. |
Improved Create Water | You create 4 gallons/per level of drinkable liquid. |
Invisibility to Animals | Animals cannot perceive the warded creatures. |
Jump | Subject gets bonus on Jump checks. |
Longstrider | Your speed increases by 10 ft. |
Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. |
Magic Stone | Three stones gain +1 on attack rolls, deal 1d6+1 damage. |
Moonstone | Creates a magic stone to affect luck. |
Obscuring Mist | Fog surrounds you. |
Omen of Peril | A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be. |
Pass without Trace | One subject/level leaves no tracks. |
Pop Corn | Corn pops in area, slowing creature and affects spellcasting. |
Produce Flame | 1d6 damage +1/level, touch or thrown. |
Quickswim | This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus. |
Raging Flame | This spell inflames existing fire, giving it a passion to burn. |
Remove Scent | With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing. |
Remove Sickness | You quell feelings of illness and nausea in the target. |
Sandblast | Whipping your hand in a wide arc, you spray sand from your fingers in a powerful blast. |
Shillelagh | Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. |
Slow Burn | Fires consume less of the physical fuel that sustain them. |
Speak with Animals | You can communicate with animals. |
Spider Hand | Caster’s hand becomes a Small monstrous spider. |
Summon Desert Ally I | This spell summons a dustform creature. It appears where you designate and acts immediately on your turn. |
Summon Nature’s Ally I | Calls creature to fight. |
Suspend Disease | Keeps disease from harming creature for 24 hours. |
Synthesis | Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds). |
Traveler’s Mount | With 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 Smoke | This spell creates a thin wall of black smoke. |
Waste Strider | The subject can move through desert environments and waste terrain without hindrance. |
Weighing the Balance | The caster can determine how far out of balance a creature is from true Neutral. |
2nd-Level Druid Spells | |
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Air Walk Minor | Hover while walking, 1/2 move, +10 Move Silently, can carefully move over unsteady surfaces. |
Animal Messenger | Sends a Tiny animal to a specific place. |
Animal Trance | Fascinates 2d6 HD of animals. |
Avoid planar effects | |
Barkskin | Grants +2 (or higher) enhancement to natural armor. |
Bear’s Endurance | Subject gains +4 to Constitution for 1 min./level. |
Binding Winds | Calling upon the power of elemental air, you encircle the target in whipping winds. |
Bleak Harvest | With this spell, you can demonstrate your god’s wrath by visiting blight and destruction upon a farmer’s crops. |
Body of the Sun | By drawing on the power of the sun, you cause your body to emanate fire. |
Bountiful Harvest | You bless a field, granting it unusual growth and prosperity. |
Briar Web | This 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 Strength | Subject gains +4 to Strength for 1 min./level. |
Cat’s Grace | Subject gains +4 to Dexterity for 1 min./level. |
Chill Metal | Cold metal damages those who touch it. |
Circle of Nausea | Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks. |
Cloudburst | You cause clouds to gather and a heavy rain to fall. |
Creeping Cold | Reaching 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. |
Decomposition | Using your link to the natural world, you create an air of decay that makes death come quicker to the wounded. |
Delay Poison | Stops poison from harming subject for 1 hour/level. |
Detect Disease | You 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 Bat | Removes sight but increases hearing, +10 to Listen, +4 to Search for secret doors. |
Engorged Strike | Engorged strike causes the target’s fists to swell, enhancing the puissance of an unarmed blow. |
Feast of ashes | You curse the target with a hunger no food can assuage. |
Filter | An invisible bubble of protection around the recipient’s body that filters out all noxious and toxic elements in the air. |
Fins to Feet | This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. |
Fire Trap | Opened object deals 1d4 +1/level damage. |
Flame Blade | Touch attack deals 1d8 +1/two levels damage. |
Flaming Sphere | Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. |
Fog Cloud | Fog obscures vision. |
Gaean Repast | You call upon the power of Gaea, the Earth Mother herself to sustain you. |
Gaze Screen | This spell creates a mirrorlike area around the recipient’s eyes. |
Green Blockade | You raise a barrier of plant life before you. |
Gust of Wind | Blows away or knocks down smaller creatures. |
Heat Metal | Make metal so hot it damages those who touch it. |
Hold Animal | Paralyzes one animal for 1 round/level. |
Karma | You 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 Favor | You grant the subject animal a +1 luck bonus on attack and damage rolls. |
Owl’s Wisdom | Subject gains +4 to Wisdom for 1 min./level. |
Pernicious Poison | You weaken the target’s defenses against poison. |
Persistence of the Waves | The subject gains a +4 enhancement bonus to Constitution and suffers a -2 enhancement penalty to Strength. |
Physique | You become more agile, more resilient, and stronger. |
Pressure Sphere | This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches. |
Reduce Animal | Shrinks one willing animal. |
Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. |
Restoration, Lesser | Dispels magical ability penalty or repairs 1d4 ability damage. |
Saltray | A creature struck by a saltray takes 1d6 points of damage |
Scent | You give the target an enhanced sense of smell, equivalent to the Scent ability of some monsters. |
Soften Earth and Stone | Turns stone to clay or dirt to sand or mud. |
Spider Climb | Grants ability to walk on walls and ceilings. |
Summon Desert Ally II | This 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 II | Calls creature to fight. |
Summon Swarm | Summons swarm of bats, rats, or spiders. |
Tree Shape | You look exactly like a tree for 1 hour/level. |
Warp Wood | Bends wood (shaft, handle, door, plank). |
Wood Shape | Rearranges wooden objects to suit you. |
3rd-Level Druid Spells | |
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Analyze Ancestry | This spell provides a complete genealogy back ten generations. |
Animal Camouflage | You 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 Ladon | Your skin transforms to brass-colored scales, granting you a natural armor bonus to AC. |
Artemis’ Grace | You grant the target an extra measure of skill in attacking distant opponents with ranged weapons. |
Augment Object | This spell adds +20 to the break DC of the object and doubles its hardness and hit points. |
Babau Slime | This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment. |
Bite of the Werewolf | A howl erupts from your lips as your face contorts and expands into a wolf-like form. |
Call Lightning | Calls down lightning bolts (3d6 per bolt) from sky. |
Circle Dance | You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function. |
Contagion | Infects subject with chosen disease. |
Continual Fire | Creates real flame that doesn’t die out through normal means. |
Crumble | You bring the forces of erosion to bear on a fabricated structure |
Cup of Dust | You curse the target with a thirst no drink can quench. |
Cure Moderate Wounds | Cures 2d8 damage +1/level (max +10). |
Daylight | 60-ft. radius of bright light. |
Diminish Plants | Reduces size or blights growth of normal plants. |
Dire Charge | The recipient becomes capable of terrible charge attacks. |
Dominate Animal | Subject animal obeys silent mental commands. |
Embrace the Wild | This spell allows you to adopt the nature and some abilities of a wild animal. |
Energize Potion | This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. |
Energy Vortex | Energy wells up inside you and explodes outward in a furious burst. |
False bravado | Causes the subject to grow overconfident. |
Favorable Wind | This spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay. |
Fecund Growth | A bright green burst of energy emanates from the caster, causing all living entities to undergo tremendous growth. |
Feral Spirit | Gain natural weapon, 1d4+1 damage per level. |
Gaean Strength | You summon the power of Gaea, the Earth Mother, to add to your strength. |
Greenfire | You evoke from the earth an upwelling of virulent green energy |
Haboob | A thick haze of swirling dust and sand swirls out from the point you designate. |
Healing Stones, Greater | This 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 Torrent | You 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 Moray | This spell grants the subject a bite attack. |
Liquid Form | The subject and all its gear become translucent liquid. |
Infestation of Maggots | You touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing maggots in his flesh. |
Magic Fang, Greater | One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). |
Meld into Stone | You and your gear merge with stone. |
Merciful Weapon | The caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage. |
Neutralize Poison | Immunizes subject against poison, detoxifies venom in or on subject. |
Plant Growth | Grows vegetation, improves crops. |
Poison | Touch deals 1d10 Constitution damage, repeats in 1 min. |
Protection from Energy | Absorb 12 points/level of damage from one kind of energy. |
Quench | Extinguishes nonmagical fires or one magic item. |
Regenerate Ring | You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. |
Remove Disease | Cures all diseases affecting subject. |
Sacrifice | By killing an animal of at least one hit die in a ritual fashion, you may use that energy to aid another. |
Scales of the Sealord | You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet. |
Shifting Sand | You cause an earthen or sandy surface to shift and churn within the area. |
Sleet Storm | Hampers vision and movement. |
Snare | Creates a magic booby trap. |
Speak with Plants | You can talk to normal plants and plant creatures. |
Spike Growth | Creatures in area take 1d4 damage, may be slowed. |
Standing Wave | Roaring a binding phrase, you take command of the water, causing a wave to rise and propelling it in the direction you desire. |
Stone Shape | Sculpts stone into any shape. |
Summon Desert Ally III | This spell functions like Summon Desert Ally I, except that you can summon one 3rd-level creature. |
Summon Nature’s Ally III | Calls creature to fight. |
Thornskin | You push a thorn against your skin to complete the spell. An instant later, hundreds of similar thorns sprout all over your body. |
Thunderstrike | The caster commands a powerful jolt of energy to erupt at the point of origin. |
Venomous Vapor | You create a small cloud of deadly glowing mist around the target. |
Vigor, Mass Lesser | You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell. |
Water Breathing | Subjects can breathe underwater. |
Wind Wall | Deflects arrows, smaller creatures, and gases. |
Youthful Vigor | The target gains the vigor of youth. |
4th-Level Druid Spells | |
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Air Walk | Subject treads on air as if solid (Climb at 45-degree angle). |
Antiplant Shell | Keeps animated plants at bay. |
Arc of Lightning | You create natural conductivity between two creatures, and a bolt of electricity arcs between them. |
Ball Lightning | You create glowing balls of electricity. |
Blast of Sand | Sand sprays from your outstretched palm with enough force to strip flesh from bone and scour surfaces. |
Blight | Withers one plant or deals 1d6/level damage to plant creature. |
Bounty/Strength to the Unborn | Increases the chances that a fetus/embryo/seedling will be born. |
Bottle of Smoke | From the smoke emerges a vaguely horselike creature made of wisps of smoke. |
Cat’s Grace , Greater | This spell functions like cat’s grace, except as noted above. |
Chain of Eyes | You can use a creature’s vision instead of your own. |
Claws of the Savage | Subject gains claws that deal damage based on size. |
Command Plants | Sway the actions of one or more plant creatures. |
Control Currents | You alter the flow of water in the area surrounding you. |
Control Water | Raises or lowers bodies of water. |
Crystalskin | You crystallize earth with positive energy to form a flexible skin around you. |
Cure Serious Wounds | Cures 3d8 damage +1/level (max +15). |
Dispel Magic | Cancels spells and magical effects. |
Elemental Armor | +8 AC bonus, resistance against energy type 10. |
Famine | All crops in area become inedible. |
Flame Strike | Smite foes with divine fire (1d6/level damage). |
Freedom of Movement | Subject moves normally despite impediments. |
Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. |
Healing Sphere | The orb cures 2d8 points of damage +1 point per caster level (maximum +10). |
Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. |
Improved bull’s strength | As bull’s strength, but with a longer duration. |
Improved Cat’s Grace | As Cat’s Grace , but with a longer duration. |
Improved Karma | This spell functions like Karma, except as noted above. |
Improved Physique | As physique, but with a longer duration. |
Irrational Attraction | This spell causes the target creature to become consumed with an irrational attraction to another being chosen by the caster (which must be within sight). |
Languor | This spell causes creatures it hits to become weak and slow. |
Mark of Artemis | You draw an indelible mark on the subject worthy of Artemis’s blessings. |
Moonstruck | You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. |
Murderous Mist | Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you. |
Reincarnate | Brings dead subject back in a random body. |
Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. |
Rusting Grasp | Your touch corrodes iron and alloys. |
Sandform | This spell transforms your body, along with all equipment worn or carried, into living sand. |
Scrying | Spies on subject from a distance. |
Spike Stones | Creatures in area take 1d8 damage, may be slowed. |
Stone Metamorphosis | You can change an existing piece of rock to another type of rock. |
Summon Desert Ally IV | This spell functions like Summon Desert Ally I, except that you can summon one 4th-level creature. |
Summon Nature’s Ally IV | Calls creature to fight. |
Thalassemia | This spell thins the target creature’s blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6). |
Wall of Water | This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you). |
5th-Level Druid Spells | |
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Animal Camouflage, Greater | This spell functions like animal camouflage, save that the duration is greater. |
Animal Growth | One animal/two levels doubles in size. |
Atonement | Removes burden of misdeeds from subject. |
Awaken | Animal or tree gains human intellect. |
Baleful Polymorph | Transforms subject into harmless animal. |
Battering Ram | You project ram-headed beams of force. |
Bite of the Weretiger | You snarl, and your features shift into those of a tiger. |
Bitter Vintage | You transform wine into the poison of your choice. |
Blackwater Tentacle | You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. |
Blade Resistance | Damage resistance 25/+5 against metal only. |
Bull of Heaven | Animal gains +6 to all ability scores, becomes fiendish or celestial. |
Call Lightning Storm | As call lightning, but 5d6 damage per bolt. |
Calm Weather | Calm weather removes any transmutations that affect weather such as control weather and control winds. |
Cloak of the Sea | The subject retains his or her form but takes on a blue-green watery appearance. |
Commune with Nature | Learn about terrain for 1 mile/level. |
Control Winds | Change wind direction and speed. |
Create Poppet | Creates a small construct to perform tasks for the witch. |
Cure Critical Wounds | Cures 4d8 damage +1/level (max +20). |
Dance of the Unicorn | You 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 Ward | Grants immunity to all death spells and negative energy effects. |
Flaywind Burst | This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh. |
Flowsight | By touching a nearby source of water – you can perceive creatures and objects in contact with the water. |
Hallow | Designates location as holy. |
Insect Plague | Locust swarms attack creatures. |
Kiss of Death | Your teeth and tongue become coated with a fast-acting, virulent poison. |
Make Fertile | Make something previously infertile capable of creating life. |
Otherworld Passage | This spell can be used to enter The Otherworld. |
Phantasmal Disorientation | You create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move. |
Sacrifice, Mortal | As sacrifice, but this ritual goes one step further by requiring the death of a sentient being. (New) |
Sirine’s Grace | Upon completion of this spell, you are infused with unearthly grace and confidence. |
Stoneskin | Ignore 10 points of damage per attack. |
Summon Desert Ally V | This spell functions like Summon Desert Ally I, except that you can summon one 5th-level creature. |
Summon Nature’s Ally V | Calls creature to fight. |
Sun Chariot | You summon an unbreakable chariot seemingly made of sunlight drawn by six flying horses (pegasi). |
Trance, Mass | Your swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch you. |
Transformation of the Deeps | The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans. |
Transmute Mud to Rock | Transforms two 10-ft. cubes per level. |
Transmute Rock to Mud | Transforms two 10-ft. cubes per level. |
Tree Stride | Step from one tree to another far away. |
Tsunami | A massive animated wave is created from any body of water large enough. |
Unhallow | Designates location as unholy. |
Ursa Minor | You summon an axiomatic black bear composed of stars. |
Wall of Fire | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
Wall of Thorns | Thorns damage anyone who tries to pass. |
6th-Level Druid Spells | |
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Antilife Shell | 10-ft.-radius field hedges out living creatures. |
Awaken Sand | You awaken a region of sand, or similar material, to humanlike sentience. |
Bear’s Endurance, Mass | As bear’s endurance, affects one subject/ level. |
Bite of the Werebear | You become a half-bear creature. |
Bull’s Strength, Mass | As bull’s strength, affects one subject/level. |
Cat’s Grace, Mass | As Cat’s Grace, affects one subject/level. |
Cometfall | You conjure a comet that immediately falls to the ground. |
Control Outcome of Birth | the caster can choose outcome (gender, amount,) of birth. |
Cure Light Wounds, Mass | Cures 1d8 damage +1/level for many creatures. |
Dispel Magic, Greater | As dispel magic, but +20 on check. |
Enveloping Cocoon | Crushing a caterpillar between your fingers, you create a tight cocoon of shimmering blue-green energy around your foe. |
Find the Path | Shows most direct way to a location. |
Fire Seeds | Acorns and berries become grenades and bombs. |
Fires of Purity | The creature you touch bursts into magical flames harming anyone else who comes into contact with them. |
Gaean Support | With this spell, you petition the Earth to protect you by absorbing your wounds into herself. |
Hydra’s Blood | This spell conjures forth deadly poison coating weapon or projectiles. |
Ironwood | Magic wood is strong as steel. |
Itchweed | Caster can consume poison and pass it on with touch attack. |
Karma Mass | As Karma, but affecting multiple creatures. |
Liveoak | Oak becomes treant guardian. |
Mandragora | With this spell, you can trigger the insightful and baleful magic of a Mandragora. |
Miasma | You filling the subject’s mouth and throat with unbreathable gas. |
Move Earth | Digs trenches and builds hills. |
Owl’s Wisdom, Mass | As owl’s wisdom, affects one subject/level. |
Physique Mass | As physique, but affecting multiple creatures. |
Pox | One creature/level takes 1d4 Constitution drain. |
Repel Wood | Pushes away wooden objects. |
Saltspray | A cone of intensely salty seawater, originating from your hand and extending outward. |
Sirocco | A 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. |
Spellstaff | Stores one spell in wooden quarterstaff. |
Stone Tell | Talk to natural or worked stone. |
Stormwalk | As 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 VI | This spell functions like Summon Desert Ally I, except that you can summon one 6th-level creature. |
Summon Nature’s Ally VI | Calls creature to fight. |
Tidal Surge | An explosion of water rushes out from the point you designate, bowling over your enemies. |
Transport via plants | Move instantly from one plant to another of the same kind. |
Vigorous Circle | This 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 Roses | Creates wall of roses, 2d10+1 damage to anyone passing through, 1d3+1 rounds to break. |
Wall of Stone | Creates a stone wall that can be shaped. |
Wind Shear | You cause a 30ft. diameter cylinder of pummeling winds to bash down on an area. |
7th-Level Druid Spells | |
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Animate Plants | One or more plants animate and fight for you. |
Changestaff | Your staff becomes a treant on command. |
Cloudwalkers | With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds. |
Control Weather | Changes weather in local area. |
Creeping Cold, Greater | This 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 Doom | Swarms of centipedes attack at your command. |
Cure Moderate Wounds, Mass | Cures 2d8 damage +1/level for many creatures. |
Fire Storm | Deals 1d6/level fire damage. |
Heal | Cures 10 points/level of damage, all diseases and mental conditions. |
Pestilence | Subject gains a disease, as do all who touch him. |
Rain of Roses | Red roses fall from the sky. |
Red Tide | This spell causes an area to erupt with a thick rust-red cloud of poisonous algae. |
Sacrifice of Power | You ritually sacrifice a living humanoid, and use its life energy to gain a temporary boon from your god. |
Scrying, Greater | As scrying, but faster and longer. |
Sleep of Ages | You throw the targeted creature into an endless sleep. |
Slime Wave | A wave of Green slime explodes outward from the spot where you point. |
Storm of Elemental Fury | With a thunderous boom, a black storm cloud appears over your enemies, striking them with a terrifying combination of effects from the Elemental Planes. |
Storm Tower | You form an enormous tower of dark, swirling storm clouds and howling wind. |
Summon Desert Ally VII | This spell functions like Summon Desert Ally I, except that you can summon one 7th-level creature. |
Summon Nature’s Ally VII | Calls creature to fight. |
Sunbeam | Beam blinds and deals 4d6 damage. |
Transmute Metal to Wood | Metal within 40 ft. becomes wood. |
True Form | This spell forces shapechangers back into their natural shape. |
True Seeing | Lets you see all things as they really are. |
Waterspout | Water whirls into the air, swirling upward with a thunderous noise like a tornado of fluid. |
Wind Walk | You and your allies turn vaporous and travel fast. |
8th-Level Druid Spells | |
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Animal Shapes | One ally/level polymorphs into chosen animal. |
Bull’s Strength Greater | Subject/level gains +4 to Strength for 1 hour/2 levels. |
Bull’s Strength Mass Improved | As mass bull’s strength, but with a longer duration. |
Control Plants | Control actions of one or more plant creatures. |
Cure Serious Wounds, Mass | Cures 3d8 damage +1/level for many creatures. |
Deadfall | You create a tangled mass of huge branches, logs, and fallen trees on the ground. |
Depthsurge | The water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion. |
Earthquake | Intense tremor shakes 80-ft.-radius. |
Equalization | The target creatures alignment shifts toward neutral. |
Eye of the Storm | Creates a zone that nullifies all weather related effects. |
Finger of Death | Kills one subject. |
Leonal’s Roar | This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area. |
Megalodon Empowerment | You 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 Ram | You conjure a phantom ram of terrible might. |
Repel Metal or Stone | Pushes away metal and stone. |
Reverse Gravity | Objects and creatures fall upward. |
Speak With Anything | This enables you to communicate with any living creature |
Stormrage | You harness the powers of wind and storm to move, protect yourself, and attack. |
Summon Desert Ally VIII | This spell functions like Summon Desert Ally I, except that you can summon one 8th-level creature. |
Summon Nature’s Ally VIII | Calls creature to fight. |
Sunburst | Blinds all within 10 ft, deals 6d6 damage. |
Unearthly Beauty | When you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die. |
Unyielding Roots | The creature you touch grows thick tree roots that anchor it to the ground and provide it with life sustaining healing. |
Whirlwind | Cyclone deals damage and can pick up creatures. |
Word of Recall | Teleports you back to designated place. |
9th Level Druid Spells | |
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Antipathy | Object or location affected by spell repels certain creatures. |
Cast In Stone | Anyone meeting your gaze is permanently turned into a mindless, inert statue. |
Chariot of Sustarre | Creates a chariot of fire and light to transport people across the sky. |
Cure Critical Wounds, Mass | Cures 4d8 damage +1/level for many creatures. |
Doom of the Seas | With this spell, you summon a fiendish kraken from the depths. |
Elemental Swarm | Summons multiple elementals. |
Epidemic | Unlike 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 Elements | The target creature becomes immune to damage fromacid, cold, electricity, fire, and sonic damage while the spell is in effect. |
Lookingglass | You create one end of a path between two natural mirrored surfaces. |
Nature’s Avatar | You infuse the subject with the spirit of nature. |
Regenerate | Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). |
Releasing the Kraken | This powerful spell summons a kraken to you and allows you to speak with it. |
Shadow Landscape | By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place. |
Shambler | Summons 1d4+2 shambling mounds to fight for you. |
Shapechange | Transforms you into any creature, and change forms once per round. |
Storm of Vengeance | Storm rains acid, lightning, and hail. |
Summon Desert Ally IX | This spell functions like Summon Desert Ally I, except that you can summon one 9th-level creature. |
Summon Nature’s Ally IX | Calls creature to fight. |
Sympathy | Object or location attracts certain creatures. |
Thunderswarm | Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning. |
Ursa Major | You summon an axiomatic dire bear composed of stars. |
Were-Doom | 1d4 creatures infected with lycanthropy. |
Whirlwind, Greater | Wind 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 Vengeance | You surround yourself with a buffeting shroud of supernatural, tornado-force winds. |
Zeus’ Fury | Immediately upon completion of the spell, and once per round there after, you may call down a vertical bolt of lightning. |