Spell List
DRUID SPELLS
0-LEVEL DRUID SPELLS (ORISONS)
Spell Name | Brief Description |
---|---|
Create Water: | Creates 2 gallons/level of pure water. |
Cure Minor Wounds: | Cures 1 point of damage. |
Detect Magic: | Detects spells and magic items within 60 ft. |
Detect Poison: | Detects poison in one creature or object. |
Flare: | Dazzles one creature (–1 penalty on attack rolls). |
Guidance: | +1 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 an object. |
Purify Food and Drink: | Purifies 1 cu. ft./level of food or water. |
Read Magic: | Read scrolls and spellbooks. |
Resistance: | Subject gains +1 bonus on saving throws. |
Virtue: | Subject gains 1 temporary hp. |
1ST-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Calm Animals: | Calms (2d4 + level) HD of animals. |
Charm Animal: | Makes one animal your friend. |
Cure Light Wounds: | Cures 1d8 damage +1/level (max +5). |
Detect Animals or Plants: | Detects kinds of animals or plants. |
Detect Snares and Pits: | Reveals natural or primitive traps. |
Endure Elements: | Exist comfortably in hot or cold environments. |
Entangle: | Plants entangle everyone in 40-ft.-radius. |
Faerie Fire: | Outlines subjects with light, canceling blur, concealment, and the like. |
Goodberry: | 2d4 berries each cure 1 hp (max 8 hp/24 hours). |
Hide from Animals: | Animals can’t perceive one subject/level. |
Jump: | Subject gets bonus on Jump checks. |
Longstrider: | Your speed increases by 10 ft. |
Magic Fang: | One natural weapon of subject creature gets +1 on attack and damage rolls. |
Magic Stone: | Three stones gain +1 on attack rolls, deal 1d6+1 damage. |
Obscuring Mist: | Fog surrounds you. |
Pass without Trace: | One subject/level leaves no tracks. |
Produce Flame: | 1d6 damage +1/level, touch or thrown. |
Shillelagh: | Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. |
Speak with Animals: | You can communicate with animals. |
Summon Nature’s Ally I: | Calls creature to fight. |
2ND-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Animal Messenger: | Sends a Tiny animal to a specific place. |
Animal Trance: | Fascinates 2d6 HD of animals. |
Barkskin: | Grants +2 (or higher) enhancement to natural armor. |
Bear’s Endurance: | Subject gains +4 to Con for 1 min./level. |
Bull’s Strength: | Subject gains +4 to Str for 1 min./level. |
Cat’s Grace: | Subject gains +4 to Dex for 1 min./level. |
Chill Metal: | Cold metal damages those who touch it. |
Delay Poison: | Stops poison from harming subject for 1 hour/level. |
Fire Trap M: | Opened object deals 1d4 +1/level damage. |
Flame Blade: | Touch attack deals 1d8 +1/two levels damage. |
Flaming Sphere: | Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. |
Fog Cloud: | Fog obscures vision. |
Gust of Wind: | Blows away or knocks down smaller creatures. |
Heat Metal: | Make metal so hot it damages those who touch it. |
Hold Animal: | Paralyzes one animal for 1 round/level. |
Owl’s Wisdom: | Subject gains +4 to Wis for 1 min./level. |
Reduce Animal: | Shrinks one willing animal. |
Resist Energy: | Ignores 10 (or more) points of damage/attack from specified energy type. |
Restoration, Lesser: | Dispels magical ability penalty or repairs 1d4 ability damage. |
Soften Earth and Stone: | Turns stone to clay or dirt to sand or mud. |
Spider Climb: | Grants ability to walk on walls and ceilings. |
Summon Nature’s Ally II: | Calls creature to fight. |
Summon Swarm: | Summons swarm of bats, rats, or spiders. |
Tree Shape: | You look exactly like a tree for 1 hour/level. |
Warp Wood: | Bends wood (shaft, handle, door, plank). |
Wood Shape: | Rearranges wooden objects to suit you. |
3RD-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Call Lightning: | Calls down lightning bolts (3d6 per bolt) from sky. |
Contagion: | Infects subject with chosen disease. |
Cure Moderate Wounds: | Cures 2d8 damage +1/level (max +10). |
Daylight: | 60-ft. radius of bright light. |
Diminish Plants: | Reduces size or blights growth of normal plants. |
Dominate Animal: | Subject animal obeys silent mental commands. |
Magic Fang, Greater: | One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). |
Meld into Stone: | You and your gear merge with stone. |
Neutralize Poison: | Immunizes subject against poison, detoxifies venom in or on subject. |
Plant Growth: | Grows vegetation, improves crops. |
Poison: | Touch deals 1d10 Con damage, repeats in 1 min. |
Protection from Energy: | Absorb 12 points/level of damage from one kind of energy. |
Quench: | Extinguishes nonmagical fires or one magic item. |
Remove Disease: | Cures all diseases affecting subject. |
Sleet Storm: | Hampers vision and movement. |
Snare: | Creates a magic booby trap. |
Speak with Plants: | You can talk to normal plants and plant creatures. |
Spike Growth: | Creatures in area take 1d4 damage, may be slowed. |
Stone Shape: | Sculpts stone into any shape. |
Summon Nature’s Ally III: | Calls creature to fight. |
Water Breathing: | Subjects can breathe underwater. |
Wind Wall: | Deflects arrows, smaller creatures, and gases. |
4TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Air Walk: | Subject treads on air as if solid (climb at 45-degree angle). |
Antiplant Shell: | Keeps animated plants at bay. |
Blight: | Withers one plant or deals 1d6/level damage to plant creature. |
Command Plants: | Sway the actions of one or more plant creatures. |
Control Water: | Raises or lowers bodies of water. |
Cure Serious Wounds: | Cures 3d8 damage +1/level (max +15). |
Dispel Magic: | Cancels spells and magical effects. |
Flame Strike: | Smite foes with divine fire (1d6/level damage). |
Freedom of Movement: | Subject moves normally despite impediments. |
Giant Vermin: | Turns centipedes, scorpions, or spiders into giant vermin. |
Ice Storm: | Hail deals 5d6 damage in cylinder 40 ft. across. |
Reincarnate: | Brings dead subject back in a random body. |
Repel Vermin: | Insects, spiders, and other vermin stay 10 ft. away. |
Rusting Grasp: | Your touch corrodes iron and alloys. |
Scrying F: | Spies on subject from a distance. |
Spike Stones: | Creatures in area take 1d8 damage, may be slowed. |
Summon Nature’s Ally IV: | Calls creature to fight. |
5TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Animal Growth: | One animal/two levels doubles in size. |
Atonement: | Removes burden of misdeeds from subject. |
Awaken X: | Animal or tree gains human intellect. |
Baleful Polymorph: | Transforms subject into harmless animal. |
Call Lightning Storm: | As call lightning, but 5d6 damage per bolt. |
Commune with Nature: | Learn about terrain for 1 mile/level. |
Control Winds: | Change wind direction and speed. |
Cure Critical Wounds: | Cures 4d8 damage +1/level (max +20). |
Death Ward: | Grants immunity to all death spells and negative energy effects. |
Hallow M: | Designates location as holy. |
Insect Plague: | Locust swarms attack creatures. |
Stoneskin M: | Ignore 10 points of damage per attack. |
Summon Nature’s Ally V: | Calls creature to fight. |
Transmute Mud to Rock: | Transforms two 10-ft. cubes per level. |
Transmute Rock to Mud: | Transforms two 10-ft. cubes per level. |
Tree Stride: | Step from one tree to another far away. |
Unhallow M: | Designates location as unholy. |
Wall of Fire: | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. |
Wall of Thorns: | Thorns damage anyone who tries to pass. |
6TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Antilife Shell: | 10-ft.-radius field hedges out living creatures. |
Bear’s Endurance, Mass: | As bear’s endurance, affects one subject/ level. |
Bull’s Strength, Mass: | As bull’s strength, affects one subject/level. |
Cat’s Grace, Mass: | As cat’s grace, affects one subject/level. |
Cure Light Wounds, Mass: | Cures 1d8 damage +1/level for many creatures. |
Dispel Magic, Greater: | As dispel magic, but +20 on check. |
Find the Path: | Shows most direct way to a location. |
Fire Seeds: | Acorns and berries become grenades and bombs. |
Ironwood: | Magic wood is strong as steel. |
Liveoak: | Oak becomes treant guardian. |
Move Earth: | Digs trenches and builds hills. |
Owl’s Wisdom, Mass: | As owl’s wisdom, affects one subject/level. |
Repel Wood: | Pushes away wooden objects. |
Spellstaff: | Stores one spell in wooden quarterstaff. |
Stone Tell: | Talk to natural or worked stone. |
Summon Nature’s Ally VI: | Calls creature to fight. |
Transport via Plants: | Move instantly from one plant to another of the same kind. |
Wall of Stone: | Creates a stone wall that can be shaped. |
7TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Animate Plants: | One or more plants animate and fight for you. |
Changestaff: | Your staff becomes a treant on command. |
Control Weather: | Changes weather in local area. |
Creeping Doom: | Swarms of centipedes attack at your command. |
Cure Moderate Wounds, Mass: | Cures 2d8 damage +1/level for many creatures. |
Fire Storm: | Deals 1d6/level fire damage. |
Heal: | Cures 10 points/level of damage, all diseases and mental conditions. |
Scrying, Greater: | As scrying, but faster and longer. |
Summon Nature’s Ally VII: | Calls creature to fight. |
Sunbeam: | Beam blinds and deals 4d6 damage. |
Transmute Metal to Wood: | Metal within 40 ft. becomes wood. |
True SeeingM: | Lets you see all things as they really are. |
Wind Walk: | You and your allies turn vaporous and travel fast. |
8TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Animal Shapes: | One ally/level polymorphs into chosen animal. |
Control Plants: | Control actions of one or more plant creatures. |
Cure Serious Wounds, Mass: | Cures 3d8 damage +1/level for many creatures. |
Earthquake: | Intense tremor shakes 5-ft./level radius. |
Finger of Death: | Kills one subject. |
Repel Metal or Stone: | Pushes away metal and stone. |
Reverse Gravity: | Objects and creatures fall upward. |
Summon Nature’s Ally VIII: | Calls creature to fight. |
Sunburst: | Blinds all within 10 ft., deals 6d6 damage. |
Whirlwind: | Cyclone deals damage and can pick up creatures. |
Word of Recall: | Teleports you back to designated place. |
9TH-LEVEL DRUID SPELLS
Spell Name | Brief Description |
---|---|
Antipathy: | Object or location affected by spell repels certain creatures. |
Cure Critical Wounds, Mass: | Cures 4d8 damage +1/level for many creatures. |
Elemental Swarm: | Summons multiple elementals. |
Foresight: | “Sixth sense” warns of impending danger. |
Regenerate: | Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). |
Shambler: | Summons 1d4+2 shambling mounds to fight for you. |
ShapechangeF: | Transforms you into any creature, and change forms once per round. |
Storm of Vengeance: | Storm rains acid, lightning, and hail. |
Summon Nature’s Ally IX: | Calls creature to fight. |
SympathyM: | Object or location attracts certain creatures. |