Druid Spells

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Level 0 Druid Spells

Level 0 druid spells are also called "Orisons".

Name Lvl Description Rev?
Create Water 0 Creates 2 gallons/lvl of pure water. N
Detect Magic 0 Detects all spells and magic items within 60 ft. Y
Detect Poison 0 Detects poison in a creature or object. Y
Enhanced Diplomacy 0 Touched creature gains +2 Competence Bonus on one Diplomacy or Intimidate check. N
Flare 0 Dazzles one creature (-1 on attack rolls). Y
Guidance 0 +1 Competence Bonus on one attack roll, saving throw, or skill check. N
Know Direction 0 You discern north. N
Light 0 Object shines like a torch. Y
Mending 0 Makes minor repairs on a non-magical object that is damaged or Broken. Y
Purify Food and Drink 0 Purifies 1 cu. ft./lvl of food or water. N
Read Magic 0 Read scrolls and spellbooks. Y
Resistance 0 Subject gains +1 resistance bonus on saving throws. Y
Spark 0 Dangerous spark injures your attacker. Y
Stabilize 0 Cause a dying creature to stabilize. N
Virtue 0 Subject gains 1 temporary hp. N

Level 1 Druid Spells

Name Lvl Description Rev?
Abstemiousness 1 Make a handful of food satisfy the nutritious needs of a Medium or smaller creature for 1 day. N
Acid Maw 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. N
Air Bubble 1 Creates a small pocket of air around your head or an object, which may burst as an attack. Y
Alter Winds 1 Modify the winds to make flying difficult in an area, or make sailing faster. Y
Ant Haul 1 Increases the carrying capacity of a creature by 10 pounds per caster level. Y
Aspect of the Falcon 1 Gives Competence Bonuses on Perception checks and ranged attacks. N
Blend 1 Gain a bonus to Stealth, and initiate a Stealth stance without cover or concealment. Y
Bristle 1 Trade Natural Armor Bonus for an Enhancement Bonus on attacks with natural weapons. N
Burning Disarm 1 A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage. N
Call Animal 1 Makes an animal come to you. N
Calm Animals 1 Calms 2d4 + level HD of animals. N
Charm Animal 1 Makes one animal your friend. Y
Cheetah's Sprint 1 A wild surge of energy courses through your body and propels you into a sprint. N
Cloak of Shade 1 Reduces effects of intense sun exposure and environmental heat. N
Cure Light Wounds 1 Cures 2d8 damage + 1/lvl (max +10). Y
Deadeye's Lore 1 Gain a +1 Sacred Bonus on Survival and move full speed while tracking. N
Detect Aberration 1 Reveals presence of Aberrations. N
Detect Animals or Plants 1 Detects kinds of animals or plants. N
Detect Snares and Pits 1 Reveals natural or primitive traps. N
Detect the Faithful 1 You can detect other worshipers of your deity. N
Diagnose Disease 1 Detect and identify diseases. N
Dream Feast 1 Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. N
Endure Elements 1 Exist comfortably in hot or cold regions. N
Entangle 1 Plants entangle everyone in 40-ft. radius. N
Expeditious Excavation 1 Moves 5-ft. cube of earth. N
Faerie Fire 1 Outlines subjects with light, canceling Blur (Spell), concealment, and the like. N
Feather Step 1 Ignores the adverse movement effects of difficult terrain. N
Firebelly 1 A magical fire warms your belly, granting you ER 5/fire and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (REFL half, SR applies). N
Flare Burst 1 Dazzles creatures in a 10-ft-radius blast (-1 on attack rolls). N
Frostbite 1 Target takes Cold Damage and is fatigued. N
Goodberry 1 2d4 berries each cure 1 hp (max 8 hp/24 hours). N
Hairline Fractures 1 Reduce the hardness of a stone object or lower the AC of an earth-type creature. N
Heightened Awareness 1 +2 Competence Bonus on Perception checks and on all Knowledge checks that you are trained in. N
Hide from Animals 1 Animals can't perceive one subject/lvl. N
Hydraulic Push 1 Wave of water damages and pushes an enemy one square. Y
Jump 1 Subject gets Enhancement Bonus bonus on Acrobatics checks. N
Keen Senses 1 Subject gains +2 Competence Bonus on Perception checks and gains Low-Light Vision. N
Liberating Command 1 Restrained target may make an Escape Artist check to escape as an immediate action. Y
Longstrider 1 Your base speed increases by 10 ft. N
Magic Fang 1 One natural weapon of subject creature gets +1 Enhancement Bonus on attack and damage rolls. N
Mighty Fist of the Earth 1 Make an unarmed strike attack roll against a target at distance. N
Monkey Fish 1 Gain a climb speed and a swim speed of 10 ft. or more for a time. Y
Mudball 1 Range Touch Attack that cause the target to be blinded. N
Nature's Paths 1 Instinctively know the shortest, easiest, and fastest way through the wilderness. N
Nauseating Dart 1 Poisonous stinger deals 1d2 piercing damage and nauseates target. N
Negate Aroma 1 Subject cannot be tracked by Scent. N
Nereid's Grace 1 Gain a deflection bonus to AC and Maneuver Defense. N
Pass without Trace 1 One subject/lvl leaves no tracks. N
Produce Flame 1 1d6 Fire Damage + 1/lvl, touch or thrown. N
Ray of Sickening 1 Ray makes the subject sickened. N
Read Weather 1 Forecast the weather at your location for the next 48 hours. N
Remove Sickness 1 Suppress disease, nausea, and the sickened condition. N
Shield Companion 1 As Shield Other (Spell), but affecting your companion creature. N
Shillelagh 1 Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min/lvl. N
Snowball 1 Ranged touch delivers 1d6/lvl Cold Damage (max 5d6) and might inflict torpid. N
Speak with Animals 1 You can communicate with animals. N
Spirit Call 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. N
Stone Fist 9 Your unarmed strikes are lethal. Y
Stone Shield 1 A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. Y
Summon Minor Ally 1 Summon 1d3 Tiny animals. N
Summon Monster I 1 Summons one Summoned Monster to fight for you. Y
Thorn Javelin 1 Wield a javelin that sickens opponents when it strikes. N
Thunderstomp 1 Trip one creature within range. N
Touch of Bloodletting 1 This spell causes any existing wounds that the target possesses to bleed profusely. Y
Touch of the Sea 1 Greater Swim speed becomes 30 ft. N
Tracking Mark 1 You gain a supernatural ability to detect tracks and other clues left behind by the target. N
Twisted Futures Disrupt fortunate outcomes for a creature N
Wave Shield 1 Water blunts one incoming attack or effect as an immediate action. Y
Whispering Lore 1 Gain a bonus to Knowledge checks about your environment from the land itself. N

Level 2 Druid Spells

Name Lvl Description Rev?
Aboleth's Lung 2 Targets gain the ability to breathe water but can no longer breathe air. Y
Aggressive Thundercloud 2 Flying storm cloud deals 3d6 electricity damage. N
Air Step 2 Tread unsteadily on air, with limitations. N
Animal Messenger 2 Sends a Tiny animal to a specific place. N
Animal Purpose Training 2 Animal gains a new general purpose. N
Animal Trance 2 Fascinates 2d6 HD of animals. N
Aspect of the Bear 2 +2 Enhancement Bonus AC and Maneuver Offense rolls. N
Barkskin 2 Grants +2 (or higher) Enhancement Bonus to Natural Armor Bonus. N
Bear's Endurance 2 Subject gains +4 Enhancement Bonus to CON for 1 min/lvl. N
Beastspeak 2 Speak normally while in animal form. N
Binding Earth 2 Target creature treats areas of earth and stone as difficult terrain. N
Bull's Strength 2 Subject gains +4 Enhancement Bonus to STR for 1 min/lvl. N
Burning Gaze 2 Inflict fire damage and Burned to creatures simply by looking at them. Y
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them. Y
Cat's Grace 2 Subject gains +4 Enhancement Bonus to DEX for 1 min/lvl. N
Chill Metal 2 Cold metal damages those who touch it. N
Climbing Beanstalk 2 Create a beanstalk that is very easy to climb. N
Companion Polymorph 2 You transform the target into a smaller, harmless-looking animal of the same approximate body type. Y
Defoliate 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. N
Delay Disease 2 Gain immunity to disease for 24h. N
Delay Poison 2 Stops poison from harming subject for 1 hour/lvl. N
Divine Trident 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. N
Eagle Eye 2 Creates a magical sensor high above you. N
Elemental Speech 2 Enables you to speak to elementals and some creatures. N
Endure Elements, Communal 2 As Endure Elements (Spell), but you may divide the duration among creatures touched. N
Euphoric Cloud 2 Fog fascinates living creatures. N
Feast of Ashes 2 A target starves with an insatiable hunger. N
Fire Sneeze 2 Launch flaming, forceful loogies at your enemies. N
Fire Trap 2 Opened object deals 1d4 Fire Damage + 1/lvl. N
Flame Blade 2 Touch Attack deals 1d8 Fire Damage (+ 1/two levels). N
Flaming Sphere 2 Rolling ball of fire deals 3d6 Fire Damage. N
Flotsam Vessel Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. N
Fog Cloud 2 Fog obscures vision. N
Forest Friend 2 Plants in a forested area become helpful instead of hindering you and your allies. N
Frigid Touch 2 Target takes Cold Damage and is torpid. N
Frost Fall 2 The area is covered in a chilling frost. N
Fury of the Sun 2 Target takes 1d4 Non-Lethal Damage and suffers from heatstroke (fatigue). N
Groundswell 2 As a swift action, make ground rise 5 feet and prevent flanking. N
Gust of Wind 2 Blows away or knocks down smaller creatures. N
Gusting Sphere 2 Ball of wind can bull rush creatures inflicting 1d6 Non-Lethal Damage. N
Heat Metal 2 Makes metal so hot it damages those who touch it. N
Hold Animal 2 Paralyzes one Animal or Magical Beast for a little over a round. Y
Ice Slick 2 You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. N
Ironskin 2 Your skin hardens and takes on the color and texture of rough iron. N
Jitterbugs 2 Prevents target from taking hold action, ready action, or total defense. N
Lockjaw 2 Gives creature Grab (Ex) ability with a natural attack. N
Mud Buddy 2 You create a Small minion out of mud, and it obeys your commands. N
Natural Rhythm 2 +1 on damage rolls with each hit (max +5). N
Owl's Wisdom 2 Subject gains +4 Enhancement Bonus to WIS for 1 min/lvl. N
Plant Voice 2 You grant one Plant Creature the ability to speak, hear, and understand any of the languages you know. N
Pox Pustules 2 Subject is sickened and has -4 DEX. N
Recentering Drone 2 You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the penalties from those conditions. N
Reduce Animal 2 Shrinks one willing animal. N
Resist Energy 2 Ignores a scaling number of points of damage per attack from specified energy type. N
Restoration, Lesser 2 Removes a weak status condition
River Whip 2 Create a whip of water that you wield as a weapon. Y
Scent Trail 2 Leave trail for allies to follow. N
Share Language 2 Share your facility for one particular language with another creature. N
Sickening Entanglement 2 As Entangle (Spell), but plants have sickening sap. N
Slipstream 2 Wave boosts or hampers creature's speed. Y
Soften Earth and Stone 2 Turns stone to clay, or dirt to sand or mud. N
Soothing Word 2 Reduces effects of multiple conditions on target. N
Spider Climb 2 Grants Greater Climb of 20 feet. N
Spore Burst 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. N
Stone Call 2 Inflicts damage and difficult terrain to all creatures in area. Y
Stone Discus 2 Flying discus deals bludgeoning damage or slashing damage. N
Summon Monster II 2 Summons one Summoned Monster to fight for you. Y
Tar Ball 2 Burning tar harms target and penalizes its DEX. N
Tree Shape 2 You look exactly like a tree for 1 hour/lvl. N
Vine Strike Bristles burst from your body, allowing you to deal additional piercing damage with melee attacks. Y
Warp Wood 2 Bends wood. N
Wartrain Mount Animal gains the combat training general purpose N
Whip of Spiders 2 Create a whip made of poisonous spiders. N
Wild Instinct 2 This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. N
Wilderness Soldiers 2 Nearby plants aid you in combat. N
Wood Shape 2 Reshapes wooden objects to suit you. N

Level 3 Druid Spells

Name Lvl Description Rev?
Accept Affliction 3 The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. N
Aggravate Affliction 3 All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects. N
Air Geyser 3 Blast of air deals bludgeoning damage and slides target violently around. N
Aqueous Orb 3 Creates rolling sphere of water. N
Ash Storm 3 Hamper vision and inflict abrasion damage on all victims. Y
Aversion 3 Cause the target to avoid an object or location. N
Bite the Hand 6 Compel one creature summoned by a spell or spell-like ability to attack the being who summoned it, to the best of its ability N
Blade Snare 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. N
Blood Scent 3 Gain scent ability against injured creatures. N
Burrow 3 Target gains a burrow speed of 15. N
Burst of Nettles 3 Burst deals 3d6 damage and 1d6 Acid Damage. N
Call Lightning 3 Calls down lightning bolts (3d6 per bolt) from sky. N
Clear Grove 3 Trees, shrubs, and other thick vegetation move out of the spell's area. N
Cloak of Winds 3 Creates a whirling screen of strong wind around you. N
Companion Mind Link 3 You can talk with your Animal Companion, and can handle it with supernatural ease. N
Contagion 3 Infects subject with chosen disease. N
Cup of Dust 3 Causes a creature to become dehydrated. N
Cure Moderate Wounds 3 Cures 4d8 damage +1/lvl (max. +20). N
Daylight 3 60-ft. radius of bright light, or, touch a creature to inflict heavy Light damage and a status condition. Y
Delay Poison, Communal 3 As Delay Poison (Spell), but you may divide the duration among creatures touched N
Diminish Plants 3 Reduces size or blights the growth of normal plants. N
Dominate Animal 3 One animal obeys your silent mental commands and orders. N
Feather Step, Mass 3 As Feather Step (Spell), but multiple creatures. N
Fungal Infestation 3 Target takes bleed from attacks. N
Gentle Repose 3 Preserves one corpse. N
Heatstroke 3 As Ray of Exhaustion (Spell) plus 1d4 Non-Lethal Damage and characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. N
Hide Campsite 3 Hides all traces of your campsite. N
Hurricane Blast 3 Creates a severe blast of wind. N
Hydraulic Torrent 3 Creates torrent of water that Bull Rushes any creature in its path. N
Hydrophobia 3 Targets in the area must succeed at a WILL save or become deathly afraid of drowning. N
Ice Spears 3 Cause icy spears to strike foes for damage; can knock foes down. N
Life Shield 3 You surround yourself with positive energy that damages undead opponents. N
Lily Pad Stride 3 Walk across water on moving lily pads. N
Longstrider, Greater 3 As Longstrider (Spell), plus the speeds of other movement modes increase. N
Mad Monkeys 3 Summon a swarm of mischievous monkeys. N
Magic Fang, Greater 3 One natural weapon gets + 1/four levels (max. +5). N
Nature's Exile 3 This spell curses the subject, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. N
Nauseating Trail 3 Creature leaves a trail of Stinking Cloud (Spell) squares. N
Neutralize Poison 3 Immunizes subject against poison, or detoxifies poison in or on subject.
Plant Growth 3 Grows vegetation, improves crops. N
Poison 3 Touch deals 1d3 CON damage 1/round for 3 rounds. N
Protection from Energy 3 Absorbs 12 points/lvl of damage from one kind of energy. N
Quench 3 Extinguishes fires. N
Raven's Flight 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. N
Remove Disease 3 Attempts to cure a disease in the target.
Resist Energy, Communal 3 This spell functions like Resist Energy (Spell), except you divide the duration in 10-minute intervals among the creatures touched. N
Share Language, Communal 3 As Share Language (Spell), but you may divide the duration among creatures touched. N
Sheet Lightning 3 You create a dazzling flash of electricity that fills the target area. N
Siphon Might 3 You drain the might of the target and transfer that power to another creature. N
Sky Swim 3 This spell grants the target the ability to swim through the air. N
Sleet Storm 3 Hampers vision and movement. N
Snare 3 Creates a magic booby trap. N
Speak with Plants 3 You can talk to plants and Plant Creatures. N
Spider Climb, Communal 3 As Spider Climb (Spell), but you may divide the duration among creatures touched. N
Spike Growth 3 Creatures in area take 1d4 damage, may be slowed. N
Spit Venom 3 Spit blinding black adder venom. N
Stench of Prey 3 Predatory animals must successfully save or attack the target. N
Summon Monster III 3 Summons one Summoned Monster to fight for you. Y
Swarm of Fangs 3 You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. N
Thorny Entanglement 3 As Entangle (Spell), plus plants make ranged attacks. N
Thunderstomp, Greater 3 Trip multiple creatures within range. N
Transfer Regeneration 3 You bestow your regenerative abilities on the target. N
Ward of the Season 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). N
Water Breathing 3 Subjects can breathe underwater. N
Waters of Maddening 3 Create a more potent unholy water. N
Wind Wall 3 Deflects arrows, smaller creatures, and gases. N

Level 4 Druid Spells

Name Lvl Description Rev?
Absorb Toxicity 4 You become immune to diseases and poisons, absorb one, and then spread it to others. N
Aggressive Thundercloud, Greater 4 Flying storm cloud deals 6d6 electricity damage. N
Air Walk 4 Subject treads on air as if solid (climb or descend at 45-degree angle). N
Ancestral Memory 4 Gain insight into current situation. N
Antiplant Shell 4 Keeps animated plants at bay. N
Arboreal Hammer 4 Tree branches attack opponents. N
Aspect of the Stag 4 +2 AC against attacks of opportunity and increases speed. N
Atavism 4 Animal gains Advanced Creature simple template. N
Ball Lightning 4 Flying balls of lightning deal 3d6 Electricity Damage each. N
Blight 4 Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty. Y
Bloody Claws 4 Gives creature the ability to deal bleed damage with natural attacks. N
Calm Air 4 You calm the air and disperse fog, dust, and other particles. N
Cape of Wasps 4 Swarm, Wasp (Summoned) defends or carries you. N
Caustic Blood 4 You imbue your blood with corrosive acid. N
Command Plants 4 Sway the actions of Plant Creatures. N
Creeping Ice 4 Sheet of ice slowly spreads outward on a horizontal surface. N
Cure Serious Wounds 4 Cures 6d8 damage + 1/lvl (max +30). Y
Dispel Magic 4 Cancels one magical spell or effect Y
Earth Glide 4 Gain the ability to pass through stone, dirt and earth. N
Echolocation 4 Sonic sense gives you Blindsense 40 ft. N
Explosion of Rot 4 Rotting energy deals 1d6/lvl dmg and staggers all creatures for 1d4 rounds in 10-ft.-radius burst. N
Flame Strike 4 Smites foes with divine fire (1d6/level damage). N
Flaming Sphere, Greater 4 Rolling ball of fire deals 6d6 Fire Damage and the target catches on fire. N
Freedom of Movement 4 Subject moves normally despite impediments to restrict movement.
Geyser 4 Creates a geyser of boiling water. N
Giant Vermin 4 Turns centipedes, scorpions, or spiders into giant vermin. N
Grove of Respite 4 Creates trees and a small spring. N
Healing Warmth 4 As Protection from Energy (Spell) (Fire Damage only), but can spend 12 points of energy absorption to heal 1d8. N
Heavy Water 4 You cause a volume of water to become heavier than normal. N
Ice Storm 4 Hail deals 5d6 damage in cylinder 40 ft. across. N
Instant Restoration 4 Instant Restoration channels 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. N
Kiss of the First World 4 Grant living creatures enhanced life or undead creatures debilitating conditions. N
Life Bubble 4 Protects creatures from sustained environmental effects. N
Master's Escape 4 Switch places with one summoned creature you control. N
Obsidian Flow 4 Converts the surface of the ground into molten glass. N
Protection from Energy, Communal 4 As Protection from Energy (Spell), but you may divide the duration among creatures touched. N
Reincarnate 4 Brings dead subject back in a random body. N
Repel Vermin 4 Insects, spiders, and other Vermin stay 10 ft. away. N
Ride the Waves 4 Target can breathe water and swim. N
River of Wind 4 A stream of wind causes Non-Lethal Damage and can knock down or push creatures. N
Rusting Grasp 4 Your touch corrodes iron and alloys. N
Slowing Mud 4 Targets are covered in mud that blinds them and acts like Slow (Spell). N
Spike Stones 4 Creatures in area take 1d8 damage, may also be slowed. N
Strong Jaw 4 Natural attacks damage as two sizes bigger. N
Summon Monster IV 4 Summons one Summoned Monster to fight for you. Y
Thorn Body 4 Your attackers take 1d6 +1 damage/lvl. N
Touch of Slime 4 Touch infests a target with Green Slime. N
Volcanic Storm 4 Hot rocks deal 5d6 damage. N
Zone of Foul Flames 4 Creatures in zone take damage from their own [fire] spells; makes casting [fire] spells difficult. N

Level 5 Druid Spells

Name Lvl Description Rev?
Air Walk, Communal 5 As Air Walk (Spell), but you may divide the duration among creatures touched. N
Animal Growth 5 One animal doubles in size. N
Aspect of the Wolf 5 +4 STR and DEX, +2 bonus on Trip attacks. N
Atonement 5 Removes burden of misdeeds from subject and reverses magical alignment change. N
Awaken 5 Animal or tree gains human intellect. N
Baleful Polymorph 5 Turns subject into a different, much less impressive creature. Y
Blessing of the Salamander 5 Subject gets fast healing 5, ER 20/fire, and +2 Competence Bonus to its Maneuver Defense. N
Call Lightning Storm 5 As Call Lightning (Spell), but 5d6 damage per bolt. N
Commune with Nature 5 Learn about terrain for 1 mile/lvl. N
Contagion, Greater 5 Infect a subject with a magical disease. N
Control Winds 5 Changes wind direction and speed. N
Cure Critical Wounds 5 Cures 8d8 damage + 2/lvl (max +40). Y
Death Ward 5 Grants bonuses against "Death" spells and negative energy. N
Dispel Balance 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. N
Fire Snake 5 Creates a serpentine path of fire 5 ft. long/lvl that deals 1d6 fire damage/lvl. N
Hallow 5 Designates location as holy. N
Hungry Earth 5 The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals. N
Icy Prison 5 Thick ice hampers and damages the target. Y
Insect Plague 5 Wasp swarms attack creatures. N
Oasis 5 Create a permanent water source similar to a natural spring. N
Old Salt's Curse 5 (Human only) You inflict a curse of the roiling sea upon the target. N
Raise Animal Companion 5 As Raise Dead (Spell), but it only affects an Animal Companion, Familiar or Paladin's Steed. N
Reprobation 5 Marked target is shunned by your religion. N
Rest Eternal 5 Dead creature cannot be revived. N
Snake Staff 5 Transforms wood into snakes to fight for you. N
Stoneskin 5 Grants DR 10/Adamantine. N
Summon Monster V 5 Summons one Summoned Monster to fight for you. Y
Transmute Mud to Rock 5 Transforms two 10-ft. cubes per level. N
Transmute Rock to Mud 5 Transforms two 10-ft. cubes per level. N
Tree Stride 5 Step from one tree to another far away. N
Unhallow 5 Designates location as unholy. N
Vinetrap 5 Vines burst to life in a radius around a target with a variety of effects. N
Wall of Fire 5 Deals 2d4 Fire Damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/lvl. N
Wall of Light 5 An immobile, blinding curtain of white light that blocks line of sight springs into existence. N
Wall of Thorns 5 Thorns damage anyone who tries to pass. N
Whip of Centipedes 5 Create a whip made of poisonous centipedes. N

Level 6 Druid Spells

Name Lvl Description Rev?
Antilife Shell 6 10-ft.-radius field hedges out living creatures. N
Bear's Endurance, Mass 6 As Bear's Endurance (Spell), affects one subject/lvl. N
Binding Earth, Mass 6 This spell functions as Binding Earth (Spell), against one creature or object/lvl, N
Bite the Hand, Mass 6 Compel one creature summoned by a spell or spell-like ability/level to attack the being who summoned it, to the best of its ability N
Blazing Rainbow 6 Create bow with +1 seeking brilliant energy arrows or a bridge that helps allies and hinders opponents. N
Bull's Strength, Mass 6 As Bull's Strength (Spell), affects 1 subject per level. N
Cat's Grace, Mass 6 As Cat's Grace (Spell), affects 1 subject/lvl. N
Cure Light Wounds, Mass 6 Cures 1d8 damage + 1/lvl, maximum +15, affects 1 subject/lvl. Y
Dispel Magic, Greater 6 Cancels multiple magical spells or effects Y
Dust Form 6 You become an incorporeal creature of dust for a short period of time. N
Eagle Aerie 6 Summon 1 giant eagle/3 levels. N
Find the Path 6 Shows most direct way to a location. N
Fire Seeds 6 Acorns and berries become grenades and bombs. N
Ironwood 6 Magic wood is as strong as steel. N
Liveoak 6 Oak becomes Treant guardian. N
Move Earth 6 Digs trenches and builds hills. N
Owl's Wisdom, Mass This spell functions like Owl's Wisdom (Spell), except that it affects multiple creatures. N
Path of the Winds 6 Winds sweep area clear of anything of Small or smaller size, and after act as Wind Wall (Spell). N
Plague Storm 6 Cloud infects creatures like Contagion (Spell). N
Repel Wood 6 Pushes away wooden objects. N
Share Skin 6 You can possess an animal’s body in a manner that functions like a Magic Jar (Spell). N
Sirocco 6 Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. N
Spellstaff 6 Stores one spell in wooden quarterstaff. N
Stone Tell 6 Talk to natural or worked stone. N
Stoneskin, Communal 6 As Stoneskin (Spell), but you may divide the duration among creatures touched. N
Summon Monster VI 6 Summons one Summoned Monster to fight for you. Y
Summon Stampede 6 Conjures a herd of Aurochs or similar herd animal that immediately stampedes in the indicated direction. N
Swarm Skin 6 Turns your body into a swarm of vermin. N
Tar Pool 6 Converts the top layer of the ground into hot tar. N
Transport via Plants 6 Move instantly from one plant to another of the same kind. N
Wall of Stone 6 Creates a stone wall that can be shaped. N
Whip of Ants 6 Create a whip made of Army Ants. N

Level 7 Druid Spells

Name Lvl Description Rev?
Animate Plants 7 One or more plants animate and fight for you. N
Black Mark 7 Cursed creature is shaken at sea, and aquatic/water subtype creatures are hostile. N
Changestaff 7 Your staff becomes a Treant on command. N
Constricting Coils 7 Eldritch muscular coils deal crushing damage to the target while holding it still. Y
Control Weather 7 Changes weather in local area. N
Creeping Doom 7 Swarms of centipedes attack at your command. N
Cure Moderate Wounds, Mass 7 Cures 3d8 damage + 1/lvl, maximum +20, affects 1 subject/lvl. Y
Fairy Ring Retreat 7 Toadstool circle leads to an extradimensional meadow. N
Fire Storm 7 Deals 1d6/lvl Fire Damage. N
Heal 7 Cures 10 points/lvl damage, all diseases and mental conditions. N
Planar Refuge 7 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. N
Scouring Winds 7 Winds block vision and deal 3d6 damage per round. N
Siege of Trees 7 Transforms Large trees into arboreal catapults of the same size. N
Summon Monster VII 7 Summons one Summoned Monster to fight for you. Y
Sunbeam 7 Beam blinds and deals 4d6 damage. N
Transmute Metal to Wood 7 Metal within 40 ft. becomes wood. N
True Seeing 7 Lets you see all things as they really are. N
Vortex 7 Creates a whirlpool in water. N
Wind Walk 7 You and your allies turn vaporous and travel fast. N

Level 8 Druid Spells

Name Lvl Description Rev?
Animal Shapes 8 One ally/lvl polymorphs into chosen animal. N
Atavism, Mass 8 One animal/lvl gains advanced template. N
Blood Mist 8 Mist causes Wisdom damage and rage. N
Control Plants 8 Controls actions of one or more Plant Creatures. N
Cure Serious Wounds, Mass 8 Cures 3d8 damage + 1/lvl, maximum +30, affects 1 subject/lvl. Y
Earthquake 8 Intense tremor shakes 80-ft.-radius. N
Finger of Death 8 Deals 10 damage/lvl to one subject. N
Frightful Aspect 8 You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. N
Repel Metal or Stone 8 Pushes away metal and stone. N
Reverse Gravity 8 Objects and creatures fall upward. N
Seamantle 8 Sheathes you in protective water. N
Stormbolts 8 1d8 damage/lvl (max 20d8) to targets. N
Summon Monster VIII 8 Summons one Summoned Monster to fight for you. Y
Sunburst 8 Blinds all within 10 ft., deals 6d6 damage. N
Wall of Lava 8 Wall damages foes that try to enter, periodically launches lava at nearby targets. N
Whirlwind 8 Cyclone deals damage and can pick up creatures. N
Word of Recall 8 Teleports you back to designated place. N

Level 9 Druid Spells

Name Lvl Description Rev?
Antipathy 9 Object or location affected by spell repels certain creatures. N
Clashing Rocks 9 Heavy obliterating damage to target creatures close to, or inside of, an earthy or stony surface. Y
Cure Critical Wounds, Mass 9 Cures 7d8 damage + 1/lvl, maximum +35, 1 target/lvl. Y
Elemental Swarm 9 Summons multiple elementals. N
Foresight 9 "Sixth sense" warns of impending danger and grants many benefits. Y
Gloria Mundi 9 Allies you choose are transmuted into their perfect forms, gaining many benefits. Y
Polar Midnight 9 Cold darkness paralyzes and deals damage. N
Regenerate 9 Subject's severed limbs grow back, cures 4d8 damage +1/lvl (max +35). N
Shambler 9 Creates 1d4+2 Shambling Mounds to fight for you. N
Siege of Trees, Greater 9 As Siege of Trees (Spell), but can transform Huge and Gargantuan trees into arboreal catapults of the same size. N
Storm of Vengeance 9 Storm rains acid, lightning, and hail. N
Summon Monster IX 9 Summons one Summoned Monster to fight for you. Y
Sympathy 9 Object or location attracts certain creatures. N
Tsunami 9 Huge wave damages and sweeps up all in its path. Y
Winds of Vengeance 9 Gives you the ability to fly and attack with wind. Y