0-LEVEL DRUID SPELLS (ORISONS) |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 Seeing M: |
Lets you see all things as they really are. |
Wind Walk: |
You and your allies turn vaporous and travel fast. |
8TH-LEVEL DRUID SPELLS |
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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 |
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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. |
Shapechange F: |
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. |