Druid Spells: Difference between revisions

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! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
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| [[Accept Affliction (Spell)|Accept Affliction]] || || Druid 3 || || The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
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| [[Aggravate Affliction (Spell)|Aggravate Affliction]] || || Druid 3 || || All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
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| [[Air Breathing (Spell)|Air Breathing]] || || Druid 3 || || The transmuted creatures can breathe air freely.
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| [[Air Geyser (Spell)|Air Geyser]] || || Druid 3 || || Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
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| [[Anchored Step (Spell)|Anchored Step]] || || Druid 3 || || Vines beneath your feet stabilize you but slow you down.
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| [[Animal Aspect, Greater (Spell)|Animal Aspect, Greater]] || || Druid 3 || || As animal aspect, but you gain two animal qualities.
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| [[Anthropomorphic Animal (Spell)|Anthropomorphic Animal]] || || Druid 3 || || Animal becomes bipedal.
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| [[Ape Walk (Spell)|Ape Walk]] || || Druid 3 || || Target gains climb 30 and +8 racial bonus on Climb skill checks.
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| [[Aqueous Orb (Spell)|Aqueous Orb]] || || Druid 3 || || Creates rolling sphere of water.
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| [[Ash Storm (Spell)|Ash Storm]] || || Druid 3 || || Hamper vision and movement.
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| [[Badger's Ferocity (Spell)|Badger's Ferocity]] || || Druid 3 || || Weapons are keen while you concentrate.
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| [[Blade Snare (Spell)|Blade Snare]] || || Druid 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.
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| [[Blood Scent (Spell)|Blood Scent]] || || Druid 3 || || Gain scent ability against injured creatures.
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| [[Burrow (Spell)|Burrow]] || || Druid 3 || || Target gains a burrow speed of 15.
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| [[Burst of Nettles (Spell)|Burst of Nettles]] || || Druid 3 || || Burst deals 3d6 damage and 1d6 acid.
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| [[Call Lightning (Spell)|Call Lightning]] || || Druid 3 || || Calls down lightning bolts (3d6 per bolt) from sky.
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| [[Channel the Gift (Spell)|Channel the Gift]] || || Druid 3 || || Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
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| [[Clear Grove (Spell)|Clear Grove]] || || Druid 3 || || Trees, shrubs, and other thick vegetation move out of the spell's area.
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| [[Cloak of Winds (Spell)|Cloak of Winds]] || || Druid 3 || || Creates screen of strong wind around you.
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| [[Companion Mind Link (Spell)|Companion Mind Link]] || || Druid 3 || || You can talk with your animal companion, and can handle it with supernatural ease.
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| [[Contagion (Spell)|Contagion]] || || Druid 3 || || Infects subject with chosen disease.
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| [[Create Treasure Map (Spell)|Create Treasure Map]] || || Druid 3 || M || Creates treasure map out of a creature’s corpse.
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| [[Cup of Dust (Spell)|Cup of Dust]] || || Druid 3 || || Causes a creature to become dehydrated.
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| [[Cure Moderate Wounds (Spell)|Cure Moderate Wounds]] || || Druid 3 || || Cures 2d8 damage + 1/level (max +10).
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| [[Daylight (Spell)|Daylight]] || || Druid 3 || || 60-ft. radius of bright light.
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| [[Delay Poison, Communal (Spell)|Delay Poison, Communal]] || || Druid 3 || || As delay poison, but you may divide the duration among creatures touched.
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| [[Diminish Plants (Spell)|Diminish Plants]] || || Druid 3 || || Reduces size or blights the growth of normal plants.
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| [[Dominate Animal (Spell)|Dominate Animal]] || || Druid 3 || || One animal obeys your silent mental commands and orders.
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| [[Feather Step, Mass (Spell)|Feather Step, Mass]] || || Druid 3 || || As feather step, but multiple creatures.
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| [[Fins to Feet (Spell)|Fins to Feet]] || || Druid 3 || || Transform the target's fins, flippers, or tail into legs and feet.
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| [[Fungal Infestation (Spell)|Fungal Infestation]] || || Druid 3 || || Target takes bleed damage from attacks.
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| [[Heatstroke (Spell)|Heatstroke]] || || Druid 3 || || As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
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| [[Hide Campsite (Spell)|Hide Campsite]] || || Druid 3 || || Hides all traces of your campsite.
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| [[Hurricane Blast (Spell)|Hurricane Blast]] || || Druid 3 || || Creates a severe blast of wind.
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| [[Hydraulic Torrent (Spell)|Hydraulic Torrent]] || || Druid 3 || || Creates torrent of water that bull rushes any creature in its path.
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| [[Hydrophobia (Spell)|Hydrophobia]] || || Druid 3 || || Targets in the area must succeed at a Will save or become deathly afraid of drowning.
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| [[Ice Spears (Spell)|Ice Spears]] || || Druid 3 || || Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.
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| [[Improve trap (Spell)|Improve trap]] || || Druid 3 || || Improve one specific element of a trap.
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| [[Life Shield (Spell)|Life Shield]] || || Druid 3 || || You surround yourself with positive energy that damages undead opponents.
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| [[Lily Pad Stride (Spell)|Lily Pad Stride]] || || Druid 3 || || Walk across water on moving lily pads.
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| [[Longstrider, Greater (Spell)|Longstrider, Greater]] || || Druid 3 || || As longstrider, plus the speeds of other movement modes increase.
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| [[Mad Monkeys (Spell)|Mad Monkeys]] || || Druid 3 || || Summon a swarm of mischievous monkeys.
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| [[Magic Fang, Greater (Spell)|Magic Fang, Greater]] || || Druid 3 || || One natural weapon gets + 1/four levels (max +5).
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| [[Meld into Stone (Spell)|Meld into Stone]] || || Druid 3 || || You and your gear merge with stone.
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| [[Nature's Exile (Spell)|Nature's Exile]] || || Druid 3 || || Gives subject –10 on Survival checks.
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| [[Nauseating Trail (Spell)|Nauseating Trail]] || || Druid 3 || || Creature leaves a trail of stinking cloud squares.
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| [[Neutralize Poison (Spell)|Neutralize Poison]] || || Druid 3 || || Immunizes subject against poison, detoxifies venom in or on subject.
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| [[Nixie's Lure (Spell)|Nixie's Lure]] || || Druid 3 || || Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
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| [[Plant Growth (Spell)|Plant Growth]] || || Druid 3 || || Grows vegetation, improves crops.
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| [[Poison (Spell)|Poison]] || || Druid 3 || || Touch deals 1d3 Con damage 1/round for 6 rounds.
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| [[Protection from Energy (Spell)|Protection from Energy]] || || Druid 3 || || Absorbs 12 points/level of damage from one kind of energy.
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| [[Pup Shape (Spell)|Pup Shape]] || || Druid 3 || || Transforms a single animal or magical beast into a younger and cuter version of itself for a short time.
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| [[Quench (Spell)|Quench]] || || Druid 3 || || Extinguishes fires.
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| [[Raging Rubble (Spell)|Raging Rubble]] || || Druid 3 || DF || Swarm of stones damaging (1d6) and distracting anything within it.
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| [[Rain of Frogs (Spell)|Rain of Frogs]] || || Druid 3 || || Summon a swarm of poisonous frogs.
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| [[Raven's Flight (Spell)|Raven's Flight]] || || Druid 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.
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| [[Remove Disease (Spell)|Remove Disease]] || || Druid 3 || || Cures all diseases affecting subject.
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| [[Resinous Skin (Spell)|Resinous Skin]] || || Druid 3 || || You gain DR 5/piercing and +4 to CMD against disarm attempts.
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| [[Resist Energy, Communal (Spell)|Resist Energy, Communal]] || || Druid 3 || || As resist energy, but you may divide the duration among creatures touched.
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| [[Scale Spikes, Greater (Spell)|Scale Spikes, Greater]] || || Druid 3 || DF/M || As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.
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| [[Share Language, Communal (Spell)|Share Language, Communal]] || || Druid 3 || || As share language, but you may divide the duration among creatures touched.
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| [[Sheet Lightning (Spell)|Sheet Lightning]] || || Druid 3 || || You create a dazzling flash of electricity that fills the target area.
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| [[Shifting Sand (Spell)|Shifting Sand]] || || Druid 3 || || Creates difficult terrain and erases tracks; can carry creatures or objects along.
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| [[Siphon Might (Spell)|Siphon Might]] || || Druid 3 || || You drain the might of the target and transfer that power to another creature.
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| [[Sky Swim (Spell)|Sky Swim]] || || Druid 3 || || You grant a touched target the ability to swim through the air.
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| [[Sleet Storm (Spell)|Sleet Storm]] || || Druid 3 || || Hampers vision and movement.
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| [[Snare (Spell)|Snare]] || || Druid 3 || || Creates a magic booby trap.
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| [[Speak with Plants (Spell)|Speak with Plants]] || || Druid 3 || || You can talk to plants and plant creatures.
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| [[Spider Climb, Communal (Spell)|Spider Climb, Communal]] || || Druid 3 || || As spider climb, but you may divide the duration among creatures touched.
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| [[Spike Growth (Spell)|Spike Growth]] || || Druid 3 || || Creatures in area take 1d4 damage, may be slowed.
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| [[Spit Venom (Spell)|Spit Venom]] || || Druid 3 || || Spit blinding black adder venom.
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| [[Steal Size (Spell)|Steal Size]] || || Druid 3 || || Reduce one humanoid's size by one size category (if it is larger than you) and you grow one size category.
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| [[Stench of Prey (Spell)|Stench of Prey]] || || Druid 3 || || Predatory animals must successfully save or attack the target.
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| [[Stone Shape (Spell)|Stone Shape]] || || Druid 3 || || Sculpts stone into any shape.
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| [[Summon Nature's Ally III (Spell)|Summon Nature's Ally III]] || || Druid 3 || || Summons creature to fight.
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| [[Summon Totem Creature (Spell)|Summon Totem Creature]] || || Druid 3 || || As summon nature's ally III except for different creatures as options.
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| [[Swarm of Fangs (Spell)|Swarm of Fangs]] || || Druid 3 || || You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube.
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| [[Thorny Entanglement (Spell)|Thorny Entanglement]] || || Druid 3 || || As entangle, plus plants make ranged attacks.
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| [[Thunderstomp, Greater (Spell)|Thunderstomp, Greater]] || || Druid 3 || || Trip multiple creatures within range.
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| [[Transfer Regeneration (Spell)|Transfer Regeneration]] || || Druid 3 || || You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains your regeneration.
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| [[Vengeful Comets (Spell)|Vengeful Comets]] || || Druid 3 || || Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes.
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| [[Vermin Shape I (Spell)|Vermin Shape I]] || || Druid 3 || || Take the form and some of the powers of a Small or Medium vermin.
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| [[Ward of the Season (Spell)|Ward of the Season]] || || Druid 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). Elf only.
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| [[Water Breathing (Spell)|Water Breathing]] || || Druid 3 || || Subjects can breathe underwater.
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| [[Waters of Maddening (Spell)|Waters of Maddening]] || || Druid 3 || M || Create a more potent unholy water.
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| [[Wind Wall (Spell)|Wind Wall]] || || Druid 3 || || Deflects arrows, smaller creatures, and gases.
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== 4th Level Druid Spells ==
== 4th Level Druid Spells ==

Revision as of 19:26, 23 October 2015

0 1 2 3 4 5 6 7 8 9


0th Level Druid Spells (Orisons)

Spell Name School Spell Level Components Description
Create Water Druid 0 Creates 2 gallons/level of pure water.
Detect Magic Druid 0 Detects spells and magic items within 60 ft.
Detect Poison Druid 0 Detects poison in one creature or object.
Enhanced Diplomacy Druid 0 Touched creature gains +2 on one Diplomacy or Intimidate check.
Flare Druid 0 Dazzles one creature (–1 penalty on attack rolls).
Guidance Druid 0 +1 on one attack roll, saving throw, or skill check.
Know Direction Druid 0 You discern north.
Light Druid 0 Object shines like a torch.
Mending Druid 0 Makes minor repairs on an object.
Purify Food and Drink Druid 0 Purifies 1 cu. ft./level of food or water.
Read Magic Druid 0 Read scrolls and spellbooks.
Resistance Druid 0 Subject gains +1 bonus on saving throws.
Spark Druid 0 Ignites flammable objects.
Stabilize Druid 0 Cause a dying creature to stabilize.
Virtue Druid 0 Subject gains 1 temporary hp.


1st Level Druid Spells

Spell Name School Spell Level Components Description
Abstemiousness Druid 1 Enhances a small handful of food to feed a creature for a day.
Acid Maw Druid 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.
Advanced Scurvy Druid 1 A living touched target contracts an advanced form of scurvy.
Air Bubble Druid 1 Creates a small pocket of air around your head or an object.
Alter Winds Druid 1 Increase/decrease strength of natural winds.
Ant Haul Druid 1 Triples carrying capacity of a creature.
Aspect of the Falcon Druid 1 Gives bonuses on Perception checks and ranged attacks.
Aspect of the Nightingale Druid 1 You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
Blend Druid 1 Gain a bonus to Stealth and make checks without cover or concealment. Elf only.
Bristle Druid 1 Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm Druid 1 A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Call Animal Druid 1 Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Calm Animals Druid 1 Calms 2d4 + level HD of animals.
Charm Animal Druid 1 Makes one animal your friend.
Cheetah's Sprint Druid 1 A wild surge of energy courses through your body and propels you into a sprint.
Cloak of Shade Druid 1 Reduces effects of sun exposure and heat.
Commune with Birds Druid 1 You can ask birds a question.
Cure Light Wounds Druid 1 Cures 1d8 damage + 1/level (max +5).
Damp Powder Druid 1 Ruins ammunition loaded in the targeted firearm.
Deadeye’s Lore Druid 1 Move at normal speed while tracking and gain a +4 sacred bonus to Survival
Decompose Corpse Druid 1 Turn a corpse into a clean skeleton.
Detect Aberration Druid 1 Reveals presence of aberrations.
Detect Animals or Plants Druid 1 Detects kinds of animals or plants.
Detect Snares and Pits Druid 1 Reveals natural or primitive traps.
Detect the Faithful Druid 1 You can detect other worshipers of your deity.
Diagnose Disease Druid 1 Detect and identify diseases.
Dream Feast Druid 1 Target awakens from normal rest as if ate and drank a nutritious meal.
Endothermic Touch Druid 1 DF/M Slow the metabolism and other bodily functions of a creature for a short amount of time.
Endure Elements Druid 1 Exist comfortably in hot or cold regions.
Entangle Druid 1 Plants entangle everyone in 40-ft. radius.
Expeditious Excavation Druid 1 Moves 5-ft. cubes of earth.
Faerie Fire Druid 1 Outlines subjects with light, canceling blur, concealment, and the like.
Feather Step Druid 1 Ignore movement penalty in difficult terrain.
Firebelly Druid 1 A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
Flare Burst Druid 1 As flare, but all creatures within 10 ft.
Frostbite Druid 1 Target takes cold damage and is fatigued.
Gentle Breeze Druid 1 Light wind protects one target from clouds, gases, heat, and vapors.
Goodberry Druid 1 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hairline Fractures Druid 1 Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Heightened Awareness Druid 1 Your recall and ability to process information improve.
Hide from Animals Druid 1 Animals can't perceive one subject/level.
Hydraulic Push Druid 1 Wave of water bull rushes an enemy.
Ice Armor Druid 1 You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points.
Jump Druid 1 Subject gets bonus on Acrobatics checks.
Keen Senses Druid 1 Gain +2 Perception and low-light vision.
Liberating Command Druid 1 Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longstrider Druid 1 Your speed increases by 10 ft.
Magic Fang Druid 1 One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone Druid 1 Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Marid's Mastery Druid 1 If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Mighty Fist of the Earth Druid 1 DF Make an unarmed strike attack roll against a target at distance.
Monkey Fish Druid 1 Gain a climb speed and a swim speed of 10 ft. for a time.
Mudball Druid 1 Range touch attack that cause the target to be blinded.
Nature's Paths Druid 1 The target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Nauseating Dart Druid 1 Poisonous stinger deals 1d2 damage and sickens target.
Negate Aroma Druid 1 Subject cannot be tracked by scent.
Nereid's Grace Druid 1 Gain a deflection bonus to AC and CMD equal to your Cha bonus.
Obscuring Mist Druid 1 Fog surrounds you.
Pass without Trace Druid 1 One subject/level leaves no tracks.
Produce Flame Druid 1 1d6 damage + 1/level, touch or thrown.
Ray of Sickening Druid 1 Ray makes the subject sickened.
Read Weather Druid 1 You can forecast the weather at your location for the next 48 hours.
Recharge Innate Magic Druid 1 Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Remove Sickness Druid 1 Suppress disease, nausea, and the sickened condition.
Restore Corpse Druid 1 Skeletal corpse grows flesh.
Shillelagh Druid 1 Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snow Shape Druid 1 As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting.
Snowball Druid 1 Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Speak with Animals Druid 1 You can communicate with animals.
Spirit Call Druid 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.
Stone Fist Druid 1 Your unarmed strikes are lethal.
Summon Minor Ally Druid 1 Summon 1d3 Tiny animals.
Summon Nature's Ally I Druid 1 Summons creature to fight.
Thorn Javelin Druid 1 Wield a javelin that sickens opponents when it strikes.
Thunderstomp Druid 1 Trip one creature within range.
Touch of Bloodletting Druid 1 This spell causes existing wounds on a target to bleed profusely.
Touch of the Sea Druid 1 Swim speed becomes 30 ft.
Tracking Mark Druid 1 You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise.
Twisted Futures Druid 1 A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result.
Wave Shield Druid 1 Water blunts one incoming attack or fire effect.
Weaken Powder Druid 1 Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Whispering Lore Druid 1 Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.


2nd Level Druid Spells

Spell Name School Spell Level Components Description
Aboleth's Lung Druid 2 Targets gain the ability to breathe water but can no longer breathe air.
Accelerate Poison Druid 2 Hastens targeted poison's onset.
Aggressive Thundercloud Druid 2 Flying storm cloud deals 3d6 electricity damage.
Air Step Druid 2 Tread unsteadily on air, with limitations.
Alter Summoned Monster Druid 2 You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell
Amplify Stench Druid 2 Amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench becomenauseated rather than sickened.
Animal Aspect Druid 2 You gain some of the beneficial qualities of an animal.
Animal Messenger Druid 2 Sends a Tiny animal to a specific place.
Animal Purpose Training Druid 2 Animal gains a new general purpose.
Animal Trance Druid 2 Fascinates 2d6 HD of animals.
Ant Haul, Communal Druid 2 As ant haul, but you may divide the duration among creatures touched.
Aspect of the Bear Druid 2 +2 AC and combat maneuver rolls.
Barkskin Druid 2 Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Druid 2 Subject gains +4 to Con for 1 min./level.
Beastspeak Druid 2 Speak normally while in animal form.
Binding Earth Druid 2 DF Target creature treats areas of earth and stone as difficult terrain.
Bull's Strength Druid 2 Subject gains +4 to Str for 1 min./level.
Burdened Thoughts Druid 2 Target creature gains heavy encumbrance and is cannot fly.
Burning Gaze Druid 2 Inflict 1d6 fire damage to creature.
Burst of Radiance Druid 2 Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Callback Druid 2 If your familiar takes hp damage while within range of this spell, it immediately teleports to your space after the damage is applied.
Campfire Wall Druid 2 Creates a shelter around a campfire.
Carry Companion Druid 2 You transform a helpful animal or magical beast into a miniature stone figurine.
Cat's Grace Druid 2 Subject gains +4 to Dex for 1 min./level.
Certain Grip Druid 2 You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill Metal Druid 2 Cold metal damages those who touch it.
Climbing Beanstalk Druid 2 Create a beanstalk that is easy to climb.
Cloud of Seasickness Druid 2 As stinking cloud, except as noted and creatures are sickened instead of nauseated.
Companion Life Link Druid 2 Sense whenever your companion is wounded and call out to it in a time of need.
Control Vermin Druid 2 DF/M You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
Defoliate Druid 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.
Delay Disease Druid 2 DF Gain immunity to disease for 24 hours.
Delay Poison Druid 2 Stops poison from harming subject for 1 hour/level.
Determine Depth Druid 2 With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier.
Divine Trident Druid 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.
Eagle Eye Druid 2 Creates a magical sensor high above you.
Elemental Speech Druid 2 Enables you to speak to elementals and some creatures.
Endure Elements, Communal Druid 2 As endure elements, but you may divide the duration among creatures touched.
Euphoric Cloud Druid 2 M Fog obscures vision and fascinates living creatures.
Feast of Ashes Druid 2 A target starves with an insatiable hunger.
Fiery Runes Druid 2 You charge a weapon with a magic rune of fire.
Fire Sneeze Druid 2 Launch flaming, forceful loogies at your enemies.
Fire Trap Druid 2 M Opened object deals 1d4 + 1/level damage.
Flame Blade Druid 2 Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere Druid 2 Rolling ball of fire deals 3d6 fire damage.
Flotsam Vessel Druid 2 Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
Fog Cloud Druid 2 Fog obscures vision.
Forest Friend Druid 2 Plants in a forested area become helpful instead of hindering you and your allies.
Frigid Touch Druid 2 Target takes cold damage and is staggered.
Frost Fall Druid 2 The area is covered in a chilling frost.
Fury of the Sun Druid 2 Target takes 1d4 nonlethal and suffers from heatstroke (fatigue).
Gird Ally Druid 2 You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonusto their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level)
Glide Druid 2 You take no falling damage, move 60 ft./round while falling.
Greensight Druid 2 See through plant matter as though it were transparent. Blocked by solid wood.
Groundswell Druid 2 Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.
Gust of Wind Druid 2 Blows away or knocks down smaller creatures.
Gusting Sphere Druid 2 Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage.
Heat Metal Druid 2 Makes metal so hot it damages those who touch it.
Hold Animal Druid 2 Paralyzes one animal for 1 round/level.
Ice Slick Druid 2 You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
Ironskin Druid 2 DF/M Your skin hardens and takes on the color and texture of rough iron.
Lockjaw Druid 2 Creature gains grab ability with natural attack.
Magic Boulder Druid 2 As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself).
Masterwork Transformation Druid 2 M Make a normal item into a masterwork one.
Mud Buddy Druid 2 You create a Small minion out of mud, and it obeys your commands.
Natural Rhythm Druid 2 +1 on damage rolls with each hit (max +5).
Owl's Wisdom Druid 2 Subject gains +4 to Wis for 1 min./level.
Pernicious Poison Druid 2 Target takes a -4 penalty against poison.
Plant Voice Druid 2 You grant one plant creature the ability to speak, hear, and understand any of the languages you know.
Pox Pustules Druid 2 Subject is sickened and has –4 Dex.
Recentering Drone Druid 2 You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions.
Reduce Animal Druid 2 Shrinks one willing animal.
Resist Energy Druid 2 Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser Druid 2 Dispels magical ability penalty or repairs 1d4 ability damage.
Riversight Druid 2 You can view events transpiring along a natural watercourse you touch.
Savage Maw Druid 2 Gain a bite attack.
Scale Spikes Druid 2 DF/M When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.
Scent Trail Druid 2 Leave trail for allies to follow.
Share Language Druid 2 Subject understands chosen language.
Sickening Entanglement Druid 2 As entangle, but plants have sickening sap.
Slipstream Druid 2 Wave boosts creature’s speed.
Soften Earth and Stone Druid 2 Turns stone to clay, or dirt to sand or mud.
Soothing Word Druid 2 Reduces effects of multiple conditions on target.
Spider Climb Druid 2 Grants ability to walk on walls and ceilings.
Spore Burst Druid 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.
Stone Call Druid 2 2d6 damage to all creatures in area.
Stone Discus Druid 2 Flying discus deals bludgeoning or slashing damage.
Stone Throwing Druid 2 The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5.
Summon Nature's Ally II Druid 2 Summons creature to fight.
Summon Swarm Druid 2 Summons swarm of bats, rats, or spiders.
Tar Ball Druid 2 Burning tar harms target and penalizes its Dex.
Tree Shape Druid 2 You look exactly like a tree for 1 hour/level.
Unshakable Chill Druid 2 Target is afflicted with severe cold.
Vine Strike Druid 2 Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target.
Warp Wood Druid 2 Bends wood.
Wartrain Mount Druid 2 Animal gains the combat training general purpose.
Web Shelter Druid 2 Create a comfortable shelter made of webbing.
Whip of Spiders Druid 2 Create a whip made of poisonous spiders.
Wild Instinct Druid 2 This spell sharpens your senses, allowing you to perceive threats you would otherwise miss.
Wilderness Soldiers Druid 2 Nearby plants aid you in combat.
Wood Shape Druid 2 Reshapes wooden objects to suit you.

3rd Level Druid Spells

Spell Name School Spell Level Components Description
Accept Affliction Druid 3 The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Aggravate Affliction Druid 3 All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
Air Breathing Druid 3 The transmuted creatures can breathe air freely.
Air Geyser Druid 3 Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step Druid 3 Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater Druid 3 As animal aspect, but you gain two animal qualities.
Anthropomorphic Animal Druid 3 Animal becomes bipedal.
Ape Walk Druid 3 Target gains climb 30 and +8 racial bonus on Climb skill checks.
Aqueous Orb Druid 3 Creates rolling sphere of water.
Ash Storm Druid 3 Hamper vision and movement.
Badger's Ferocity Druid 3 Weapons are keen while you concentrate.
Blade Snare Druid 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.
Blood Scent Druid 3 Gain scent ability against injured creatures.
Burrow Druid 3 Target gains a burrow speed of 15.
Burst of Nettles Druid 3 Burst deals 3d6 damage and 1d6 acid.
Call Lightning Druid 3 Calls down lightning bolts (3d6 per bolt) from sky.
Channel the Gift Druid 3 Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
Clear Grove Druid 3 Trees, shrubs, and other thick vegetation move out of the spell's area.
Cloak of Winds Druid 3 Creates screen of strong wind around you.
Companion Mind Link Druid 3 You can talk with your animal companion, and can handle it with supernatural ease.
Contagion Druid 3 Infects subject with chosen disease.
Create Treasure Map Druid 3 M Creates treasure map out of a creature’s corpse.
Cup of Dust Druid 3 Causes a creature to become dehydrated.
Cure Moderate Wounds Druid 3 Cures 2d8 damage + 1/level (max +10).
Daylight Druid 3 60-ft. radius of bright light.
Delay Poison, Communal Druid 3 As delay poison, but you may divide the duration among creatures touched.
Diminish Plants Druid 3 Reduces size or blights the growth of normal plants.
Dominate Animal Druid 3 One animal obeys your silent mental commands and orders.
Feather Step, Mass Druid 3 As feather step, but multiple creatures.
Fins to Feet Druid 3 Transform the target's fins, flippers, or tail into legs and feet.
Fungal Infestation Druid 3 Target takes bleed damage from attacks.
Heatstroke Druid 3 As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
Hide Campsite Druid 3 Hides all traces of your campsite.
Hurricane Blast Druid 3 Creates a severe blast of wind.
Hydraulic Torrent Druid 3 Creates torrent of water that bull rushes any creature in its path.
Hydrophobia Druid 3 Targets in the area must succeed at a Will save or become deathly afraid of drowning.
Ice Spears Druid 3 Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.
Improve trap Druid 3 Improve one specific element of a trap.
Life Shield Druid 3 You surround yourself with positive energy that damages undead opponents.
Lily Pad Stride Druid 3 Walk across water on moving lily pads.
Longstrider, Greater Druid 3 As longstrider, plus the speeds of other movement modes increase.
Mad Monkeys Druid 3 Summon a swarm of mischievous monkeys.
Magic Fang, Greater Druid 3 One natural weapon gets + 1/four levels (max +5).
Meld into Stone Druid 3 You and your gear merge with stone.
Nature's Exile Druid 3 Gives subject –10 on Survival checks.
Nauseating Trail Druid 3 Creature leaves a trail of stinking cloud squares.
Neutralize Poison Druid 3 Immunizes subject against poison, detoxifies venom in or on subject.
Nixie's Lure Druid 3 Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
Plant Growth Druid 3 Grows vegetation, improves crops.
Poison Druid 3 Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy Druid 3 Absorbs 12 points/level of damage from one kind of energy.
Pup Shape Druid 3 Transforms a single animal or magical beast into a younger and cuter version of itself for a short time.
Quench Druid 3 Extinguishes fires.
Raging Rubble Druid 3 DF Swarm of stones damaging (1d6) and distracting anything within it.
Rain of Frogs Druid 3 Summon a swarm of poisonous frogs.
Raven's Flight Druid 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.
Remove Disease Druid 3 Cures all diseases affecting subject.
Resinous Skin Druid 3 You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal Druid 3 As resist energy, but you may divide the duration among creatures touched.
Scale Spikes, Greater Druid 3 DF/M As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.
Share Language, Communal Druid 3 As share language, but you may divide the duration among creatures touched.
Sheet Lightning Druid 3 You create a dazzling flash of electricity that fills the target area.
Shifting Sand Druid 3 Creates difficult terrain and erases tracks; can carry creatures or objects along.
Siphon Might Druid 3 You drain the might of the target and transfer that power to another creature.
Sky Swim Druid 3 You grant a touched target the ability to swim through the air.
Sleet Storm Druid 3 Hampers vision and movement.
Snare Druid 3 Creates a magic booby trap.
Speak with Plants Druid 3 You can talk to plants and plant creatures.
Spider Climb, Communal Druid 3 As spider climb, but you may divide the duration among creatures touched.
Spike Growth Druid 3 Creatures in area take 1d4 damage, may be slowed.
Spit Venom Druid 3 Spit blinding black adder venom.
Steal Size Druid 3 Reduce one humanoid's size by one size category (if it is larger than you) and you grow one size category.
Stench of Prey Druid 3 Predatory animals must successfully save or attack the target.
Stone Shape Druid 3 Sculpts stone into any shape.
Summon Nature's Ally III Druid 3 Summons creature to fight.
Summon Totem Creature Druid 3 As summon nature's ally III except for different creatures as options.
Swarm of Fangs Druid 3 You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube.
Thorny Entanglement Druid 3 As entangle, plus plants make ranged attacks.
Thunderstomp, Greater Druid 3 Trip multiple creatures within range.
Transfer Regeneration Druid 3 You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains your regeneration.
Vengeful Comets Druid 3 Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes.
Vermin Shape I Druid 3 Take the form and some of the powers of a Small or Medium vermin.
Ward of the Season Druid 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). Elf only.
Water Breathing Druid 3 Subjects can breathe underwater.
Waters of Maddening Druid 3 M Create a more potent unholy water.
Wind Wall Druid 3 Deflects arrows, smaller creatures, and gases.

4th Level Druid Spells

Spell Name School Spell Level Components Description


5th Level Druid Spells

Spell Name School Spell Level Components Description


6th Level Druid Spells

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7th Level Druid Spells

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8th Level Druid Spells

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9th Level Druid Spells

Spell Name School Spell Level Components Description