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 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
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
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
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
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
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
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
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
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 80-ft.-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
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.
Sympathy M:
Object or location attracts certain creatures.