Druid Spells
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0th Level Druid Spells (Orisons)
Spell Name | School | Spell Level | Components | Description |
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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 |
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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 |
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3rd Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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4th Level Druid Spells
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5th Level Druid Spells
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6th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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7th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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8th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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9th Level Druid Spells
Spell Name | School | Spell Level | Components | Description |
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