Spell List

DRUID SPELLS

0-LEVEL DRUID SPELLS (ORISONS)
Source Spell Name Brief Description
Core Create Water: Creates 2 gallons/level of pure water.
Core Cure Minor Wounds: Cures 1 point of damage.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Flare: Dazzles one creature (–1 penalty on attack rolls).
Core Guidance: +1 on one attack roll, saving throw, or skill check.
Core Know Direction: You discern north.
Core Light: Object shines like a torch.
Core Mending: Makes minor repairs on an object.
Core Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 bonus on saving throws.
Core Virtue: Subject gains 1 temporary hp.
CD Naturewatch: As deathwatch, but on animals and plants.
1ST-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Calm Animals: Calms (2d4 + level) HD of animals.
Core Charm Animal: Makes one animal your friend.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Detect Animals or Plants: Detects kinds of animals or plants.
Core Detect Snares and Pits: Reveals natural or primitive traps.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Entangle: Plants entangle everyone in 40-ft.-radius.
Core Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Core Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Core Hide from Animals: Animals can’t perceive one subject/level.
Core Jump: Subject gets bonus on Jump checks.
Core Longstrider: Your speed increases by 10 ft.
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Core Obscuring Mist: Fog surrounds you.
Core Pass without Trace: One subject/level leaves no tracks.
Core Produce Flame: 1d6 damage +1/level, touch or thrown.
Core Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Core Speak with Animals: You can communicate with animals.
Core Summon Nature’s Ally I: Calls creature to fight.
BoED Eyes of the Avoral: Subject gets +8 on Spot checks.
BoED Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
CAd Hawkeye: Your range increment increases.
CAd Healthful Rest: Double healing from rest.
CAd Vine Strike: Sneak attack plant creatures.
CAr Animate Water Imbue water with semblance of life.
CAr Animate Wood Imbue wood with semblance of life.
CD Beget Bogun: You create a Tiny nature servant.
CD Omen of Peril: You know how dangerous the future will be.
CD Sandblast: You ?re hot sand that deals 1d6 nonlethal damage, stuns enemies.
CD Traveler’s Mount: Creature moves faster but can’t attack.
CD Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
CD Wood Wose: Nature spirit does simple tasks for you.
CM Climbing Tree: Temporarily grow a tall tree for use as a ladder.
CS Aquatic Escape: Take the form of a fish
CS Blockade: Fill 5-ft square with enormous block of wood
CS Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures
CS Winged Watcher: Take the form of a bird
City Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
DrM Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
DrM Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Frost Conjure Ice Beast I: Conjures ice creature to fight for you.
Frost Crunchy Snow: –20 penalty on Move Silently checks in area.
Frost Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost Ice Skate: While on ice, your speed increases by 60 feet.
Frost Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Frost Snowdrift: Forms existing snow into another shape.
Frost Snowsight: Normal vision in winter weather conditions.
MH Snake’s Swiftness: Subject immediately makes one attack.
Planar Beastland Ferocity: Subject fights without penalty while disabled or dying.
Planar Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
Planar Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
RoD Omen of Peril: You know how dangerous the future will be.
RotW Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Sand Cloak of Shade: Touched creature gains protection from heat and sun.
Sand Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Sand Locate Water: Reveals location, size, and quality of water sources.
Sand Summon Desert Ally I: Calls dustform creature to fight.
Sand Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Sand Waste Strider: Move through the wasteland without penalties.
Storm Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm Quickswim: Your swim speed increases by 10 ft.
Storm Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
2ND-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Animal Messenger: Sends a Tiny animal to a specific place.
Core Animal Trance: Fascinates 2d6 HD of animals.
Core Barkskin: Grants +2 (or higher) enhancement to natural armor.
Core Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Core Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Core Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Core Chill Metal: Cold metal damages those who touch it.
Core Delay Poison: Stops poison from harming subject for 1 hour/level.
Core Fire Trap: Opened object deals 1d4 +1/level damage.
Core Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Core Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Core Fog Cloud: Fog obscures vision.
Core Gust of Wind: Blows away or knocks down smaller creatures.
Core Heat Metal: Make metal so hot it damages those who touch it.
Core Hold Animal: Paralyzes one animal for 1 round/level.
Core Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Core Reduce Animal: Shrinks one willing animal.
Core Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Core Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Core Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Core Spider Climb: Grants ability to walk on walls and ceilings.
Core Summon Nature’s Ally II: Calls creature to fight.
Core Summon Swarm: Summons swarm of bats, rats, or spiders.
Core Tree Shape: You look exactly like a tree for 1 hour/level.
Core Warp Wood: Bends wood (shaft, handle, door, plank).
Core Wood Shape: Rearranges wooden objects to suit you.
BoED Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two caster levels).
BoED Remove Addiction: Cures target of drug addictions.
CAd Balancing Lorecall: Balance on impossible surfaces.
CAd Branch to Branch: You can brachiate, and charge while doing so.
CAd Daggerspell Stance: Gain expertise with wielding two daggers
CAd Easy Trail: Walk through thick plant growth without trouble.
CAd Embrace the Wild: Gain the senses of an animal you choose.
CAd Healing Lorecall: Your healing spells become more potent.
CAd Listening Lorecall: Get a bonus to listen, and possibly blindsense/blindsight.
CAd Nature's Favor: You gain a luck bonus on attack and damage rolls.
CAd Train Animal: Animal knows new tricks for the duration of the spell.
CAd Wracking Touch: Your touch causes agony and can deal sneak attack damage.
CAr Animate Fire Imbue fire with semblance of life.
CAr Chameleon Coloration of the target blends in with its environment.
CAr Swim Gain a swim speed.
CC 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.
CC Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
CC Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
CC 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.
CD Body of the Sun: Your body emanates ? re, dealing 1d4+1 damage.
CD Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
CD Briar Web: Area entangles creatures and thorns deal 2d6 damage.
CD Cloudburst: Hampers vision and ranged attacks, puts out normal ?res.
CD Creeping Cold: Creature feels chill that increases with each round.
CD Decomposition: Wounds deal 1 extra point of damage each round.
CD Scent: Grants the scent special ability.
CM Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.
CM Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
CS Smoke Stairs: Walk up a column of smoke as if it were solid
Drac Earthbind: Subject creature can’t fly.
DrM Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Frost Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Frost Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Frost Conjure Ice Beast II: Conjures ice creature to fight for you.
Frost Conjure Ice Object: Conjures an object made of ice.
Frost Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold.
Frost Flash-Freeze: Earth, stone, and water become frozen.
Frost Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
Frost Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
Frost Obscuring Snow: Obscures sight in a 30-ft. radius around the caster.
Frost Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
Frost Thaw: Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.
Frost Thin Air: Creatures suffer from altitude sickness.
Frost Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
LoM Detect Aberration: Detect the presence of aberrations.
LoM Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
HoB Blaze of Light: 60-ft. cone of light dazzles creatures.
HoB Trip Vine: Plants trip creatures entering area.
MoI Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
MH Snake’s Swiftness, Legion’s: Allies each immediately make one attack.
MH Tiger’s Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).
Planar Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
PHBII Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
PHBII Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash.
PHBII Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
RotD Local Tremor: Light tremor shakes in a 30-ft. line.
RotD Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.
RotW Summon Dire Hawk: Summons dire hawk to serve you.
RotW Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
Sand Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
Sand Freedom of Breath: Protects against suffocation and dangerous vapors.
Sand Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Sand Hydrate: Heals dessication damage.
Sand Protection from Dessication: Absorb 10 points/level of dessication damage.
Sand Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Sand Summon Desert Ally II: Calls dustform creature to fight.
Storm Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Storm Jaws of the Moray: Subject gains a bite attack.
Storm Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Storm Swim: Subject gains swim speed and +8 bonus on Swim checks.
Storm Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
Storm Tojanida Sight: Gain all-around vision.
Storm Urchin’s Spines: Target grows spines that damage opponents.
ToM Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.
3RD-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Core Contagion: Infects subject with chosen disease.
Core Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Core Daylight: 60-ft. radius of bright light.
Core Diminish Plants: Reduces size or blights growth of normal plants.
Core Dominate Animal: Subject animal obeys silent mental commands.
Core Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Core Meld into Stone: You and your gear merge with stone.
Core Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Plant Growth: Grows vegetation, improves crops.
Core Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Quench: Extinguishes nonmagical fires or one magic item.
Core Remove Disease: Cures all diseases affecting subject.
Core Sleet Storm: Hampers vision and movement.
Core Snare: Creates a magic booby trap.
Core Speak with Plants: You can talk to normal plants and plant creatures.
Core Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Core Stone Shape: Sculpts stone into any shape.
Core Summon Nature’s Ally III: Calls creature to fight.
Core Water Breathing: Subjects can breathe underwater.
Core Wind Wall: Deflects arrows, smaller creatures, and gases.
BoED Affliction: Infects evil subject with chosen affliction.
BoED Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
CAd Entangling Staff: Your quarterstaff grows vines that can grapple.
CAd Fly, Swift: You fly for a round.
CAr Energy Immunity Creature touched becomes immune to a type of energy.
CAr Thornskin Sprout thorns which damage those that you strike with fists.
CC Forest Eyes: See through a distant plant.
CC Forest Voice: Converse with a creature through a distant plant.
CD Beast Claws: Your hands become slashing natural weapons.
CD Fire Wings: Your arms become wings that enable flight, deal 2d6 ?re damage.
CD Infestation of Maggots: Touch attack deals 1d4 Con per round.
CD Nature’s Favor: : Target animal gains an attack and damage bonus of +1/two levels.
CD Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
CD Standing Wave: Magically propels boat or swimming creature.
CD Vigor, Mass Lesser: As lesser vigor, but multiple targets (max 25 rounds).
CD Vigor: As lesser vigor , but 2 hp/round (max 25 rounds).
CD Weather Eye: You accurate predict weather up to one week ahead.
CM Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
CM Prickling Torment: Target is sickened, takes damage whenever it acts.
CM Rusted Blade: Touched weapon delivers filth fever.
CM Unicorn Horn: You grow a horn that functions as a natural weapon.
CS Wall of Vermin: Wall of biting pests provides concealment, attacks anyone passing through.
DotU Dominate Vermin: Subject vermin obeys psychic commands.
DotU Engulfing Terror: Create a single gelatinous cube.
DrM Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
DrM Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
DrM Wingblast: Create wings that can transform into a gust of wind or obscuring mist
DrM Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
Frost Arctic Haze: Fog obscures vision and deals 4 cold damage/round.
Frost Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Frost Binding Snow: Snow freezes, impeding movement.
Frost Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air.
Frost Conjure Ice Beast III: Conjures ice creature to fight for you.
Frost Control Temperature: Raise or lower temperature by one band/5 levels.
Frost Ice Shape: Sculpts ice into any shape.
Frost Meld into Ice: You and your gear merge with ice.
Frost Winter’s Embrace: Subject takes 1d8 damage/round; can cause fatigue.
LoM Nature’s Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations.
HoH Resist Taint: Bestows +4 bonus on saves against taint.
MH Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
MH Fly, Swift: You fly for 1 round (swift).
MH Lion’s Charge: You can make a full attack on a charge for 1 round (swift).
Planar Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
Planar Babau Slime: Secrete a body-covering acid that damages foes’ weapons.
PHBII Alter Fortune: Cause one creature to reroll any die roll.
PHBII Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
PHBII Evard’s Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each.
RoS Walk the Mountain's Path Creature gains +10 bonus on jump and balance checks, climb speed, and is not hindered by slopes.
Sand Control Sand: Raise or lower the level of sand.
Sand Haboob: Cloud of dust obscures sight and abrades those passing through it.
Sand Soul of the Waste: Meld into surrounding sand.
Sand Storm Mote: Dust devil of flensing sand.
Sand Summon Desert Ally III: Calls dustform creature to fight.
Sand Whispering Sand: Sand delivers your message.
Storm Air Breathing: Subject breathes air as easily as water.
Storm Favorable Wind: Produces a strong wind that lasts 10 min./level.
Storm Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
WoL Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
4TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Core Antiplant Shell: Keeps animated plants at bay.
Core Blight: Withers one plant or deals 1d6/level damage to plant creature.
Core Command Plants: Sway the actions of one or more plant creatures.
Core Control Water: Raises or lowers bodies of water.
Core Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Dispel Magic: Cancels spells and magical effects.
Core Flame Strike: Smite foes with divine fire (1d6/level damage).
Core Freedom of Movement: Subject moves normally despite impediments.
Core Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Core Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Core Reincarnate: Brings dead subject back in a random body.
Core Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Core Rusting Grasp: Your touch corrodes iron and alloys.
Core Scrying: Spies on subject from a distance.
Core Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Core Summon Nature’s Ally IV: Calls creature to fight.
BoED Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
BoED Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.
CAd Forestfold: You give yourself camouflage.
CAr Arc of Lightning Bolt of lightning arcs from one creature to another.
CC Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment.
CD Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
CD Camouflage, Mass: As camou?age, but multiple targets.
CD Chain of Eyes: You send magical sensor to in?ltrate an area.
CD Energy Vortex: Burst of energy centered on you damages nearby creatures.
CD Languor: Ray slows target and diminishes its Strength.
CD Murderous Mist: Steam deals 2d6 damage, blinds creatures.
CM Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.
City Summon Pest Swarm: Summons swarm of urban animals and vermin.
Drac Contingent Energy Resistance: Energy damage triggers a resist energy spell.
DotU Armored Vermin: +2 to natural armor of vermin.
DrM Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
DrM Primal Senses: Cain low-light vision and a +5 bonus on Listen and Spot checks.
Frost Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Frost Conjure Ice Beast IV: Conjures ice creature to fight for you.
Frost Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Frost Frostfell Slide: Move instantly from one area of frostfell to another.
Frost Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
LM Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
HoB Battlefield Illumination: Improve light in 80-ft.-radius cylinder.
HoB Hurtling Stone: Stone deals 6d6 damage, knocks targets prone.
MH Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Planar Lay of the Land: You gain an overview of the geography around you.
Planar Perinarch: Gain greater control over Limbo’s morphic essence.
Planar Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Planar Summon Elementite Swarm: Summon an elementite swarm to follow your commands.
Planar ouchstone Lightning: Use your Planar Touchstonegranted higher-order abilities to fuel damaging rays.
PHBII Call of Stone: Slowly turn subject to stone.
PHBII Healing Spirit: Ball of light heals 1d8/round.
PHBII Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
PHBII Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Sand Blast of Sand: Cone deals 1d6 damage/level.
Sand Dispel Water: Cancels water spells and effects or dismisses water creatures.
Sand Sandform: You become an oozelike being of sand.
Sand Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Sand Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Sand Slipsand: Creates a volume of slipsand.
Sand Summon Desert Ally IV: Calls dustform creature to fight.
Sand Wall of Salt: Wall of salt that can be shaped.
Sand Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Sand Wall of Water: Wall impedes movement and can drown creatures.
Storm Control Currents: Changes current direction and speed.
Storm Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
Storm Wake Trailing: You can track a ship across the sea.
ToM Warp Truename: Gives foe a temporary form that’s grotesque and useless.
5TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Animal Growth: One animal/two levels doubles in size.
Core Atonement: Removes burden of misdeeds from subject.
Core Awaken: Animal or tree gains human intellect.
Core Baleful Polymorph: Transforms subject into harmless animal.
Core Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Core Commune with Nature: Learn about terrain for 1 mile/level.
Core Control Winds: Change wind direction and speed.
Core Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Core Death Ward: Grants immunity to all death spells and negative energy effects.
Core Hallow: Designates location as holy.
Core Insect Plague: Locust swarms attack creatures.
Core Stoneskin: Ignore 10 points of damage per attack.
Core Summon Nature’s Ally V: Calls creature to fight.
Core Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Core Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Core Tree Stride: Step from one tree to another far away.
Core Unhallow: Designates location as unholy.
Core 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.
Core Wall of Thorns: Thorns damage anyone who tries to pass.
BoED Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.
BoED Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
BoED Spear of Valarian: Transforms a nonmagical weapon into a +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage).
CAd Cloak of the Sea: Gain several benefits while underwater.
CAr Wood Rot Wooden object or plant takes severe damage.
CC Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
CD Binding Winds: Air prevents target from moving, hinders ranged attacks.
CD Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
CD Phantom Stag: Magic stag appears for 1 hour/level.
CD Poison Thorns: You grow thorns that poison your attackers.
CD Quill Blast: You ?ing quills in spread, dealing 1d6 damage and imposing penalties.
CD Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.
CD Vigor, Greater: As lesser vigor, but 4 hp/round.
CM Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
CM Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
Frost Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
Frost Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects.
Frost Conjure Ice Beast V: Conjures ice creature to fight for you.
Frost Hibernate: Sends subject into state of hibernation for one week/level.
Frost Ice Shield: Subject gains damage reduction 15/—.
Frost Mantle of the Icy Soul: Gives subject the cold subtype.
Frost Pass through Ice: Subject can pass through ice or snow like water.
Frost Wall of Coldfire: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.
MH Align Fang, Legion’s: Allies’ natural weapons become good, evil, lawful, or chaotic
MH Panacea: Removes most afflictions.
Planar Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Planar Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.
PHBII Blood Creepers: Vines deal 1/level damage for multiple rounds and entangle one creature.
PHBII Longstrider. Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
PHBII Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
PHBII Radiance: Creates daylight that dazzles undead.
Sand Choking Sands: Touched creature begins to suffocate on sand.
Sand Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Sand Flesh to Salt: Turns creature into a statue of salt.
Sand Fuse Sand: Hardens sand and may trap creatures.
Sand Sleep Mote: Dust devil of magic sand puts foes to sleep.
Sand Summon Desert Ally V: Calls dustform creature to fight.
Sand Transmute Sand to Glass: Transforms two 10-ft. cubes per level.
Sand Transmute Sand to Stone: Transforms two 10-ft. cubes per level.
Sand Transmute Stone to Sand: Transforms two 10-ft. cubes per level.
Storm Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Storm Flowsight: You can scry creatures in contact with a body of water.
Storm Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
ToM Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
WoL Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
6TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Antilife Shell: 10-ft.-radius field hedges out living creatures.
Core Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Core Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Core Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Core Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Core Dispel Magic, Greater: As dispel magic, but +20 on check.
Core Find the Path: Shows most direct way to a location.
Core Fire Seeds: Acorns and berries become grenades and bombs.
Core Ironwood: Magic wood is strong as steel.
Core Liveoak: Oak becomes treant guardian.
Core Move Earth: Digs trenches and builds hills.
Core Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Core Repel Wood: Pushes away wooden objects.
Core Spellstaff: Stores one spell in wooden quarterstaff.
Core Stone Tell: Talk to natural or worked stone.
Core Summon Nature’s Ally VI: Calls creature to fight.
Core Transport via Plants: Move instantly from one plant to another of the same kind.
Core Wall of Stone: Creates a stone wall that can be shaped.
BoED Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
CAr Resist Energy, Mass As resist energy, except that it affects all targeted creatures.
CC Wooden Blight: Subject turns to wood and takes ld4/round Dex damage, becoming a wooden statue at 0 Dex.
CD Anger of the Noonday Sun: Blinds creatures within 10 ft.
CD Cometfall: Comet falls atop foes, damaging them and knocking them prone.
CD Contagious Touch: You infect one creature per round with chosen disease.
CD Crumble: You erode building or other structure.
CD Enveloping Cocoon: Entraps target creature and denies save for attached spell.
CD Fires of Purity: Target bursts into magical ?ame, becomving a dangerous weapon.
CD Miasma: Gas ?lls creature’s mouth, suffocating it.
CD Phantasmal Disorientation: Fools creature’s sense of direction, making movement dif?cult.
CD Tidal Surge: Wave of water deals 1d8/two levels damage and bull rushes.
CD Tortoise Shell: Creature gains +6 natural armor, +1/three caster levels above 11th.
CD Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds).
CM Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
Drac Energy Immunity: Subject has immunity to damage from one kind of energy.
DrM Call of the Twilight Defender: Summon a twilight guardian to fight for you.
DrM Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed.
Frost Animate Snow: Turns snow into creatures to fight for you.
Frost Conjure Ice Beast VI: Conjures ice creature to fight for you.
Frost Death Hail: Summons a storm of death hail.
Frost Entomb: Captures subjects in blocks of ice, suffocating them.
Frost Ice Rift: Intense quake shakes 40-ft. radius spread of ice.
Frost Move Snow and Ice: Digs trenches and builds hills in ice and snow.
Frost Snow Wave: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.
FC1 Pox: Deals 1d4 Con drain to one creature/level.
LoM Pox: One creature/level takes 1d4 Con drain.
MoI Animal Spirit, Mass: One subject/caster level can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
Planar Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
Planar Summon Greater Elemental: Summon a greater elemental to follow your commands.
PHBII Bones of the Earth: Create pillars of stone.
PHBII Chasing Perfection: Subject gains +4 to all abilities.
PHBII Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
Sand Awaken Sand: A region of sand forms into a Huge, sentient creature.
Sand Desiccate, Mass: Desiccates several creatures.
Sand Mephit Mob: Summons 2d6 mephits of a kind you designate.
Sand Mummify: Touched living creature dies and is mummified.
Sand Sandstorm: Creates a controlled duststorm.
Sand Scalding Mud: Transmute rock or earth into boiling muck.
Sand Summon Desert Ally VI: Calls dustform creature to fight.
Sand Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Storm Mudslide: Landslide buries, mires creatures within a 40-ft. radius.
Storm Stormwalk: Teleport yourself and one creature/2 levels from a storm.
ToM Hidden Truename: Subject’s personal truename is hard to discover through research.
7TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Animate Plants: One or more plants animate and fight for you.
Core Changestaff: Your staff becomes a treant on command.
Core Control Weather: Changes weather in local area.
Core Creeping Doom: Swarms of centipedes attack at your command.
Core Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Core Fire Storm: Deals 1d6/level fire damage.
Core Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Core Scrying, Greater: As scrying, but faster and longer.
Core Summon Nature’s Ally VII: Calls creature to fight.
Core Sunbeam: Beam blinds and deals 4d6 damage.
Core Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Core True Seeing: Lets you see all things as they really are.
Core Wind Walk: You and your allies turn vaporous and travel fast.
BoED Rain of Roses: Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened.
CD Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
CD Cloudwalkers: Targets can walk on clouds, ?ying at high altitudes.
CD Creeping Cold, Greater: As creeping cold, but longer dura- tion and more damage.
CD Poison Vines: Vines grow and poison creatures stuck within them.
CD Slime Wave: Creates a 15-ft. spread of green slime.
CD Storm Tower: Swirling clouds absorb electricity and magic missiles and prevent ranged attacks.
CM Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.
CM Unicorn Heart: Gain speed 60, +4 on Str-, Dex-, and Con-based checks; use dimension door once.
CS Scry Location: Spy on a distant location
DrM Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone.
Frost Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft.
Frost Conjure Ice Beast VII: Conjures ice creature to fight for you.
Frost Raise Ice Forest: Conjures trees of ice.
Frost Whiteout: Snow and wind obscure sight; creatures affected may become lost.
FC1 Slime Wave: Creates a 15-ft. spread of green slime.
MoI Incarnum Vigor: Subject gains fast healing; his healing spells cure extra damage.
PHBII Animalistic Power, Mass: As animalistic power, but multiple subjects.
PHBII As the Frost: Transform into a creature of cold.
PHBII Plague: One creature/level contracts quickly terminal disease.
PHBII Wrack Earth: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble.
Sand Flesh to Salt, Mass: Turns several creatures into statues of salt. Summon Desert Ally VII. Calls dustform creature to fight.
Storm Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Animal Shapes: One ally/level polymorphs into chosen animal.
Core Control Plants: Control actions of one or more plant creatures.
Core Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Core Earthquake: Intense tremor shakes 5-ft./level radius.
Core Finger of Death: Kills one subject.
Core Repel Metal or Stone: Pushes away metal and stone.
Core Reverse Gravity: Objects and creatures fall upward.
Core Summon Nature’s Ally VIII: Calls creature to fight.
Core Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Core Whirlwind: Cyclone deals damage and can pick up creatures.
Core Word of Recall: Teleports you back to designated place.
BoED Leonal’s Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.
BoED Unearthly Beauty: As blinding beauty, but creatures must save or die.
CC Forest Child: Create a wooden duplicate of yourself.
CD Awaken, Mass: As awaken, but multiple creatures.
CD Phantom Wolf: Incorporeal wolf ?ghts for you
CD Storm of Elemental Fury: Magic cloud creates wind-storm, then hail of stones, then rainstorm, then ?ame.
CD Stormrage: You can ?y and ?re lightning from your eyes.
CM Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
Frost Conjure Ice Beast VIII: Conjures ice creature to fight for you.
Frost Fimbulwinter: Creates winter weather for miles around you that lasts for months.
Frost Frostfell: Intense cold turns all subjects in area into ice.
Frost Glacier: Conjures glaciers that attack your enemies.
LM Spark of Life: Undead creature loses most immunities.
ToM Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
ToM Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
ToM Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
RoS Earth Glide Creature can swim through earth and stone.
Sand Flashflood: Wave of water smashes everything in its path and floods area.
Sand Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype.
Sand Summon Desert Ally VIII: Calls dustform creature to fight.
Storm Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.
Storm Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
Storm Red Tide: Creates a surge of tainted water that sickens, weakens, and nauseates.
9TH-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Antipathy: Object or location affected by spell repels certain creatures.
Core Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Core Elemental Swarm: Summons multiple elementals.
Core Foresight: “Sixth sense” warns of impending danger.
Core Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Core Shambler: Summons 1d4+2 shambling mounds to fight for you.
Core Shapechange: Transforms you into any creature, and change forms once per round.
Core Storm of Vengeance: Storm rains acid, lightning, and hail.
Core Summon Nature’s Ally IX: Calls creature to fight.
Core Sympathy: Object or location attracts certain creatures.
BoED Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
CAr Summon Elemental Monolith You summon a tremendously powerful elemental.
CAr Transmute Rock to Lava Rock of any sort becomes molten.
CD Nature’s Avatar: Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level.
CD Phantom Bear: Incorporeal bear ?ghts for you.
CD Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
CD Unyielding Roots: Creature grows roots that keep it sta- tionary and heal it every round.
CD Whirlwind, Greater: As whirlwind, but larger and more destructive.
CM Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.
Frost Cometstrike: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.
Frost Conjure Ice Beast IX: Conjures ice creature to fight for you.
LM Death Ward, Mass: As death ward, but more targets.
Planar Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Sand Summon Desert Ally IX: Calls dustform creature to fight.
Storm Doom of the Seas: Summons a fiendish kraken under your command.
WoL Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.