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DRUID SPELLS

 

0-LEVEL DRUID SPELLS (Orisons)

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 small object.

Flare                                        Dazzles one creature (-1 attack).

Guidance                                 +1 on one roll, throw, or check.

Know Direction                       The caster discerns 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 on saving throws.

Virtue                                      Subject gains 1 temporary hp.

   

1st-LEVEL DRUID SPELLS

Animal Friendship                   Gains permanent animal companions.

Calm Animals                          Calms 2d4 +1/level HD of animals, beasts, and magical beasts.

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

Detect Animals or Plants          Detects species of animals or plants.

Detect Snares and Pits              Reveals natural or primitive traps.

Endure Elements                      Ignores 5 damage/round from one energy type.

Entangle                                   Plants entangle everyone in 40-ft.-radius circle.

Faerie Fire                                Outlines subjects with light, canceling blur, concealment, etc.

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

Invisibility to Animals             Animals can't perceive one subject/level.

Magic Fang                              One natural weapon of subject creature gets +1 bonus to attack and damage.

Obscuring Mist                        Fog surrounds the caster.

Pass without Trace                   One subject/level leaves no tracks.

Shillelagh                                 Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.

Summon Nature's Ally I          Calls creature to fight.

   

2nd-LEVEL DRUID SPELLS

Animal Messenger                   Sends a Tiny animal to a specific place.

Animal Trance                         Fascinates 2d6 HD of animals.

Barkskin                                  Grants +3 natural armor bonus (or higher).

Charm Person or Animal         Makes one person or animal the caster’s friend.

Chill Metal                               Cold metal damages those who touch it.

Delay Poison                           Stops poison from harming subject for 1 hour/level.

Fire Trap                                  Opened object deals 1d4 +1/level damage.

Flame Blade                             Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere                        Rolling ball of fire, 2d6 damage, lasts 1 round/level.

Heat Metal                               Hot metal damages those who touch it.

Hold Animal                            Holds one animal helpless; 1 round/level.

Lesser Restoration                   Dispels magic ability penalty or repairs 1d4 ability damage.

Produce Flame                         1d4 +1/two levels damage, touch or thrown.

Resist Elements                        Ignores first 12 damage from one energy type each round.

Soften Earth and Stone            Turns stone to clay or dirt to sand or mud.

Speak with Animals                 The caster can communicate with natural animals.

Summon Nature's Ally II         Calls creature to fight.

Summon Swarm                      Summons swarm of small crawling or flying creatures.

Tree Shape                               The caster looks exactly like a tree for 1 hour/level.

Warp Wood                             Bends wood (shaft, handle, door, plank).

Wood Shape                            Rearranges wooden objects to suit the caster.

   

3rd-LEVEL DRUID SPELLS

Call Lightning                          Directs lightning bolts (1d10/level) during storms.

Contagion                                Infects subject with chosen disease.

Cure Moderate Wounds           Cures 2d8 +1/level damage (max +10).

Diminish Plants                        Reduces size or blights growth of normal plants.

Dominate Animal                    Subject animal obeys silent mental commands.

Greater Magic Fang                  One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)

Meld into Stone                       The caster and the caster’s gear merge with stone.

Neutralize 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 Elements        Absorb 12 damage/level from one kind of energy.

Remove Disease                      Cures all diseases affecting subject.

Snare                                       Creates a magical booby trap.

Speak with Plants                     The caster 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 form.

Summon Nature's Ally III        Calls creature to fight.

Water Breathing                       Subjects can breathe underwater.

   

4th-LEVEL DRUID SPELLS

Antiplant Shell                         Keeps animated plants at bay.

Control Plants                          Talk to and control plants & fungi.

Cure Serious Wounds              Cures 3d8 +1/level damage (max +15).

Dispel Magic                            Cancels magical spells and effects.

Flame Strike                             Smites foes with divine fire (1d6/level).

Freedom of Movement            Subject moves normally despite impediments.

Giant Vermin                           Turns insects into giant vermin.

Quench                                    Extinguishes nonmagical fires or one magic item.

Reincarnate                              Brings dead subject back in a random body.

Repel Vermin                          Insects stay 10 ft. away.

Rusting Grasp                          The caster’s touch corrodes iron and alloys.

Scrying                                    Spies on subject from a distance.

Sleet Storm                              Hampers vision and movement.

Spike Stones                            Creatures in area take 1d8 damage, may be slowed.

Summon Nature's Ally IV        Calls creature to fight.

   

5th-LEVEL DRUID SPELLS

Animal Growth                        One animal/two levels doubles in size, HD.

Atonement                               Removes burden of misdeeds from subject.

Awaken                                   Animal or tree gains human intellect.

Commune with Nature             Learn about terrain for one mile/level.

Control Winds                         Change wind direction and speed.

Cure Critical Wounds              Cures 4d8 +1/level damage (max +20).

Death Ward                             Grants immunity to all death spells and effects.

Hallow                                     Designates location as holy.

Ice Storm                                 Hail deals 5d6 damage in cylinder 40 ft. across.

Insect Plague                            Insect horde limits vision, inflicts damage, and weak creatures flee.

Summon Nature's Ally V         Calls creature to fight.

Transmute Mud to Rock          Transforms two 10-ft. cubes/level.

Transmute Rock to Mud          Transforms two 10-ft. cubes/level.

Tree Stride                               Step from one tree to another far away.

Unhallow                                 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 +1/level.

Wall of Thorns                        Thorns damage anyone who tries to pass.

   

6th-LEVEL DRUID SPELLS

Antilife Shell                           10-ft. field hedges out living creatures.

Find the Path                            Shows most direct way to a location.

Fire Seeds                                Acorns and berries become grenades and bombs.

Greater Dispelling                    As dispel magic, but +20 on check.

Healing Circle                          Cures 1d8 +1/level damage in all directions.

Ironwood                                 Magical wood is strong as steel.

Liveoak                                   Oak becomes treant guardian.

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 species.

Wall of Stone                           Creates a stone wall that can be shaped.

   

7th-LEVEL DRUID SPELLS

Changestaff                             The caster’s staff becomes a treant on command.

Control Weather                      Changes weather in local area.

Creeping Doom                       Carpet of insects attacks at the caster’s command.

Fire Storm                                Deals 1d6 fire damage/level.

Greater Scrying                        As scrying, but faster and longer.

Harm                                       Subject loses all but 1d4 hp.

Heal                                         Cures all damage, diseases, and mental conditions.

Summon Nature's Ally VII      Calls creature to fight.

Sunbeam                                  Beam blinds and deals 3d6 damage.

Transmute Metal to Wood       Metal within 40 ft. becomes wood.

True Seeing                              See all things as they really are.

Wind Walk                              The caster and the caster’s allies turn vaporous and travel fast.

   

8th-LEVEL DRUID SPELLS

Animal Shapes                         One ally/level polymorphs into chosen animal.

Command Plants                      Plants animate and vegetation entangles.

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 3d6 damage.

Whirlwind                                Cyclone inflicts damage and can pick up creatures.

Word of Recall                        Teleports the caster back to designated place.

   

9th-LEVEL DRUID SPELLS

Antipathy                                 Object or location affected by spell repels certain creatures.

Earthquake                              Intense tremor shakes 5-ft./level radius.

Elemental Swarm                     Summons multiple elementals.

Foresight                                  "Sixth sense" warns of impending danger.

Mass Heal                                As heal, but with several subjects.

Shambler                                 Summons 1d4+2 shambling mounds to fight for the caster.

Shapechange                            Transforms the caster into any creature, and change forms once per round.

Summon Nature's Ally IX        Calls creature to fight.

Sympathy                                Object or location attracts certain creatures.