Druid Spells

From Epic Path
Jump to: navigation, search

0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Level 0 Druid Spells

Level 0 druid spells are also called "Orisons".

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

Level 1 Druid Spells

Name Description Rev?
Abstemiousness Abstemiousness (Spell) Abstemiousness (Spell)
Acid Maw 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 Creates a small pocket of air around your head or an object, which may burst as an attack. Y
Alter Winds Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster. Y
Ant Haul Increases the carrying capacity of a creature by 10 pounds per caster level. Y
Aspect of the Falcon Gives Competence Bonuses on Perception checks and ranged attacks. N
Blend Gain a bonus to Stealth, and initiate a Stealth stance without cover or concealment. Y
Bristle Trade Natural Armor Bonus for an Enhancement Bonus on attacks with natural weapons. N
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage. N
Call Animal Call Animal (Spell) Call Animal (Spell)
Calm Animals Calm Animals (Spell) Calm Animals (Spell)
Charm Animal Charm Animal (Spell) Charm Animal (Spell)
Cheetah's Sprint A wild surge of energy courses through your body and propels you into a sprint. N
Cloak of Shade Cloak of Shade (Spell) Cloak of Shade (Spell)
Cure Light Wounds Cures 2d8 damage + 1/lvl (max +10). Y
Deadeye's Lore Gain a +1 Sacred Bonus on Survival and move full speed while tracking. N
Detect Aberration Detect Aberration (Spell) Detect Aberration (Spell)
Detect Animals or Plants Detect Animals or Plants (Spell) Detect Animals or Plants (Spell)
Detect Snares and Pits Detect Snares and Pits (Spell) Detect Snares and Pits (Spell)
Detect the Faithful Detect the Faithful (Spell) Detect the Faithful (Spell)
Diagnose Disease Diagnose Disease (Spell) Diagnose Disease (Spell)
Dream Feast Dream Feast (Spell) Dream Feast (Spell)
Endure Elements Exist comfortably in hot or cold regions. Y
Entangle Plants entangle everyone in 40-ft. radius. N
Expeditious Excavation Moves small amounts of earth. Y
Faerie Fire Outlines subjects with light, canceling Blur (Spell), concealment, and the like. N
Feather Step Ignores the adverse movement effects of difficult terrain. N
Firebelly 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 Dazzles creatures in a 10-ft-radius blast (-1 on attack rolls). N
Frostbite Target takes Cold Damage and is fatigued. N
Goodberry Creates a berry that serves as a full meal and cures 1 hit point of damage. Y
Hairline Fractures Reduce the hardness of a stone object or lower the AC of an earth-type creature. N
Heightened Awareness +2 Competence Bonus on Perception checks and on all Knowledge checks that you are trained in. N
Hide from Animals Hide from Animals (Spell) Hide from Animals (Spell)
Hydraulic Push Wave of water damages and pushes an enemy one square. Y
Jump Subject gains a Vaulting speed for one round. Y
Keen Senses Subject gains +2 Competence Bonus on Perception checks and gains Low-Light Vision. N
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action. Y
Longstrider Your base speed increases by 10 ft. Y
Magic Fang Magic Fang (Spell) Magic Fang (Spell)
Mighty Fist of the Earth Make an unarmed strike attack roll against a target at distance. N
Monkey Fish Gain a climb speed and a swim speed of 10 ft. or more for a time. Y
Mudball Ray Attack that causes the target to be blinded and bludgeoned. Y
Nature's Paths Nature's Paths (Spell) Nature's Paths (Spell)
Nauseating Trail Creature leaves a trail of Stinking Cloud (Spell) squares. Y
Negate Aroma Subject cannot be tracked by Scent. N
Nereid's Grace Nereid's Grace (Spell) Nereid's Grace (Spell)
Pass without Trace Pass without Trace (Spell) Pass without Trace (Spell)
Produce Flame 1d6 Fire Damage + 1/lvl, touch or thrown. N
Ray of Sickening Ray makes the subject sickened. N
Read Weather Forecast the weather at your location for the next 48 hours. N
Remove Sickness Grant a bonus save against any of the Sickened, Afflicted, or Nauseated conditions. Y
Shield Companion Shield Companion (Spell) Shield Companion (Spell)
Shillelagh Target's bludgeoning (physical, common) or buffeting (physical, uncommon) weapon deals damage as a larger weapon. Y
Snowball Ranged touch delivers Cold Damage and might inflict torpid. Y
Speak with Animals Speak with Animals (Spell) Speak with Animals (Spell)
Spirit Call Spirit Call (Spell) Spirit Call (Spell)
Stone Shield 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 Summon Minor Ally (Spell) Summon Minor Ally (Spell)
Summon Monster I Summons one Summoned Monster to fight for you. Y
Thorn Javelin Wield a javelin that sickens opponents when it strikes. N
Thunderstomp Trip one creature within range. N
Touch of Bloodletting This spell causes any existing wounds that the target possesses to bleed profusely. Y
Touch of the Sea Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process. Y
Tracking Mark You gain a supernatural ability to detect tracks and other clues left behind by the target. N
Twisted Futures Twisted Futures (Spell) Twisted Futures (Spell)
Wave Shield Water blunts one incoming attack or effect as an immediate action. Y
Whispering Lore Whispering Lore (Spell) Whispering Lore (Spell)

Level 2 Druid Spells

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

Level 3 Druid Spells

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

Level 4 Druid Spells

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

Level 5 Druid Spells

Name Description Rev?
Air Walk, Communal As Air Walk (Spell), but you may affect multiple creatures. Y
Animal Growth One animal doubles in size. N
Aspect of the Wolf +4 STR and DEX, +2 bonus on Trip attacks. N
Atonement Removes burden of misdeeds from subject and reverses magical alignment change. N
Awaken Animal or tree gains human intellect. N
Blessing of the Salamander Subject gets fast healing 5, ER 20/fire, and +2 Competence Bonus to its Maneuver Defense. N
Call Lightning Storm As Call Lightning (Spell), but 5d6 damage per bolt. N
Commune with Nature Learn about terrain for 1 mile/lvl. N
Contagion, Greater Infect a subject with a magical disease. N
Control Winds Control Winds (Spell) Control Winds (Spell)
Cure Critical Wounds Cures 8d8 damage + 2/lvl (max +40). Y
Death Ward Grants bonuses against "Death" spells and negative energy. N
Dispel Balance 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 Creates a serpentine path of fire 5 ft. long/lvl that deals 1d6 fire damage/lvl. N
Hallow Designates location as holy. N
Hungry Earth All solid surfaces bite savagely at creatures adjacent to them. Y
Icy Prison Thick ice hampers and damages the target. Y
Insect Plague Wasp swarms attack creatures. N
Oasis Create a comfortable and secured place in the wilderness. Y
Old Salt's Curse (Human only) You inflict a curse of the roiling sea upon the target. N
Pillar of Fire Creates deadly columns of flame. Y
Pillar of Thorns Pillars of Thorns damage anyone who tries to pass. Y
Raise Animal Companion As Raise Dead (Spell), but it only affects an Animal Companion, Familiar or Paladin's Steed. N
Reprobation Marked target is shunned by your religion. N
Rest Eternal Dead creature cannot be revived. N
Snake Staff Transforms wood into snakes to fight for you. N
Stoneskin Ignores a scaling number of points of damage per attack from a specified Common Physical damage type. Y
Summon Monster V Summons one Summoned Monster to fight for you. Y
Transmute Mud to Rock Transforms two 10-ft. cubes per level. N
Transmute Rock to Mud Transforms two 10-ft. cubes per level. N
Tree Stride Step from one tree to another far away. N
Unhallow Designates location as unholy. N
Vinetrap Vines burst to life in a radius around a target with a variety of effects. N
Whip of Centipedes Create a whip made of poisonous centipedes. N

Level 6 Druid Spells

Name Description Rev?
Antilife Shell 10-ft.-radius field hedges out living creatures. N
Binding Earth, Mass This spell functions as Binding Earth (Spell), against one creature or object/lvl, N
Bite the Hand, Mass 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 Create bow with +1 seeking brilliant energy arrows or a bridge that helps allies and hinders opponents. N
Cure Light Wounds, Mass Cures 1d8 damage + 1/lvl, maximum +15. Y
Dispel Magic, Greater Cancels multiple magical spells or effects Y
Dust Form You become an incorporeal creature of dust for a short period of time. N
Eagle Aerie Summon 1 giant eagle/3 levels. N
Find the Path Shows most direct way to a location. N
Fire Seeds Acorns and berries become grenades and bombs. N
Ironwood Magic wood is as strong as steel. N
Liveoak Oak becomes Treant guardian. N
Move Earth Digs enormous trenches and builds hills. Y
Path of the Winds Path of the Winds (Spell) Path of the Winds (Spell)
Pillar of Stone Creates durable stone pillars. Y
Plague Storm Cloud inflicts Necrotic damage Y
Repel Wood Pushes away wooden objects. N
Share Skin You can possess an animal’s body in a manner that functions like a Magic Jar (Spell). N
Sirocco Sirocco (Spell) Sirocco (Spell)
Spellstaff Stores one spell in wooden quarterstaff. N
Stone Tell Talk to natural or worked stone. N
Stoneskin, Communal As Stoneskin (Spell), but you may protect multiple creatures. Y
Summon Monster VI Summons one Summoned Monster to fight for you. Y
Summon Stampede Conjures a herd of Aurochs or similar herd animal that immediately stampedes in the indicated direction. N
Swarm Skin Turns your body into a swarm of vermin. N
Tar Pool Converts the top layer of the ground into hot tar. N
Transport via Plants Move instantly from one plant to another of the same kind. N
Whip of Ants Create a whip made of Army Ants. N

Level 7 Druid Spells

Name Description Rev?
Animate Plants One or more plants animate and fight for you. N
Black Mark Cursed creature is shaken at sea, and aquatic/water subtype creatures are hostile. N
Changestaff Your staff becomes a Treant on command. N
Constricting Coils Eldritch muscular coils deal crushing damage to the target while holding it still. Y
Control Weather Control Weather (Spell) Control Weather (Spell)
Creeping Doom Swarms of centipedes attack at your command. N
Cure Moderate Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +20. Y
Fairy Ring Retreat Toadstool circle leads to an extradimensional meadow. N
Fire Storm Deals 1d6/lvl Fire Damage. N
Heal Cures 10 points/lvl damage, all diseases and mental conditions. Y
Planar Refuge Enforces the rules of the Material Plane on other planes of existence. Y
Resist Rare Energy Ignores a scaling number of points of damage per attack from a specified Rare energy type. Y
Scouring Winds Winds deal scouring damage. Y
Siege of Trees Transforms Large trees into arboreal catapults of the same size. N
Standing Wave Rolling ball of water deals Buffeting or Winded Damage. Y
Summon Monster VII Summons one Summoned Monster to fight for you. Y
Sunbeam Beam blinds and deals 4d6 damage. N
Transmute Metal to Wood Metal within 40 ft. becomes wood. N
True Seeing Lets you see all things as they really are. N
Vortex Creates a whirlpool in water. N
Wall of Light An immobile curtain of deadly light that blocks line of sight. Y
Wind Walk Wind Walk (Spell) Wind Walk (Spell)

Level 8 Druid Spells

Name Description Rev?
Animal Shapes One ally/lvl polymorphs into chosen animal. N
Atavism, Mass One animal/lvl gains advanced template. N
Blood Mist Mist causes Wisdom damage and rage. N
Control Plants Controls actions of one or more Plant Creatures. N
Cure Serious Wounds, Mass Cures 5d8 damage + 1/lvl, maximum +30. Y
Earthquake Intense tremor shakes 80-ft.-radius. N
Finger of Death Deals heavy necrotic (energy, uncommon) damage to one subject. Y
Repel Metal or Stone Pushes away metal and stone. N
Reverse Gravity Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage.. Y
Seamantle Sheathes you in protective water. N
Stormbolts You are struck by a massive lightning bolt...and share. Y
Summon Monster VIII Summons one Summoned Monster to fight for you. Y
Sunburst Blinds all within 10 ft., deals 6d6 damage. N
Pillar of Lava Pillars of lava impede movement and deal damage. Y
Whirlwind Whirlwind (Spell) Whirlwind (Spell)
Word of Recall Teleports you back to designated place. N

Level 9 Druid Spells

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