Druid Spells

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

Level 0 Druid Spells

Level 0 druid spells are also called "Orisons".

Name Description
Create Water Creates 2 gallons/lvl of pure water.
Detect Magic Detects all spells and magic items within a 60 ft cone.
Detect Poison Detects poison in a creature or object.
Drench A sudden downpour soaks a target creature or object.
Enhanced Diplomacy Touched creature gains +2 Divine bonus on one Diplomacy or Intimidate check.
Flare Dazzles one creature.
Guidance +1 Divine Bonus 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 a non-magical object that is damaged or Broken.
Purify Food and Drink Purifies 1 cu. ft./lvl of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Spark Dangerous spark injures your attacker.
Stabilize Cause a dying creature to stabilize, or a Bleed to stop.
Virtue Subject instantly gains 1 temporary hp.

Level 1 Druid Spells

Name Description
Acid Maw Do acid damage after a successful Companion or Mounted attack.
Air Bubble Creates a small pocket of air around your head or an object, which may burst as an attack.
Alter Winds Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster.
Ant Haul Increases the carrying capacity of a creature by 10 pounds per caster level.
Aspect of the Falcon Gives Divine Bonuses on Perception checks and ranged attacks.
Blend Gain a bonus to Stealth, and initiate a Stealth stance without cover or concealment.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Cure Light Wounds Cures 2d8 damage + 1/lvl (max +10).
Endure Elements Exist comfortably in hot or cold regions.
Expeditious Excavation Moves small amounts of earth.
Feather Step Ignores the adverse movement effects of difficult terrain.
Goodberry Creates a berry that serves as a full meal and cures 1 hit point of damage.
Hydraulic Push Wave of water damages and pushes an enemy one square.
Jump Subject gains a Vaulting speed for one round.
Keen Senses Subject gains Low-Light Vision and a bonus to Perception checks.
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action.
Lightning Arc Targets in a line take lightning damage.
Longstrider Your speed with all types of movement you possess increases.
Mighty Fist of the Earth Make an earthy ray attack at a distance.
Monkey Fish Gain a climb speed and a swim speed of 10 ft. or more for a time.
Mudball Ray Attack that causes the target to be blinded and bludgeoned.
Nauseating Trail Creature leaves a trail of Stinking Cloud (Sorcerer/Wizard Spell) squares.
Produce Flame Call forth a flame, and let it explore.
Remove Sickness Grant a bonus save against any of the Sickened, Afflicted, or Nauseated conditions.
Shillelagh Target's bludgeoning (physical, common) or buffeting (physical, uncommon) weapon deals damage as a larger weapon.
Snowball Ranged touch delivers Cold Damage and might inflict torpid.
Stone Shield A slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Summon Monster I Summons one Summoned Monster to fight for you.
Thorn Javelin A thorn darts forth as a ray, inflicting damage and the sickened condition if you hit.
Touch of Bloodletting This spell causes any existing wounds that the target possesses to bleed profusely.
Touch of the Sea Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process.
Wave Shield Water blunts one incoming attack or fire effect as an immediate action.

Level 2 Druid Spells

Name Description
Aboleth's Lung Targets are suddenly unable to breathe air, but can breathe underwater.
Aggressive Thundercloud Flying storm cloud deals electricity damage.
Air Step Tread on air, with limitations.
Barkskin Grants +2 Divine Bonus to AC, at the cost of social skills.
Burning Gaze Inflict fire damage and Burned to creatures simply by looking at them.
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them.
Climbing Beanstalk Create a beanstalk that is very easy to climb.
Companion Polymorph You transform the target into a smaller, harmless-looking animal of the same approximate body type.
Divine Trident Holy power strikes up to three foes in a cone next to your space.
Eagle Eye Creates a magical sensor high above you.
Endure Elements, Communal As Endure Elements (Druid Spell), but you may protect several creatures you touch.
Euphoric Cloud Fog intoxicates living creatures.
Flaming Sphere Rolling ball of fire deals Fire Damage.
Fog Cloud Fog obscures vision.
Frost Fall Inflict cold damage and hindered.
Gust of Wind Blows away or knocks down smaller creatures.
Hold Animal Paralyzes one Animal or Magical Beast for a little over a round.
Mud Buddy You create a Small minion out of mud, and it obeys your commands.
Resist Energy Provides a scaling resistance to one Common energy type.
Restoration, Lesser Removes a weak status condition.
River Whip Create a whip of water that you wield as a weapon.
Slipstream Wave boosts or hampers creature's speed.
Spider Climb Grants Greater Climb of 20 feet.
Stone Call Inflicts damage and difficult terrain to all creatures in area.
Summon Monster II Summons one Summoned Monster to fight for you.
Vine Strike Bristles burst from your body, allowing you to deal additional piercing damage with melee attacks.

Level 3 Druid Spells

Name Description
Accept Affliction The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Air Geyser Blast of air deals bludgeoning damage and pushes targets violently around.
Aqueous Orb Rolling ball of water deals Buffeting or Winded Damage.
Ash Storm Hamper vision and inflict abrasion damage on all victims.
Blade Snare Blades damage and hinder all creatures around you.
Burrow Target gains a burrow speed of 15.
Call Lightning Calls down lightning bolts.
Cloak of Winds Creates a whirling screen of strong wind around you.
Cure Moderate Wounds Cures 4d8 damage +1/lvl (max. +20).
Daylight 60-ft. radius of bright light, or touch a creature to inflict Light damage and Blind.
Feather Step, Mass As Feather Step (Druid Spell), but multiple creatures.
Gentle Repose Preserves one corpse.
Hurricane Blast Creates a severe blast of wind away from you.
Longstrider, Greater As Longstrider (Druid Spell), plus the speeds of other movement modes increase.
Neutralize Poison Immunizes subject against poison, or detoxifies poison in or on subject.
Protection from Energy Grants 3 temp hitpoints/lvl, only against one kind of common energy.
Quench Extinguishes fires.
Remove Disease Attempts to remove a disease from the target.
Resist Energy, Communal This spell functions like Resist Energy (Druid Spell), except you can protect several creatures.
Sky Swim This spell grants the target the ability to swim through the air.
Spider Climb, Communal As Spider Climb (Druid Spell), but affects multiple targets.
Summon Monster III Summons one Summoned Monster to fight for you.
Water Breathing Subjects can breathe underwater.
Wind Wall Deflects arrows, smaller creatures, and gases.

Level 4 Druid Spells

Name Description
Absorb Toxicity You become immune to poisons, absorb one, and then spread it to others.
Aggressive Thundercloud, Greater Flying storm cloud deals electricity damage.
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Atavism Targets gain many buffs, at the cost of their Spark.
Ball Lightning Flying ball of lightning deals heavy Electricity damage.
Blight Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty.
Calm Air You calm the air and disperse fog, dust, and other particles.
Cape of Wasps Wasps defend or carry you.
Caustic Blood You imbue your blood with corrosive acid.
Cure Serious Wounds Cures 6d8 damage + 1/lvl (max +30).
Dispel Magic Cancels one magical spell or effect
Echolocation Grants you Echolocation.
Flaming Sphere, Greater Rolling ball of fire deals Fire Damage.
Freedom of Movement Subject moves, despite impediments to restrict movement.
Grove of Respite Creates trees and a small spring on a Material Plane.
Ice Storm Hail deals damage and may slow creatures.
Life Bubble Protects creatures from some types of sustained environmental effects.
Master's Escape Switch places with one summoned creature you control.
Protection from Energy, Communal As Protection from Energy (Druid Spell), but you may affect several creatures.
Resist Uncommon Energy Ignores a scaling number of points of damage per attack from a specified Uncommon energy type.
Ride the Waves Target can breathe water and swim.
Strong Jaw Grant Immunity to some conditions, and expend the spell to inflict crushing (physical, common) damage with a Bite..
Summon Monster IV Summons one Summoned Monster to fight for you.
Touch of Slime Touch infests a target with slime, doing heavy damage.

Level 5 Druid Spells

Name Description
Air Walk, Communal As Air Walk (Druid Spell), but you may affect multiple creatures.
Cure Critical Wounds Cures 8d8 damage + 2/lvl (max +40).
Hungry Earth All solid surfaces bite savagely at creatures adjacent to them.
Icy Prison Thick ice hampers and damages the target.
Oasis Create a comfortable and secured place in the wilderness.
Pillar of Fire Creates deadly columns of flame.
Pillar of Thorns Pillars of Thorns damage anyone who tries to pass.
Reprobation Marked target is shunned.
Rest Eternal Dead or undead creature cannot be revived.
Sheet Lightning You create a dazzling flash of electricity that fills the target area.
Stoneskin Ignores a scaling number of points of damage per attack from a specified Common Physical damage type.
Summon Monster V Summons one Summoned Monster to fight for you.
Tree Stride Gain brachiating while passing through a forest.

Level 6 Druid Spells

Name Description
Cure Light Wounds, Mass Cures 1d8 damage + 1/lvl, maximum +15.
Dispel Magic, Greater Cancels multiple magical spells or effects
Dust Form You become an incorporeal creature of dust for a short period of time.
Move Earth Digs enormous trenches and builds hills.
Pillar of Stone Creates durable stone pillars.
Plague Storm Cloud inflicts Necrotic damage
Stoneskin, Communal As Stoneskin (Druid Spell), but you may protect multiple creatures.
Storm Step You call lightning for damage, and transport.
Summon Monster VI Summons one Summoned Monster to fight for you.
Tar Ball Ray of burning tar injures and slows the target
Transport via Plants Move instantly from one plant to another.

Level 7 Druid Spells

Name Description
Call Lightning Storm As Call Lightning (Druid Spell), but multiple bolts.
Constricting Coils Eldritch muscular coils deal crushing damage to the target while holding it still.
Cure Moderate Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +20.
Fairy Ring Retreat Toadstool circle leads to an extradimensional meadow.
Fire Storm Deals Fire Damage.
Planar Refuge Enforces the rules of the Material Plane on other planes of existence.
Resist Rare Energy Ignores a scaling number of points of damage per attack from a specified Rare energy type.
Scouring Winds Winds deal scouring damage.
Standing Wave Rolling ball of water deals Buffeting or Winded Damage.
Summon Monster VII Summons one Summoned Monster to fight for you.
Sunbeam Bring forth a dazzling ray of light (energy, uncommon).
True Seeing Lets you see things as they really are.
Wall of Light An immobile curtain of deadly light that blocks line of sight.

Level 8 Druid Spells

Name Description
Atavism, Mass Multiple creatures gain the Gifts of the Green.
Blood Mist Inflict mutilation (physical, rare) on a large area at range.
Cure Serious Wounds, Mass Cures 5d8 damage + 1/lvl, maximum +30.
Finger of Death Deals heavy necrotic (energy, uncommon) damage to one subject.
Reverse Gravity Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage..
Seamantle Sheathes you in protective water.
Stormbolts You are struck by a massive lightning bolt...and share.
Summon Monster VIII Summons one Summoned Monster to fight for you.
Sunburst Deals heavy light damage to a large area within range.
Pillar of Lava Pillars of lava impede movement and deal damage.
Word of Recall Teleports you back to designated place.

Level 9 Druid Spells

Name Description
Clashing Rocks Heavy obliterating damage to target creatures close to, or inside of, an earthy or stony surface.
Cure Critical Wounds, Mass Cures 7d8 damage + 1/lvl, maximum +35.
Foresight "Sixth sense" warns of impending danger and grants many benefits.
Gloria Mundi Allies you choose are transmuted into their perfect forms, gaining many benefits.
Polar Midnight Polar cold immobilizes and deals damage.
Regenerate Subject's severed limbs grow back, tiredness is removed, and they regrow hit points.
Resist All Energy Ignores a scaling number of points of damage per attack from All energy types.
Stone Fist Your unarmed strikes are lethal.
Storm of Vengeance Storm rains down lightning bolts.
Summon Monster IX Summons one Summoned Monster to fight for you.
Tsunami Huge wave damages and sweeps up all in its path.
Winds of Vengeance Gives you the ability to fly and attack with wind.