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    Druid Spells (3pp)

    0-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Alleviate     4W:BoDM
    Animate Tools
    Tools automatically perform simple tasks. RP:101-0
    Antagonize Wound
    Touch deals 1 point of damage each round to an injured creature. RP:101-0
    Ball of Air     4W:BoDM
    Blossom
    Causes flowering plant to blossom. RP:101-0
    Blowing Dust     4W:BoDM
    Canny Effort
    Caster gains a +2 competence bonus on next skill check. RP:101-0
    Capture Alive
    Target’s non-magical melee attacks inflict only nonlethal damage. RP:101-0
    Ceremonial Servant
    You create a shadowy figure that can participate in ceremonies or rituals. RP:101-0
    Countervailing
    Helps compensate for, but does not dispel or eliminate, the effects of a detrimental spell. RP:101-0
    Crack
    Inflicts damage to a single object, undead or construct creature. RP:101-0
    Create Ice   Creates a 5' square sheet of ice on the ground, causing it to become difficult terrain. SGG:IM
    Create Snow
    Generates clean, unpolluted snow. RP:101-0
    Crystal Symbol
    Launches crystal that inflicts 1d3 points of divine damage. RP:101-0
    Daze Animal
    Dazes one animal of 4 or fewer HD. RP:101-0
    Depilatory     4W:BoDM
    Dim
    Dims light sources within 100 feet of object touched. RP:101-0
    Discern Health
    Can read the target creature’s health from his aura. RP:101-0
    Divine Mark     4W:BoDM
    Divine Mark     TO:FF
    Divining Rod
    Use natural spirits as a guide to food or water. RP:101-0
    Drench
    Puts out Fine or Tiny fires and deals 1 point of nonlethal damage. RP:101-0
    Glimmer of Hope
    Increase chance of target stabilizing at negative hit points. RP:101-0
    Heaven’s Teardrop
    You cause a bit of light to coalesce into a teardrop and fall from the sky doing 2 points of damage to a single target. RP:101-0
    Layer of Ice
    Does 1 cold damage to a target but absorbs up to 5 fire damage before melting away. RP:101-0
    Light My Fire
    Starts a fire quickly. RP:101-0
    Lightning Sand
    Earth entangles foe. RP:101-0
    Lightsight
    Negate penalties caused by light. RP:101-0
    Magic Spike, Lesser
    Bolt of energy inflicts a -1 circumstance penalty to spell, spell-like ability and supernatural DCs. RP:101-0
    Mishap
    You create a minor mishap. RP:101-0
    Muscle Spasm     4W:BoDM
    Muscle Spasm     TO:FF
    Overlook
    Hides a small object in plain sight. RP:101-0
    Putrefy Food and Drink
    Spoils and poisons food and drink. RP:101-0
    Quicken Stride
    Increase touched creature’s land speed. RP:101-0
    Resistance to Fear
    The subject gains a +2 morale bonus against fear effects for 1 minute. RP:101-0
    Shield Open Flame
    Protects small fire from being extinguished. RP:101-0
    Sickening Smell
    You conjure a small cloud of pollen or incense that inflicts the sickened condition. RP:101-0
    Simple Bed
    Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest. RP:101-0
    Spook Animal
    Target animal is panicked. RP:101-0
    Summon Nature’s Minor Ally
    As summon nature’s ally I, but summons a Tiny or Diminutive animal. RP:101-0
    Thicken
    You can alter the strength and thickness of small inanimate objects. RP:101-0
    Thorn of Light
    Shoots out a brilliant energy thorn. RP:101-0
    Touch of Torment
    Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks. RP:101-0
    Virulence
    Weakens the innate resistance of its target making him more susceptible to poison and disease effects. RP:101-0
    Wooden Club
    You create and can proficiently wield a club. RP:101-0

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    1st-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Alter Liquid
    Transmute 1 pint/level of liquid (max 5 pints). RP:101-1
    Animate Element
    Turn small quantity of an element into Small elemental. RP:101-1
    Animate Wood
    Animate small wooden item. RP:101-1
    Aquatic Entangle     TO:FF
    Bear Claws     4W:BoDM
    Bee Sting
    One or more foes are stung for minor damage and poison effect. RP:101-1
    Blossoming Footsteps
    Causes plants to grow where the druid walks. RP:101-1
    Briefly Visible
    Invisible creatures or objects within 10 feet become visible to caster for one round. RP:101-1
    Calling the Flock Home     4W:BoDM
    Chinook   Create a warm wind that raised the temperature and can dispel cold effects. SGG:AM
    Clarity of the Faith
    Gives the target a +5 bonus to Knowledge (religion) checks regarding your faith. RP:101-1
    Clarity of Thought
    Grants +4 insight bonus to Concentration checks. RP:101-1
    Climb   Gain a +5 bonus to Climb checks. SGG:AH1
    Contingent Minor Healing
    Target that takes 4 or more damage instantly heals 1 hit point. RP:101-1
    Crop Circle
    Hacks all grasses and underbrush to the ground, leaving nothing but an empty circle. RP:101-1
    Dispel Magic, Lesser
    As dispel magic except maximum +5. RP:101-1
    Energy Weapon
    One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
    Guardian I   As mount, but the caster summons a CR 1 animal . SGG:110SV
    Harden
    Increases object’s hardness by 50%. RP:101-1
    Healing Stones     4W:BoDM
    Heat Lightning
    Vertical strokes of lightning deal 1d6 nonlethal damage +1/level (max +5), plus dazzle and set creatures on fire. RP:101-1
    Hex of the Bull's Eye
    Target suffers a 20% hit chance. RP:101-1
    Ice Arm
    Touch attack deals 1d8 +1/ level (maximum +20) and protects arm from fire. RP:101-1
    Ignore
    Distracted creature suffers a –5 penalty to Perception checks. RP:101-1
    Keen Senses
    Doubles range of sight, +2 bonus on Perception checks. RP:101-1
    Khazri
    Create a cold wind that lowers the temperature and can dispel fire effects. SGG:AM
    Mistsight
    You can see through mist, fog, and rain. RP:101-1
    Precipitate
    Driving rain, sleet, or snow blocks sight and grants concealment, plus quenches fires, impedes movement. RP:101-1
    Pressure Spray
    Deals 1d6 non-lethal damage and may knock down targets. RP:101-1
    Quill Skin
    Coat your body with sharp quills to damage creatures constricting or swallowing you (Immediate). RP:101-1
    Scentless
    Negates scent ability. RP:101-1
    Spikes of the Locust Tree
    Improves grapple and Escape Artist checks (Immediate). RP:101-1
    Spirit Guide     4W:BoDM
    Tunnel
    You gain a burrow speed through dirt. RP:101-1
    Valiant Resolve
    Subject gains DR 10/lethal. RP:101-1
    War Paint     4W:BoDM
    War Paint     TO:FF
    Ward, Lesser
    Inscription harms those who pass it. RP:101-1
    Wind Churn
    Fliers spend next action staying in the air; magical fliers suffer –2 penalty to attacks, saves, and checks (including Fly checks) and take 1d6 damage per level (max 5d6). RP:101-1
    Wind Tunnel
    Use curtains of air to aid your allies’ movement, and hinder your foes SGG:AM
    Woodcraft   As crafter’s fortune, but the bonus is to the next Knowledge (nature) or Survival check. SGG:110SV

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    2nd-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Airblast   Make a ranged combat maneuver against one foe. SGG:AM
    Ant’s Strength   As bull’s strength, but it grants a +6 bonus to Strength for all purposes except the target’s attack and damage bonuses. SGG:110SV
    Arboreal Archer   You grant limited intelligence to a plant enabling it to hurl missiles at a designated target. RP:101-2
    Augment Poison   Changes a poison's DC, adds +1 to ability damage, and adds 1 round to its duration. RP:101-2
    Beneficent Breeze   Target’s movement is aided by friendly winds. SGG:AM
    Break Object   Inflicts damage and broken condition on a single object or damages a construct creature. RP:101-2
    Brightmatter   Sticky phosphorescent mass sheds light where ifs attached. RP:101-2
    Chilling Mist   Icy vapor grants concealment, deals 1d6/round nonlethal damage. RP:101-3
    Chilling Mist (2)   Icy vapor grants concealment and deals 1d6 damage per round of nonlethal damage. RP:101-2
    Contingent Light Healing   Target that takes 4 or more damage instantly heals 1d8 hit points. RP:101-2
    Control Winds, Lesser     SGG:AM
    Detect Blight     4W:BoDM
    Detect Disease     4W:BoDM
    Dire Form   Animals or magical beasts become feral and more powerful. RP:101-2
    Dry Camp     4W:BoDM
    Dust Wall   Curtain of airborne dust grants soft cover, blinds living creatures. RP:101-2
    Earthmaw   Gaping maw in the ground bites to grapple and swallow any creature in its space. RP:101-2
    Earthskin   Gain DR 5/magic for 1 min./level or until discharged. RP:101-2
    Elemental Beast   As elemental touch, but effecting animals and magical beasts. SGG:110SV
    Energy Loop   Create a hoop that gives energy resistance to creatures that pass through it PFU:W1
    Envenomed Skin   The caster's skin becomes mottled with poison-filled pustules that can burst in a 5-ft. radius. RP:101-2
    Fetch

    Teaches target animals the disarm combat maneuver. 4W:S&T
    Flexarmor   You reduce the armor check penalty and arcane spell failure chance for a single set of armor or a shield. RP:101-2
    Foehn   Cone-shaped area filled with wind that sickens those within. SGG:AM
    Fool's Luck   Touched creature is briefly luckier against traps, hazards, poisons and diseases. RP:101-2
    Frostfield   Creates a field of frost that extinguishes normal fires, damages creatures with the Fire subtype, and can be used to counter spells with the fire descriptor. SGG:IM
    Luckwing   Summons a 1-ft.long butterfly; caster can see, hear, and feel everything the butterfly does. RP:101-2
    Magnify Vision

    Double the range of your vision
    LPJ:NEM
    Mire of Stone and Earth   Earth entangle foes. RP:101-2
    Moonblade     4W:BoDM
    Mud Pit   As the “overgrowth” option of plant growth but no plants are needed. SGG:110SV
    Nauseating Pollen   You conjure a cloud of pollen that inflicts the nauseated condition. RP:101-2
    Pack Leader   As heroism, but effects an animal touched. SGG:110SV
    Protection from Monsters   As protection from evil, but it works against creatures of one type rather than evil. SGG:110SV
    Ride Winds   Fall safely, levitate, or fly by floating on the air. RP:101-2
    Rolling Boulder   Boulder knocking creatures prone, dealing 3d6 bludgeoning damage. RP:101-2
    Scout's Hike   Target receives +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet. RP:101-2
    Shooting Star   You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target. RP:101-2
    Silent and Unseen     4W:BoDM
    Slime Harden   You cause the outer surface of an ooze to harden, negating its engulf and split special abilities. RP:101-2
    Stoneburst   Thrown object explodes for 3d4 fire damage. RP:101-2
    Stonefist   Stony shell encases your hand, grants bonuses on unarmed strikes. RP:101-2
    Storm Cellar   You create an extradimensional space in the ground. RP:101-2
    Trade Wind
    Summon favorable winds to increase a ship’s speed or a creature’s flight. SGG:AM
    Undetectable Poison
    Allows you to mask the presence of poisons. RP:101-1
    Water Jet   High-pressure water extinguishes fires, deals 1d6/level damage (max. 5D6), can knock creatures back. RP:101-2
    Web Shelter   You create a small but relatively secure shelter out of sticky webs. RP:101-2
    Wildheart   Target gains physical ability and speed bonuses. RP:101-2

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    3rd-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Accelerate Decay   You deal 1d6 hit points per level and suppress the fast healing ability of undead. RP:101-3
    Acid Spit   Spit deals 1d6 points of acid damage and blinds target. RP:101-3
    Airsphere   You create a sphere of fresh air around the individual or object touched; it also negates one breath weapon attack. RP:101-3
    Amber Globes   Up to five globes of energy deal 1d6 electricity damage total (max. 10d6) as splash weapons, or can be detonated remotely. RP:101-2
    Analyze Ancestry M   4W:BoDM
    Animal Mind   Subject believes it’s a specific kind of animal. RP:101-3
    Beast Sense   As share senses, but it grants you the senses of any creature you can wild shape into rather than the normal benefit. SGG:110SV
    Beast’s Curse   Target is incessantly hounded by animals. RP:101-3
    Companion’s Vengeance   If your companion sustains damage, you or your companion receives a morale bonus to the next attack and damage roll. RP:101-3
    Contingent Moderate Healing   Target that takes 8 or more damage instantly heals 2d8 hit points. RP:101-3
    Control Winds, Lesser
    Make minor changes to wind direction and speed. SGG:AM
    Cresting Waves   Continually blows away or knocks down creatures and objects. RP:101-3
    Deepsight   Extend darkvision by 60 ft. RP:101-3
    Disarming Storm

    Disarms targets in an area. 4W:S&T
    False Feather Screen

    Harass and distract a target with a flock of illusionary birds
    PFU:W1
    Fey Holt   As rope trick, but cast in the branches of a tree rather than at end of a rope. SGG:110SV
    Fey Ward   Barrier keeps out fey creatures. RP:101-3
    Force Spikes   Spikes of force deal 1d6 points of damage and entangle, grapple, or pin targets in place. RP:101-3
    Forest Walk   You move more easily through undergrowth. RP:101-3
    Fumes   As obscuring mist, but creatures take 2d6 fire damage each turn they are in area. SGG:110SV
    Gale Scythe   Create a whirling blade of air to harm and trip your foes. SGG:AM
    Halt Plants   Holds plant creatures immobile. RP:101-3
    Healing Stones, Greater     4W:BoDM
    Lost   Subject moves at half speed in a random direction each round. RP:101-3
    Plant Spy   Turn a plant into a recording device. RP:101-3
    Predatory Stealth   Target creatures become harder to detect. RP:101-3
    Primeval Might   You gain a number of bonuses versus fey, magical beast and plant creatures. RP:101-3
    Resinite   You conjure a sphere of sticky resin that staggers the affected creature. RP:101-3
    Shadow Healing   Illusion of cure moderate wounds grants 2d8 temp hp plus 1 temp hp/level (max +10); target has attitude improved by one-step, takes –2 a penalty on saves against your enchantment spells. RP:101-3
    Spirit Guide, Greater     4W:BoDM
    Talon Tagalong

    You are weightless for a flying creature that is carrying you.
    PFU:W1
    Thunderfist
    Make unarmed attacks at range. SGG:AM
    Toady   Temporarily turns subject into a small, harmless animal. RP:101-3
    Troll Arms   Creature gains increased Strength and reach. RP:101-3

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    4th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Ancestral Memory   Gain insight into current situation. ISWG
    Arctic Air     SGG:IM
    Blood Slugs

    Conjured slugs deal Con damage. 4W:S&T
    Call Totem Animal     4W:BoDM
    Elemental Companion I   As elemental body I, but effecting an animal. SGG:110SV
    Finger Vines     4W:BoDM
    Healing Sphere     4W:BoDM
    Ice Mirror     SGG:IM
    Phantom Ambush     4W:BoDM
    Plumage Lure

    Cause a flying creature to emit pulses of light that fascinate observers
    PFU:W1
    Red Rain     4W:BoDM
    Shared Stomach     PFU:W4
    Sirocco
    Summon a sandstorm that grants concealment, blows around small items, and deals 1d3 points of damage per round. SGG:AM
    Speak with Vermin   As speak with plants, but it works on vermin rather than plants . SGG:110SV
    Spirit Snake     4W:BoDM
    Tempest Hammer
    Control a massive blast of damaging air. SGG:AM
    Twinning     PFU:W4
    Updraft
      Launches a foe 10 ft. per caster level straight up. 4W:S&T
    Whiteout   As darkness, but it drops light levels two steps in the area, and it doesn’t counter or get countered by light spells. SGG:110SV

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    5th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Algid Aura     SGG:IM
    Calm Weather     4W:BoDM
    Charm Animal, Mass     4W:BoDM
    Control Vermin   As control plants, but it affects vermin rather than plants . SGG:110SV
    Crush   Create an exploding boulder. SGG:AH1
    Regenerate, Lesser

    Reconnects severed limbs. 4W:S&T
    Thunderfist, Greater
    Make unarmed attacks and related special attacks at range. SGG:AM
    Wall of Disease     PFU:W4

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    6th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Dragonbane   As unholy aura, but the bonuses and effects apply only against targets of dragon type. SGG:110SV
    Fast Healing

    Grants target fast healing 2. 4W:S&T
    Fires of Renewal     4W:BoDM
    Hibernate   As temporal stasis, but it ends when a condition defined by you is met. SGG:110SV
    Hold Animal, Mass     4W:BoDM
    Primal Form I   As form of the dragon I, but it allows you to become a primal dragon . SGG:110SV
    Spirit Snake, Greater     4W:BoDM
    Tidal Wave   As aqueous orb, but colossal, deals 6d6, passes 30-foot walls, and affects gargantuan targets. SGG:110SV

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    7th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Pestilence   As summon swarm but any creature damaged by the swarm is targeted by a contagion spell cast at your caster level . SGG:110SV
    Summon Siren   As summon monster VI, except you summon one succubus who has pied piper as if you cast it. SGG:110SV
    True Form     4W:BoDM

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    8th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Cyclone Barrier   Create a wall of hurricane-force winds. SGG:AM
    Ice Mirror, Greater     SGG:IM
    Peace Aura     4W:BoDM
    Vortex
    Create a Medium cyclone that attacks your foes. SGG:AM

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    9th-Level Druid Spells (3rd Party Publishers)

    Spell Name Comp. Description Source
    Avalanche     SGG:IM
    Druid Circle     4W:BoDM
    Glacier   Creates a truly massive glacier that can be used for many purposes. SGG:IM
    Typhoon
    Create a super-cyclone over a radius of several miles. SGG:AM

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