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

Level 1 Druid Spells

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

Level 2 Druid Spells

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

Level 3 Druid Spells

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

Level 4 Druid Spells

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

Level 5 Druid Spells

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

Level 6 Druid Spells

Name School Description
Cure Light Wounds, Mass Conjuration Cures 1d8 damage + 1/lvl, maximum +15.
Dispel Magic, Greater Abjuration Cancels multiple magical spells or effects
Dust Form Transmutation You become an incorporeal creature of dust for a short period of time.
Elemental Body III Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Form of the Dragon I Transmutation Turns you into a draconic creature.
Move Earth Transmutation Digs enormous trenches and builds hills.
Pillar of Stone Conjuration Creates durable stone pillars.
Plague Storm Necromancy Cloud inflicts Necrotic damage
Stoneskin, Communal Enchantment As Stoneskin (Druid Spell), but you may protect multiple creatures.
Storm Step Conjuration You call lightning for damage, and transport.
Summon Monster VI Universal Summons one Summoned Monster to fight for you.
Tar Ball Transmutation Ray of burning tar injures and slows the target
Transport via Plants Conjuration Move instantly from one plant to another.
Wild Shape VI Transmutation Turns you into a random, sized-medium natural animal

Level 7 Druid Spells

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

Level 8 Druid Spells

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

Level 9 Druid Spells

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