Druid Spell List

0-Level Druid Spells (ORISONS)

  • Create Water: Creates 2 gallons/level of pure water.

Conjuration (Creation) [Water]

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Up to 2 gallons of water/level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


  • Cure Minor Wounds: Cures 1 point of damage per lvl

Conjuration (Healing)

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30 ft. apart

Duration: Instantaneous

Saving Throw: Will half (harmless) or Will half; see text

Spell Resistance: Yes (harmless) or Yes; see text

You channel positive energy to cure 1 point of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


  • Detect Magic: Detects spells and magic items within 60 ft.

Divination

Components: V, S

Casting Time: 1 standard action

Range: 60 ft.

Area: Cone-shaped emanation

Duration: Concentration, up to 1 min./level (D)

Saving Throw: None

Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.


Spell or Object / Faint / Moderate / Strong / Overwhelming

Functioning spell (spell level) / 3rd or lower / 4th–6th / 7th–9th / 10th+ (deity-level)

Magic item (caster level) / 5th or lower / 6th–11th / 12th–20th / 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength / Duration of Lingering Aura

Faint / 1d6 rounds

Moderate / 1d6 minutes

Strong / 1d6x10 minutes

Overwhelming / 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


  • Detect Poison: Detects poison in one creature or object.

Divination

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One creature, one object, or a 5-ft. cube

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Evocation [Light]

Components: V

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Burst of light

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.


Components: V, S

Casting Time: 1 standard action

Range: Touch

Effect: Creature touched

Duration: 1 minute or until discharged

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.


  • Know Direction: You discern north.

Divination

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: Instantaneous

You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.


  • Light: Object shines like a torch.

Evocation [Light]

Components: V, M/DF

Casting Time: 1 standard action

Range: Touch

Target: Object touched

Duration: 10 min./level (D)

Saving Throw: None

Spell Resistance: No

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component: A firefly or a piece of phosphorescent moss.


  • Mending: Makes minor repairs on an object.

Transmutation

Components: V, S

Casting Time: 1 standard action

Range: 10 ft.

Target: One object of up to 1 lb.

Duration: Instantaneous

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).


  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Transmutation

Components: V, S

Casting Time: 1 standard action

Range: 10 ft.

Target: 1 cu. ft./level of contaminated food and water

Duration: Instantaneous

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


  • Read Magic: Read scrolls and spellbooks.

Divination

Components: V, S, F

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus: A clear crystal or mineral prism.


Abjuration

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Arcane Material Component: A miniature cloak.


  • Virtue: Subject gains 1 temporary hp.

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min.

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

The subject gains 1 temporary hit point.

1st-Level Druid Spells

  • Calm Animals: Calms (2d4 + level) HD of animals.

Enchantment (Compulsion) [Mind-Affecting]

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Animals within 30 ft. of each other

Duration: 1 min./level

Saving Throw: Will negates; see text

Spell Resistance: Yes

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.


  • Charm Animal: Makes one animal your friend.

Enchantment (Charm) [Mind-Affecting]

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One animal

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the animal is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.


  • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Conjuration (Healing)

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless); see text

Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


  • Detect Animals or Plants: Detects kinds of animals or plants.

Divination

Components: V, S

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Area: Cone-shaped emanation

Duration: Concentration, up to 10 min./level (D)

Saving Throw: None

Spell Resistance: No

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.

1st Round: Presence or absence of that kind of animal or plant in the area.

2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.

3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.

Conditions: For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of full normal hit points, free of disease.

Fair: 30% to 90% of full normal hit points remaining.

Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two.

Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


  • Detect Snares and Pits: Reveals natural or primitive traps.

Divination

Components: V, S

Casting Time: 1 standard action

Range: 60 ft.

Area: Cone-shaped emanation

Duration: Concentration, up to 10 min./level (D)

Saving Throw: None

Spell Resistance: No

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of hazards.

2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


  • Endure Elements: Exist comfortably in hot or cold environments.

Abjuration

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 24 hours

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


  • Entangle: Plants entangle everyone in 40-ft.-radius.

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Area: Plants in a 40-ft.-radius spread

Duration: 1 min./level (D)

Saving Throw: Reflex partial; see text

Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.


  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Evocation [Light]

Components: V, S, DF

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Area: Creatures and objects within a 5-ft.-radius burst

Duration: 1 min./level (D)

Saving Throw: None

Spell Resistance: Yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Targets: 2d4 fresh berries touched

Duration: One day/level

Saving Throw: None

Spell Resistance: Yes

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.


  • Hide from Animals: Animals can’t perceive one subject/level.

Abjuration

Components: S, DF

Casting Time: 1 standard action

Range: Touch

Targets: One creature touched/level

Duration: 10 min./level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.


  • Jump: Subject gets bonus on Jump checks.

Transmutation

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 min./level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Material Component: A grasshopper’s hind leg, which you break when the spell is cast.


  • Longstrider: Your speed increases by 10 ft.

Transmutation

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 hour/level (D)

This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Material Component: A pinch of dirt.


  • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target: Living creature touched

Duration: 1 min./level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)

Magic fang can be made permanent with a permanency spell.


  • Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Targets: Up to three pebbles touched

Duration: 30 minutes or until discharged

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.


  • Obscuring Mist: Fog surrounds you.

Conjuration (Creation)

Components: V, S

Casting Time: 1 standard action

Range: 20 ft.

Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Duration: 1 min./level

Saving Throw: None

Spell Resistance: No

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.


  • Pass without Trace: One subject/level leaves no tracks.

Transmutation

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Targets: One creature/level touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.


  • Produce Flame: 1d6 damage +1/level, touch or thrown.

Evocation [Fire]

Components: V, S

Casting Time: 1 standard action

Range: 0 ft.

Effect: Flame in your palm

Duration: 1 min./level (D)

Saving Throw: None

Spell Resistance: Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.


  • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

Transmutation

Level: Drd 1

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target: One touched nonmagical oak club or quarterstaff

Duration: 1 min./level

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


  • Speak with Animals: You can communicate with animals.

Divination

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 min./level

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.


  • Summon Nature’s Ally I: Calls creature to fight.

Conjuration (Summoning)

Components: V, S, DF

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One summoned creature

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature’s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

1st Level

Dire Rat

Eagle (animal)

Monkey (animal)

Owl (animal)

Snake, Small viper (animal)

Wolf (animal)


Below may be summoned only into an aquatic or watery environment.

Octopus (animal)

Porpoise (animal)


Alt. List

Players may request from DM to use the below spells. If approved it will be add to the above list

  • Silvered Claws: One creature’s natural attacks are treated as silvered weapons.

  • Hawkeye: Your range increment increases.

  • Healthful Rest: Double healing from rest.

  • Vine Strike: Sneak attack plant creatures.

  • Animate Water: Imbue water with semblance of life.

  • Animate Wood: Imbue wood with semblance of life.

  • Beget Bogun: You create a Tiny nature servant.

  • Omen of Peril: You know how dangerous the future will be.

  • Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.

  • Traveler’s Mount: Creature moves faster but can’t attack.

  • Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).

  • Wood Wose: Nature spirit does simple tasks for you.

  • Climbing Tree: Temporarily grow a tall tree for use as a ladder.

  • Aquatic Escape: Take the form of a fish

  • Blockade: Fill 5-ft square with enormous block of wood

  • Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures

  • Winged Watcher: Take the form of a bird

  • Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.

  • Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.

  • Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.

  • Conjure Ice Beast I: Conjures ice creature to fight for you.

  • Crunchy Snow: –20 penalty on Move Silently checks in area.

  • Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.

  • Ice Skate: While on ice, your speed increases by 60 feet.

  • Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.

  • Snowdrift: Forms existing snow into another shape.

  • Snowsight: Normal vision in winter weather conditions.

  • Snake’s Swiftness: Subject immediately makes one attack.

  • Beastland Ferocity: Subject fights without penalty while disabled or dying.

  • Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.

  • Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

  • Omen of Peril: You know how dangerous the future will be.

  • Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.

  • Cloak of Shade: Touched creature gains protection from heat and sun.

  • Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.

  • Locate Water: Reveals location, size, and quality of water sources.

  • Summon Desert Ally I: Calls dustform creature to fight.

  • Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.

  • Waste Strider: Move through the wasteland without penalties.

  • Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.

  • Quickswim: Your swim speed increases by 10 ft.

  • Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.

2nd-Level Druid Spells

  • 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.


Alt. List

Players may request from DM to use the below spells. If approved it will be add to the above list

Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two caster levels).

Remove Addiction: Cures target of drug addictions.

Balancing Lorecall: Balance on impossible surfaces.

Branch to Branch: You can brachiate, and charge while doing so.

Daggerspell Stance: Gain expertise with wielding two daggers

Easy Trail: Walk through thick plant growth without trouble.

Embrace the Wild: Gain the senses of an animal you choose.

Healing Lorecall: Your healing spells become more potent.

Listening Lorecall: Get a bonus to listen, and possibly blindsense/blindsight.

Nature's Favor: You gain a luck bonus on attack and damage rolls.

Train Animal: Animal knows new tricks for the duration of the spell.

Wracking Touch: Your touch causes agony and can deal sneak attack damage.

Animate Fire: Imbue fire with semblance of life.

Chameleon: Coloration of the target blends in with its environment.

Swim: Gain a swim speed.

Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.

Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.

Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.

Body of the Sun: Your body emanates ? re, dealing 1d4+1 damage.

Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).

Briar Web: Area entangles creatures and thorns deal 2d6 damage.

Cloudburst: Hampers vision and ranged attacks, puts out normal ?res.

Creeping Cold: Creature feels chill that increases with each round.

Decomposition: Wounds deal 1 extra point of damage each round.

Scent: Grants the scent special ability.

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.

Smoke Stairs: Walk up a column of smoke as if it were solid

Earthbind: Subject creature can’t fly.

Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.

Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.

Brumal Stiffening: Brittle weapon’s hardness reduced by 5.

Conjure Ice Beast II: Conjures ice creature to fight for you.

Conjure Ice Object: Conjures an object made of ice.

Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold.

Flash-Freeze: Earth, stone, and water become frozen.

Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.

Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.

Obscuring Snow: Obscures sight in a 30-ft. radius around the caster.

Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.

Thaw: Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.

Thin Air: Creatures suffer from altitude sickness.

Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.

Detect Aberration: Detect the presence of aberrations.

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

Blaze of Light: 60-ft. cone of light dazzles creatures.

Trip Vine: Plants trip creatures entering area.

Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.

Snake’s Swiftness, Legion’s: Allies each immediately make one attack.

Tiger’s Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.

Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash.

Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.

Local Tremor: Light tremor shakes in a 30-ft. line.

Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.

Summon Dire Hawk: Summons dire hawk to serve you.

Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.

Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature.

Freedom of Breath: Protects against suffocation and dangerous vapors.

Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.

Hydrate: Heals desiccation damage.

Protection from Desiccation: Absorb 10 points/level of desiccation damage.

Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.

Summon Desert Ally II: Calls dustform creature to fight.

Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.

Jaws of the Moray: Subject gains a bite attack.

Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.

Swim: Subject gains swim speed and +8 bonus on Swim checks.

Tern’s Persistence: Subject can travel overland 50% longer without fatigue.

Tojanida Sight: Gain all-around vision.

Urchin’s Spines: Target grows spines that damage opponents.

Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells