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Welcome to In The Wake of Crimson Shadows

20:31, 2nd May 2024 (GMT+0)

Akaash Talathel

NameAkaash TalathelRaceMoon Elf
ClassRanger 3/Druid 15/NW 2ArchtypeNone
AlignmentNGDeityMeilikki
Height6'1Weight155lbs
Hair ColorBrownEyesGreen/Gold
StatusCircle of LethMarital StatusMarital Status







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.
SC      Dawn:                           Sleeping/unconscious creatures in area awaken.
SC      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    Long strider:                   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    Message:                        Whispered conversation at distance.
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     Healthful Rest:                 Double healing from rest.
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-SC   Sandblast:                      You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
CD      Traveler’s Mount:               Creature moves faster but can’t attack.
CD-SC   Vigor, Lesser:                  Creature heals 1 hp/round (max 15 rounds).
CD-SC   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    Choking Sands:                  Touched creature begins to suffocate on sand.
Sand    Cloak of Shade:                 Touched creature gains protection from heat and sun.
Sand    Haboob:                         Cloud of dust obscures sight and abrades those passing through it.
Sand    Halo of Sand:                   Swirling sand grants +1 deflection bonus/3 levels.
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    Slipsand:                       Creates a volume of slipsand.
Sand    Summon Desert Ally I:           Calls dust-form creature to fight.
Sand    Sunstroke:                      Target takes 2d6 nonlethal damage and is fatigued.
Sand    Wall of Salt:                   Wall of salt that can be shaped.
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.
SC      Animate Fire:                   Turn campfire into Small elemental.
SC      Animate Water:                  Turn quantity of water into Small elemental.
SC      Animate Wood:                   Turn Small or smaller wooden item into animated object.
SC      Aspect of the Wolf:             You change into a wolf and gain some of its abilities.
SC      Aura Against Flame:             Ignores 10 fire damage/round and extinguishes fires.
SC      Babau Slime:                    Secrete a body-covering acid that damages attacking foes.
SC      Beast Claws:                    Your hands become slashing natural weapons.
SC      Beastland Ferocity:             Subject fights without penalty while disabled or dying.
SC      Beget Bogun MX:                 You create a Tiny nature servant.
SC      Branch to Branch:               You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
SC      Breath of the Jungle:           Fog makes poison and diseases harder to resist.
SC      Buoyant Lifting:                Underwater creatures rise to surface.
SC      Camouflage:                     Grants +10 bonus on Hide checks.
SC      Claws of the Bear:              Your hands become weapons that deal 1d8 damage.
SC      Climb Walls:                    Touched creature gains increased climbing ability.
SC      Cloudburst:                     Hampers vision and ranged attacks, puts out normal fires.
SC      Cold Fire:                      Fire becomes blue and white, emits cold.
SC      Crabwalk:                       Touched creature gains bonus while charging.
SC      Deep Breath:                    Your lungs are filled with air.
SC      Delay Disease:                  Ravages of disease staved off for a day.
SC      Enrage Animal:                  Animal rages like barbarian, not fatigued.
SC      Foundation of Stone:            +2 AC, +4 bonus to resist bull rush and trip attacks.
SC-CAd  Hawkeye:                        Increase range increments by 50%, +5 on Spot checks.
SC      Healthful Rest:                 Subjects heal at twice the normal rate.
SC      Horrible Taste:                 Touched creature or object nauseates biting or swallowing foes.
SC      Low-Light Vision:               See twice as far as a human in poor illumination.
SC      Omen of Peril F:                You know how dangerous the future will be.
SC      Raging Flame:                   Fires burn twice as hot, half as long.
SC      Ram’s Might:                    Gain +2 to Strength and your unarmed attacks deal normal damage.
SC      Rapid Burrowing:                +20 ft. to subject’s burrow speed.
SC      Remove Scent:                   Hides touched creature’s scent.
SC      Resist Planar Alignment:        Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
SC      Rhino's Rush:                   One charge deals increased damage
SC      Slow Burn:                      Fires burn twice as long.
SC      Snake’s Swiftness:              Subject immediately makes one attack.
SC      Snowshoes:                      Subject walks easily on ice and snow.
SC      Surefooted Stride:              You can move over rubble as easily as you can over open ground.
SC      Thunderhead:                    Small lightning bolts deal 1d6 damage/round.
SC      Traveler’s Mount:               Creature moves faster but can’t attack.
SC      Updraft:                        Column of wind lifts you aloft.
SC-CAd  Vine Strike:                    You can sneak attack plant creatures for 1 round.
SC      Wall of Smoke:                  Wall of black smoke obscures vision and nauseates those who pass through.
SC      Wings of the Sea:               +30 ft. to subject’s swim speed.
SC      Winter Chill:                   Creature takes 1d6 cold damage and is fatigued.
BoVD    Spider Hand:                    Caster's hand becomes a Small monstrous spider.
CoR     Woodwisp Arrow:                 Enables a masterwork arrow or bolt to pass through wood.
GhostW  Protection from Possession:     Warded creature cannot be possessed or mentally controlled.
MoF     Speed Swim:                     Target gains swim speed 30.
MotW    Power Sight:                    Determines a creature's HD or level.
MotW    Regenerate Light Wounds:        Target heals 1 hp/round.
ShineS  Protection From Winged Flyers:  Like Protection From Evil, but benefits apply to winged flyers.

2ND-LEVEL DRUID SPELLS
Source    Spell Name                   Brief Description
Core    Animal Messenger:              Sends a Tiny animal to a specific place.
Core    Animal Reduction:              Animal shrinks in size.
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 Fire, 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 desiccation damage and dehydrates living creature.
Sand    Desert Diversion:              Those attempting planar travel are diverted to a random wasteland.
Sand    Flesh to Salt:                 Turns creature into a statue of salt.
Sand    Freedom of Breath:             Protects against suffocation and dangerous vapors.
Sand    Fuse Sand:                     Hardens sand and may trap creatures.
Sand    Halo of Sand:                  Swirling sand grants +1 deflection bonus/3 levels.
Sand    Hydrate:                       Heals desiccation damage.
Sand    Mummify:                       Touched living creature dies and is mummified.
Sand    Protection from Desiccation:   Absorb 10 points/level of desiccation damage.
Sand    Sandform:                      You become an oozelike being of sand.
Sand    Scimitar of Sand:              Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Sand    Soul of the Waste:             Meld into surrounding sand.
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 True friend:           Subject gains +2 to Str, Dex, and Con for 1 min./level.
SC      Align Fang:                    Natural weapon becomes good, evil, lawful, or chaotic.
SC      Avoid Planar Effects:          Provides temporary protection against overtly damaging planar traits.
SC      Balancing Lorecall:            You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5
                                       or more ranks in Balance.
SC      Binding Winds:                 Air prevents subject from moving, hinders ranged attacks.
SC      Bite of the Wererat:           You gain the Dexterity and attacks of a wererat.
SC      Blinding Spittle:              Ranged touch attack blinds subject.
SC      Blood Frenzy:                  Grants extra use of rage.
SC      Body of the Sun:               Your body emanates fire, dealing 1d4 fire damage/2 levels.
SC      Brambles:                      Wooden weapon grows spikes that deal +1 damage/level (max +10).
SC      Briar Web:                     Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
SC      Burrow:                        Subject can burrow with a speed of 30 feet.
SC      Camouflage, Mass:              As camouflage, but multiple subjects.
SC      Cloud Wings:                   +30 ft. to subject’s fly speed.
SC      Countermoon:                   Forces lycanthrope to its natural form.
SC      Creeping Cold F:               Creature feels chill that increases with each round.
SC      Daggerspell Stance:            You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 +
                                       caster level if you fight defensively, and DR 5/magic if you use the total defense action.
SC      Decomposition:                 Wounds deal 3 extra points of damage each round.
SC      Earthbind:                     Subject creature can’t fly.
SC      Earthen Grace:                 Subject takes only nonlethal damage from stone and earth.
SC      Earthfast:                     Doubles the hit points of stone structure or rock formation and increases hardness to 10.
SC      Easy Trail:                    You make a temporary trail through any kind of undergrowth.
SC      Embrace the Wild:              You gain an animal’s senses for 10 minutes/level.
SC      Fins to Feet:                  Transforms tails and fins into legs and feet.
SC      Fly^ Swift:                    You fly for 1 round (swift)
SC      Frost Breath:                  Icy breath deals 1d4 damage/2 levels.
SC      Healing Lorecall:              If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing)
                                       spells.
SC      Healing Sting:                 Touch deals 1d12 damage +1/level; caster gains damage as hp.
SC      Heartfire:                     Subjects outlined by fire, take 1d4 damage/round.
SC      Kelpstrand:                    Strands of kelp grapple foes.
SC      Listening Lorecall:            You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
SC      Mark of the Outcast:           Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
SC      Master Air:                    You sprout insubstantial wings and can fly.
SC      Mountain Stance:               Subject becomes hard to move.
SC      Nature’s Favor:                Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
SC      One with the Land:             Link with nature gives a +2 bonus on nature-related skill checks.
SC      Saltray:                       Ray deals 1d6 damage/2 levels and stuns.
SC      Scent:                         Grants the scent special ability.
SC      Share Husk:                    See and hear through the senses of a touched animal.
SC      Snake’s Swiftness, Mass:       Allies each immediately make one attack.
SC      Splinterbolt:                  4d6 piercing damage to subjects hit by ranged attack.
SC      Swim:                          Subject gains swim speed, +8 bonus on Swim checks.
SC      Tiger’s Tooth:                 One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
SC      Train Animal:                  Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
SC      Wings of Air:                  Subject’s flight maneuverability improves by one step.
SC      Winter’s Embrace:              Creature takes 1d8 cold damage/round and might become exhausted.
SC      Wracking Touch:                Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any
BoVD    Circle of Nausea:              Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks
CoR     Locate Node:                   Finds closest node in 1 mile/level radius.
CoR     Whip of Thorns:                Create a thorny whip that can damage or entangle opponents.
CoV     Portal Well:                   When you step into a portal affected by this spell, you can wait for a short time within an
                                       extradimensional space between the portal's entrance and exit.
DotF    Beastmask:                     Animals and beasts think subject is one of them.
DotF    Sweet Water:                   Creates a well to fresh water up to 100 ft. down.
DroF    Gaze Screen:                   You are partially shielded against gaze attacks.
HoB     Blaze of Light:                60-ft. cone of light dazzles creatures.
GhostW  Ghost Companion:               Animal companion, familiar or special mount temporarily becomes a ghost
MoF     Dark Way:                      Creates temporary unbreakable bridge supporting up to 200 lbs./level.
MotW    Green Blockade:                Creates a wall of vegetable matter.
MotW    Might of the Oak:              Grants +4 Str, -2 Dex.
MotW    Persistence of the Waves:      Grants +4 Con, -2 Str.
MotW    Regenerate Moderate Wounds:    Target heals 2 hp round.
MotW    Speed of the Wind:             Grants +4 Dex, -2 Con.
SerpKi  Lava Missile:                  A missile of lava darts forth from your fingertip and strikes its target, dealing 1d4 points of
                                       fire damage.
SerpKi  Razorscales:                   Your scales become razor-sharp.
ShineS  Dispel Fog:                    Cancels natural and magical fogs in affected area.
ShineS  Rockburst:                     Cause stone object to explode, deal 1d4 damage +1 point/level
ToB     Filter:                        Makes subject resistant to inhaled toxins.

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.
SC      Air Breathing:                 Subjects can breathe air freely.
SC      Align Fang, Mass:              Allies’ natural weapons become good, evil, lawful, or chaotic.
SC      Attune Form:                   Grant creature temporary protection against overtly damaging planar traits.
SC      Bite of the Werewolf:          You gain the Strength and attacks of a werewolf.
SC      Blindsight:                    Subject gains blindsight 30 ft. for 1 minute/level.
SC      Bottle of Smoke F:             Uncorking bottle creates fast horse made of smoke.
SC      Capricious Zephyr:             Gale-force winds push creatures.
SC      Charge of the Triceratops:     Subject grows horns and skull plate, gains gore attack.
SC      Circle Dance:                  Indicates direction to known individual.
SC      Corona of Cold:                Aura of cold protects you, damages others.
SC      Creaking Cacophony:            Sound distracts and makes foes vulnerable to sonic damage.
SC      Crumble:                       You erode building or other structure.
SC      Dehydrate:                     Deals Con damage to subject.
SC      Downdraft:                     Flying creatures knocked down.
SC      Energy Vortex:                 Burst of energy centered on you damages nearby creatures.
SC      Entangling Staff:              Quarterstaff can grapple and constrict foes.
SC      Fire Wings:                    Your arms become wings that enable flight, deal 2d6 fire damage.
SC      Fly, Swift:                    Gain fly speed of 60 ft. for 1 round.
SC      Forestfold:                    Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
SC      Giant’s Wrath:                 Pebbles you throw become boulders.
SC      Girallon’s Blessing:           Subject gains one additional pair of arms.
SC      Heatstroke:                    Subject creature takes nonlethal damage and becomes fatigued.
SC      Hypothermia:                   Causes 1d6 cold damage/level, fatigue.
SC      Icelance F:                    Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
SC      Infestation of Maggots:        Touch attack deals 1d4 Con damage/round.
SC      Jagged Tooth:                  Doubles the critical threat range of natural weapons.
SC      Junglerazer:                   Fey, vermin, plants, and animals take 1d10 damage/level.
SC      Lion’s Charge:                 You can make a full attack on a charge for 1 round.
SC      Nature’s Balance:              You transfer 4 ability score points to the subject for 10 minutes/level.
SC      Nature’s Rampart F:            You mold the terrain to provide fortifications.
SC      Primal Form:                   You change into elemental, gain some abilities.
SC      Quillfire:                     Your hand sprouts poisonous quills useful for melee or ranged attacks.
SC      Resist Energy, Mass:           Creatures ignore damage from specified energy type.
SC      Sink:                          Subject sinks in water, must make Swim checks.
SC      Snakebite:                     Your arm turns into poisonous snake you can use to attack.
SC      Snowshoes, Mass:               As snowshoes, affects one creature/level.
SC      Spiderskin:                    Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.
SC      Spikes:                        As brambles, but weapon gains +2 bonus and doubled threat range.
SC      Spirit Jaws:                   Ghostly jaws grapple creature, deal 2d6 damage.
SC      Standing Wave:                 Magically propels boat or swimming creature.
SC      Thornskin:                     Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
SC      Thunderous Roar:               Roar deals 1d6 damage/2 levels, deafens.
SC      Treasure Scent:                You detect valuable metals and gems.
SC      Tremor:                        Subjects knocked prone.
SC      Vine Mine:                     Vines grow rapidly, giving various effects.
SC      Weather Eye:                   You accurate predict weather up to one week ahead.

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 camouflage, but multiple targets.
CD      Chain of Eyes:                You send magical sensor to infiltrate 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 Shifting Sands:    Become a swirling sand cloud; gain one use of gust of wind.
DrM     Primal Senses:                Gain 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  Planar Tolerance:             Provides long-term protection against overtly damaging planar traits.
Planar  Touchstone Lightning:         Use your Planar Touchstone granted 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.
SC      Arc of Lightning:             Line of electricity arcs between two creatures (1d6/level damage).
SC      Bite of the Wereboar:         You gain the Strength and attacks of a wereboar.
SC      Blindsight, Greater:          Subject gains blindsight 60 ft. for 1 minute/level.
SC      Burrow, Mass:                 As burrow, but affects 1/level subjects.
SC      Chain of Eyes:                See through other creatures’ eyes.
SC      Contagious Touch:             You infect one creature/round with chosen disease.
SC      Contingent Energy Resistance: Energy damage triggers a resist energy spell.
SC      Creeping Cold, Greater F:     As creeping cold, but longer duration and more damage.
SC      Enhance Wild Shape:           Your wild shape ability gains a bonus.
SC      Essence of the Raptor:        Base speed becomes 60 feet, gain skill bonuses and scent.
SC      Eye of the Hurricane:         Storm pushes creatures, calm at center.
SC      Jaws of the Wolf F:           One carving/2 levels turns into a worg.
SC      Land Womb:                    You and one creature/level hide within the earth.
SC      Languor:                      Ray slows subject and diminishes its Strength.
SC      Last Breath M:                Reincarnate recently deceased creature with no level loss.
SC      Lay of the Land:              You gain an overview of the geography around you.
SC      Magic Fang, Superior:         Your natural weapons gain +1 enhancement bonus/4 levels.
SC      Miasma of Entropy:            Rot all natural materials in 30-ft. cone-shaped burst.
SC      Moon Bolt:                    1d4 Strength damage/3 levels; undead made helpless.
SC      Murderous Mist:               Steam deals 2d6 damage, blinds creatures.
SC      Perinarch:                    Gain greater control over Limbo’s morphic essence.
SC      Planar Tolerance:             Provides long-term protection against overtly damaging planar traits.
SC      Poison Vines:                 Vines grow and poison creatures stuck within them.
SC      Resistance, Greater:          Subject gains +3 on saving throws.
SC      Rushing Waters:               Wave makes bull rush attack.
SC      Shadowblast:                  Blast of light stuns and damages natives to the Plane of Shadow.
SC      Sheltered Vitality:           Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
SC      Spark of Life:                Undead creature loses most immunities.
SC      Starvation:                   Hunger pangs deal 1d6 damage/level, cause fatigue.
SC      Sudden Stalagmite:            Impaling stalagmite damages and holds foes.
SC      Summon Elementite Swarm:      Summon an elementite swarm to follow your commands.
SC      Surefooted Stride, Mass:      As surefooted stride but multiple subjects.
SC      Swim, Mass:                   As swim, but one creature/level.
SC      Vortex of Teeth:              3d8 points of damage due to force per round to all creatures in the area.
SC      Wall of Water:                Creates shapeable transparent wall of water.
SC      Wild Runner:                  Change into centaur, gain some abilities.
SC      Wind at Back:                 Doubles overland speed of subjects for 12 hours.
SC      Wings of Air, Greater:        Subject’s flight maneuverability improves by two steps.
SC      Wood Rot:                     Destroy wooden items or deal 3d6 damage +1/level (max +15) to plant creatures

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
                                      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      Poison Thorns:                You grow thorns that poison your attackers.
CD      Quill Blast:                  You Fling 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
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.
SC      Anticold Sphere:              Sphere hedges out cold creatures and protects you from cold.
SC      Bite of the Weretiger:        You gain the Strength and attacks of a weretiger.
SC      Cloak of the Sea:             Gain blur, freedom of movement, and water breathing while in water.
SC      Cold Snap:                    You lower temperature in area.
SC      Contagion, Mass:              As contagion, but 20-ft. radius.
SC      Dance of the Unicorn:         Purifying mist washes the air clean of smoke, dust, and poisons.
SC      Dire Hunger:                  Subject grows fangs, attacks creatures near it.
SC      Echo Skull:                   See, hear, and speak through a prepared animal skull for 1 hour/level.
SC      Fireward:                     As quench, but also suppresses magical fire effects in affected area.
SC      Freeze:                       Ray immobilizes subject and deals 6d6 cold damage/round.
SC      Heal Animal Companion:        As heal on your animal companion.
SC      Ice Flowers:                  Ice and earth deal 1d6 damage/level.
SC      Inferno:                      Creature bursts into flames and takes fire damage per round.
SC      Jungle’s Rapture:             Curse causes 1d6 Dexterity drain.
SC      Mantle of the Icy Soul M:     Touched creature gains the cold subtype.
SC      Memory Rot:                   Spores deal 1d6 Int damage to subject, plus 1 Int drain/round.
SC      Owl’s Insight:                Subject gains Wis bonus equal to half your level for 1 hour.
SC-CD   Panacea:                      Removes most afflictions.
SC-CD   Phantom Stag:                 Magic stag appears for 1 hour/level.
SC      Plant Body:                   Subject’s type changes to plant.
SC      Poison Thorns:                You grow thorns that poison your attackers.
SC      Quill Blast:                  You fling quills in spread, dealing damage and imposing penalties.
SC      Rejuvenation Cocoon:          Energy cocoon shields creature, then heals it.
SC      Sirine’s Grace:               You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
SC      Stone Shape, Greater:         Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
SC      Swamp Stride:                 As tree stride, but with bodies of water.
SC      Vigor, Greater:               As lesser vigor, but 4 hp/round.
SC      Wall of Sand:                 Swirling sand blocks ranged attacks, slows movement through.
SC      Wind Tunnel:                  Ranged weapons gain +5 bonus and double range increment.

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.
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 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.
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.
SC      Anger of the Noonday Sun:     Blinds creatures within 20 ft., damages undead.
SC      Animate Snow:                 You animate snow to attack foes.
SC      Aspect of the Earth Hunter:   Change into bulette and gain some of its abilities.
SC      Bite of the Werebear:         You gain the Strength and attacks of a werebear.
SC      Blood Sirocco:                Wind bowls over foes and draws away their blood.
SC      Cometfall:                    Comet falls atop foes, damaging them and knocking them prone.
SC      Dinosaur Stampede:            Spectral dinosaurs deal 1d12 damage +1/level.
SC      Drown:                        Subject immediately begins to drown.
SC      Energy Immunity:              Subject and equipment gain immunity to damage of specified energy type.
SC      Enveloping Cocoon:            Entraps subject creature and denies save for attached spell.
SC      Extract Water Elemental:      Pulls water from victim, forms water elemental.
SC-CD   Fires of Purity:              Subject bursts into magical flame, becoming a dangerous weapon.
SC      Hide the Path F:              Area warded against divinations.
SC      Hungry Gizzard:               Gizzard engulfs victim, grapples and deals damage.
SC-CD   Miasma:                       Gas fills creature’s mouth, suffocating it.
SC-CD   Phantasmal Disorientation:    Fools creature’s sense of direction, making movement difficult.
SC      Stonehold:                    Stony arm trap grapples and damages creatures.
SC      Summon Greater Elemental:     Summon a greater elemental to follow your commands.
SC      Resistance, Superior:         Subject gains +6 on saving throws.
SC-CD   Tidal Surge:                  Wave of water deals 1d6/level damage and bull rushes.
SC-CD   Tortoise Shell:               Creature gains +6 natural armor, +1/three caster levels above 11th.
SC-CD   Vigorous Circle:              As mass lesser vigor, but 3 hp/round (max 40 rounds).

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      Creeping Cold, Greater:       As creeping cold, but longer duration and more damage.
CD      Poison Vines:                 Vines grow and poison creatures stuck within them.
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.
SC      Aura of Vitality:             Subjects gain +4 to Str, Dex, and Con.
SC      Brilliant Blade:              Weapon or projectiles shed light, ignore armor.
SC-CD   Cloudwalkers:                 Targets can walk on clouds, flying at high altitudes at speed 60.
SC      Master Earth:                 Travel through the earth to any location.
SC      Shifting Paths:               Illusion hides path, creates false new path.
SC-CD   Slime Wave:                   Creates a 15-ft. spread of green slime.
SC      Storm of Elemental Fury:      Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
SC-CD   Storm Tower:                  Swirling clouds absorb electricity and magic missiles and prevent ranged attacks.
SC      Swamp Lung:                   Water in lungs makes subject helpless, diseased.
SC-Strm Waterspout:                   Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
SC      Word of Balance:              Kills, paralyzes, weakens, or nauseates nonneutral creatures.

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 non-good 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      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.
SC-CD   Awaken, Mass X:               As awaken, but multiple creatures.
SC      Bombardment:                  Falling rocks deal 1d8 damage/level and bury subjects.
SC      Brilliant Aura:               Allies’ weapons become brilliant energy, ignoring armor.
SC      Cocoon X:                     Preserves a corpse and reincarnates with no loss of level.
SC      Deadfall:                     Falling wood causes damage and knocks foes prone.
SC      Maelstrom:                    Water vortex traps and damages creatures and objects.
SC-CD   Phantom Wolf:                 Incorporeal wolf fights for you
SC-Strm Red Tide:                     Nauseating water knocks foes prone and deals Strength damage.
SC      Stormrage:                    You can fly and fire lightning from your eyes.
SC      Unyielding Roots:             Creature grows roots that keep it stationary and heal it every round.

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-SC  Summon Elemental Monolith     You summon a tremendously powerful elemental.
CAr-SC  Transmute Rock to Lava:       Transforms one 10-ft. cube with subsequent fire damage and effects.
CD-SC   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-SC   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.
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.
SC      Cast in Stone:                Petrifying gaze attack.
SC-LM   Death Ward, Mass:             As death ward, but more subjects.
SC      Drown, Mass:                  As drown, but affects multiple subjects.
SC-CD   Nature’s Avatar:              Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level.
SC-Plan Perinarch, Planar:            Gain control over a small area of any divinely morphic plane.
SC-CD   Phantom Bear:                 Incorporeal bear fights for you.
SC      Tsunami:                      Massive wave deals 1d6 damage/level.
SC      Undermaster M:                You gain earth-related spell-like abilities.






0-Level Druid Spells (Orisons)
Spell Name         Comp. Description                                                                                          Source
Chameleon Scales        You temporarily alter the color of your skin, hide, or scales to another option legal for your race.    PZO9432
Create Water            Creates 2 gallons/level of pure water.                                                                  PZO1110
Detect Magic            Detects spells and magic items within 60 ft.                                                            PZO1110
Detect Poison           Detects poison in one creature or object.                                                               PZO1110
Enhanced Diplomacy      Touched creature gains +2 on one Diplomacy or Intimidate check.                                         PZO9405
Flare                   Dazzles one creature (–1 penalty on attack rolls).                                                      PZO1110
Guidance                +1 on one attack roll, saving throw, or skill check.                                                    PZO1110
Know Direction          You discern north.                                                                                      PZO1110
Light                   Object shines like a torch.                                                                             PZO1110
Mending                 Makes minor repairs on an object.                                                                       PZO1110
Purify Food and Drink   Purifies 1 cu. ft./level of food or water.                                                              PZO1110
Read Magic              Read scrolls and spellbooks.                                                                            PZO1110
Resistance              Subject gains +1 bonus on saving throws.                                                                PZO1110
Spark                   Ignites flammable objects.                                                                              PZO1115
Stabilize               Cause a dying creature to stabilize.                                                                    PZO1110
Virtue                  Subject gains 1 temporary hp.                                                                           PZO1110

1st-Level Druid Spells
Spell Name              Comp. Description                                                                                       Source
Abstemiousness          Enhances a small handful of food to feed a creature for a day.                                          PZO9418
Acid Maw                Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals
                        another 1d4 points of acid damage to the target on the next round.                                      PZO9451
Advanced Scurvy         A living touched target contracts an advanced form of scurvy.                                           PAP55:WM
Air Bubble              Creates a small pocket of air around your head or an object.                                            PZO1118
Alter Winds             Increase/decrease strength of natural winds.                                                            PZO1115
Ant Haul                Triples carrying capacity of a creature.                                                                PZO1115
Aspect of the Falcon    Gives bonuses on Perception checks and ranged attacks.                                                  PZO1115
Aspect the Nightingale  You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks.
                        Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice
                        and take the more favorable result.                                                                     PZO9267
Blend                   Gain a bonus to Stealth and make checks without cover or concealment. Elf only.                         PZO1121
Bristle                 Trade natural armor bonus for a bonus on attacks with natural weapons.                                  PZO1115
Burning Disarm          A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.        CEoD
Call Animal             Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.   PZO1115
Calm Animals            Calms 2d4 + level HD of animals.                                                                        PZO1110
Charm Animal            Makes one animal your friend.                                                                           PZO1110
Cheetah’s Sprint        A wild surge of energy courses through your body and propels you into a sprint.                         PZO9456
Cloak of Shade          Reduces effects of sun exposure and heat.                                                               PZO1115
Commune with Birds      You can ask birds a question.                                                                           PZO1121
Cure Light Wounds       Cures 1d8 damage + 1/level (max +5).                                                                    PZO1110
Damp Powder             Ruins ammunition loaded in the targeted firearm.                                                        PZO1118
Deadeye’s Lore          Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling
                        through wilderness or while tracking.                                                                   PZO1118
Decompose Corpse        Turn a corpse into a clean skeleton.                                                                    PZO1117
Detect Aberration       Reveals presence of aberrations.                                                                        PZO1115
Detect Animals/Plants   Detects kinds of animals or plants.                                                                     PZO1110
Detect Snares & Pits    Reveals natural or primitive traps.                                                                     PZO1110
Detect the Faithful     You can detect other worshipers of your deity.                                                          PZO1134
Diagnose Disease        Detect and identify diseases.                                                                           PZO1117
Dream Feast             Target awakens from normal rest as if ate and drank a nutritious meal.                                  RotR
Echo                    Cause a sound to repeat itself.                                                                         PZO1140
Endothermic Touch DF/M  Slow the metabolism and other bodily functions of a creature for a short amount of time.                PZO1130
Endure Elements         Exist comfortably in hot or cold regions.                                                               PZO1110
Entangle                Plants entangle everyone in 40-ft. radius.                                                              PZO1110
Expeditious Construct   You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick,
                        3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).                        PPZO9410
Expeditious Excavation  Moves 5-ft. cubes of earth.                                                                             PZO1115
Faerie Fire             Outlines subjects with light, canceling blur, concealment, and the like.                                PZO1110
Feather Step            Ignore movement penalty in difficult terrain.                                                           PZO1115
Firebelly               A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can
                        breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).                      PZO9267
Flare Burst             As flare, but all creatures within 10 ft.                                                               PZO1115
Frostbite               Target takes cold damage and is fatigued.                                                               PZO1117
Gentle Breeze           Light wind protects one target from clouds, gases, heat, and vapors.                                    PZO1129
Goodberry               2d4 berries each cure 1 hp (max 8 hp/24 hours).                                                         PZO1110
Hairline Fractures      Reduce the hardness of a stone object or lower the AC of an earth-type creature.                        FoP
Heightened Awareness    Your recall and ability to process information improve.                                                 PZO1129
Hidden Spring           Discover a temporary spring of fresh, flowing water.                                                    PZO1140
Hide from Animals       Animals can’t perceive one subject/level.                                                               PZO1110
Hydraulic Push          Wave of water bull rushes an enemy.                                                                     PZO1115
Ice Armor               You create a suit of armor made of ice which offers the same protection as a breastplate, except it
                        has hardness 0 and 30 hit points.                                                                       ISG
Itching Curse           Curse target with a distracting, unbearable itch.                                                       PZO9468
Jump                    Subject gets bonus on Acrobatics checks.                                                                PZO1110
Keen Senses             Gain +2 Perception and low-light vision.                                                                PZO1110
Liberating Command      Target makes an Escape Artist check as an immediate action and gains a bonus on it.                     PZO1118
Longstrider             Your speed increases by 10 ft.                                                                          PZO1110
Magic Fang              One natural weapon of subject creature gets +1 on attack and damage rolls.                              PZO1110
Magic Stone             Three stones gain +1 on attack rolls, deal 1d6+1 damage.                                                PZO1110
Marid’s Mastery         If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.            PZO1121
Mighty Fist the EarthDF Make an unarmed strike attack roll against a target at distance.                                        PZO1121
Monkey Fish             Gain a climb speed and a swim speed of 10 ft. for a time.                                               PZO1129
Mudball                 Range touch attack that cause the target to be blinded.                                                 PZO1121
Nature’s Paths          The target instinctively knows the shortest, easiest, and fastest way through the wilderness.           PZO9456
Nauseating Dart         Poisonous stinger deals 1d2 damage and sickens target.                                                  PZO1129
Negate Aroma            Subject cannot be tracked by scent.                                                                     PZO1115
Nereid’s Grace          Gain a deflection bonus to AC and CMD equal to your Cha bonus.                                          PZO1121
Obscuring Mist          Fog surrounds you.                                                                                      PZO1110
Obscure Poison          Make it harder to detect a poison or a venomous creature.                                               PZO1134
Pass without Trace      One subject/level leaves no tracks.                                                                     PZO1110
Produce Flame           1d6 damage + 1/level, touch or thrown.                                                                  PZO1110
Ray of Sickening        Ray makes the subject sickened.                                                                         PZO1117
Read Weather            You can forecast the weather at your location for the next 48 hours.                                    PZO9418
Recharge Innate Magic   Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.                           PZO1121
Remove Sickness         Suppress disease, nausea, and the sickened condition.                                                   PZO1117
Restore Corpse          Skeletal corpse grows flesh.                                                                            PZO1117
Rite of Bodily PurityM  You energize your body’s immune system, improving your ability to resist toxins and ailments.           PZO9472
Rite of Centered MindM  You heighten your awareness of your own thoughts, allowing you to more easily resist outside
                        influences.                                                                                             PZO9472
Shillelagh              Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.                                 PZO1110
Snowball                Throw a conjured ball of snow at a target.                                                              PZO1140
Snow Shape              As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours
                        before melting.                                                                                         PZO9417
Speak with Animals      You can communicate with animals.                                                                       PZO1110
Spirit Call             For the duration of the spell, all spells from your domain list that are cast within the affected area
                        have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight
                        bonus on their concentration checks for those spells only.                                              PZO9451
Stone Fist              Your unarmed strikes are lethal.                                                                        PZO1115
Stone Shield            A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an
                        opponent of your choice.                                                                                PRG:ARG
Summon Minor Ally       Summon 1d3 Tiny animals.                                                                                PZO1117
Summon Nature’s Ally I  Summons creature to fight.                                                                              PZO1110
Tears to Wine           This spell turns non-magic liquids into mead or wine of average quality.                                PPZO9410
Thorn Javelin           Wield a javelin that sickens opponents when it strikes.                                                 PZO1129
Thunderstomp            Trip one creature within range.                                                                         PZO1129
Touch of Bloodletting   This spell causes existing wounds on a target to bleed profusely.                                       PZO9267
Touch of the Sea        Swim speed becomes 30 ft.                                                                               PZO1115
Tracking Mark           You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain
                        a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it
                        is using Disguise.                                                                                      PZO9267
Twisted Futures         A creature affected by this spell is unable to benefit from effects that grant the ability to roll
                        multiple times and take the higher result.                                                              PZO9453
Underbrush Decoy        Create a rustling distraction to hide.                                                                  PZO1134
Wave Shield             Water blunts one incoming attack or fire effect.                                                        PZO1129
Whispering Lore         Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.                 PZO1121

2nd-Level Druid Spells
Spell Name Comp. Description Source
Aboleth’s Lung Targets gain the ability to breathe water but can no longer breathe air. PZO1121
Accelerate Poison Hastens targeted poison’s onset. PZO1115
Alpha Instinct Gain bonuses when you’re interacting with animals. PZO1140
Aggressive Thundercloud Flying storm cloud deals 3d6 electricity damage. PZO1129
Air Step Tread unsteadily on air, with limitations. PZO1129
Alter Summoned Monster You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature’s ally spell PZO9458
Amplify Stench Amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened. PZO1130
Animal Aspect You gain some of the beneficial qualities of an animal. PZO1118
Animal Messenger Sends a Tiny animal to a specific place. PZO1110
Animal Purpose Training Animal gains a new general purpose. PZO1129
Animal Trance Fascinates 2d6 HD of animals. PZO1110
Ant Haul, Communal As ant haul, but you may divide the duration among creatures touched. PZO1118
Aquatic Cavalry Summon hippocampi to serve as aquatic mounts. PZO1140
Aspect of the Bear +2 AC and combat maneuver rolls. PZO1115
Barkskin Grants +2 (or higher) enhancement to natural armor. PZO1110
Bear’s Endurance Subject gains +4 to Con for 1 min./level. PZO1110
Beastspeak Speak normally while in animal form. PZO1129
Binding Earth DF Target creature treats areas of earth and stone as difficult terrain. PZO1121
Bone Fists The bones of your targets’ joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. PZO9468
Bull’s Strength Subject gains +4 to Str for 1 min./level. PZO1110
Burdened Thoughts Target creature gains heavy encumbrance and is cannot fly. PZO9453
Burning Gaze Inflict 1d6 fire damage to creature. PZO1115
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. PZO9431
Campfire Wall Creates a shelter around a campfire. PZO1115
Carry Companion You transform a helpful animal or magical beast into a miniature stone figurine. PZO9426
Cat’s Grace Subject gains +4 to Dex for 1 min./level. PZO1110
Certain Grip You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. PZO1118
Chill Metal Cold metal damages those who touch it. PZO1110
Climbing Beanstalk Create a beanstalk that is easy to climb. PZO1129
Cloud of Seasickness As stinking cloud, except as noted and creatures are sickened instead of nauseated. PAP55:WM
Companion Life Link Sense whenever your companion is wounded and call out to it in a time of need. PZO1129
Control Vermin DF/M You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. PZO1130
Curse Terrain, Lesser M Curse an area with three mild hazards. PZO1135
Defoliate You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. StLC
Delay Disease DF Gain immunity to disease for 24 hours. PZO1121
Delay Poison Stops poison from harming subject for 1 hour/level. PZO1110
Detect Magic, Greater As detect magic, but learn more information. PZO1134
Determine Depth With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier. DHB
Divine Trident You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials. PZO9202
Eagle Eye Creates a magical sensor high above you. PZO1115
Elemental Speech Enables you to speak to elementals and some creatures. PZO1115
Endure Elements, Communal As endure elements, but you may divide the duration among creatures touched. PZO1118
Euphoric Cloud M Fog obscures vision and fascinates living creatures. PZO1129
Fear the Sun Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn. PZO9466
Feast of Ashes A target starves with an insatiable hunger. PZO1115
Fiery Runes You charge a weapon with a magic rune of fire. PZO9455
Fire Sneeze Launch flaming, forceful loogies at your enemies. PZO9419
Fire Trap M Opened object deals 1d4 + 1/level damage. PZO1110
Flame Blade Touch attack deals 1d8 + 1/two levels damage. PZO1110
Flaming Sphere Rolling ball of fire deals 3d6 fire damage. PZO1110
Flotsam Vessel Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. PZO9448
Fog Cloud Fog obscures vision. PZO1110
Forest Friend Plants in a forested area become helpful instead of hindering you and your allies. PZO1118
Frigid Touch Target takes cold damage and is staggered. PZO1117
Frost Fall The area is covered in a chilling frost. PZO1118
Full Pouch You cast this spell as you draw out a consumable alchemical item to use. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. PPZO9410
Fury of the Sun Target takes 1d4 nonlethal and suffers from heatstroke (fatigue). PZO1121
Gird Ally You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level) PZO9458
Glide You take no falling damage, move 60 ft./round while falling. PZO1115
Greensight Grant a target the ability to see through plant matter as if it were transparent. PZO1140
Groundswell Enable target to raise the ground he’s standing on five feet, which negates flanking bonuses. PZO1121
Gust of Wind Blows away or knocks down smaller creatures. PZO1110
Gusting Sphere Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage. PZO1121
Heat Metal Makes metal so hot it damages those who touch it. PZO1110
Hold Animal Paralyzes one animal for 1 round/level. PZO1110
Ice Slick You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. PZO1130
Insect Scouts This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. PZO9469
Ironskin DF/M Your skin hardens and takes on the color and texture of rough iron. PZO1130
Lay of the Land In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area. PZO9436
Lockjaw Creature gains grab ability with natural attack. PZO1115
Magic Boulder As magic stone, except you affect up to three boulders (rocks up to two size categories smaller than yourself). PZO1130
Masterwork Transformation M Make a normal item into a masterwork one. PZO1117
Mud Buddy You create a Small minion out of mud, and it obeys your commands. PZO1130
Natural Rhythm +1 on damage rolls with each hit (max +5). PZO1115
Owl’s Wisdom Subject gains +4 to Wis for 1 min./level. PZO1110
Pernicious Poison Target takes a -4 penalty against poison. PZO1117
Plant Voice You grant one plant creature the ability to speak, hear, and understand any of the languages you know. PZO9457
Pouncing Fury Make a full attack with your claws after a charge. PZO1140
Pox Pustules Subject is sickened and has –4 Dex. PZO1115
Quick Change Use change shape as a swift action and surprise foes. PZO1135
Recentering Drone You emit a calming sound that allows creatures with the dazzled, fatigued, shaken, or sickened conditions to temporarily ignore or reduce the the penalties from those conditions. PZO9443
Reduce Animal Shrinks one willing animal. PZO1110
Resist Energy Ignores 10 or more points of damage per attack from specified energy type. PZO1110
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage. PZO1110
Riversight You can view events transpiring along a natural watercourse you touch. PZO9448
Savage Maw Gain a bite attack. PZO1121
Scale Spikes DF/M When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. PZO1130
Scamper Grant your animal companion astonishing agility. PZO1140
Scent Trail Leave trail for allies to follow. PZO1115
Sea Steed Your mount adapts to an aquatic environment. PZO1140
Sense Fear Perceive nearby creatures that are experiencing fear. PZO1135
Share Language Subject understands chosen language. PZO1115
Sickening Entanglement As entangle, but plants have sickening sap. PZO1129
Slipstream Wave boosts creature’s speed. PZO1115
Soften Earth and Stone Turns stone to clay, or dirt to sand or mud. PZO1110
Soothing Word Reduces effects of multiple conditions on target. Cards
Spider Climb Grants ability to walk on walls and ceilings. PZO1110
Spore Burst You cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. PZO9457
Stone Call 2d6 damage to all creatures in area. PZO1115
Stone Discus Flying discus deals bludgeoning or slashing damage. PZO1129
Stone Throwing The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. PZO9453
Summon Nature’s Ally II Summons creature to fight. PZO1110
Summon Swarm Summons swarm of bats, rats, or spiders. PZO1110
Tar Ball Burning tar harms target and penalizes its Dex. PZO1117
Tree Shape You look exactly like a tree for 1 hour/level. PZO1110
Unshakable Chill Target is afflicted with severe cold. PZO1117
Vine Strike Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. PZO9455
Vine Strike Enhance one of your natural or unarmed attacks with thorny vine growth. PZO1140
Visualization of the Body M You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element. PZO9472
Warp Wood Bends wood. PZO1110
Wartrain Mount Animal gains the combat training general purpose. PZO1117
Web Shelter Create a comfortable shelter made of webbing. PZO1117
Whip of Spiders Create a whip made of poisonous spiders. PZO1129
Wilderness Soldiers Nearby plants aid you in combat. PZO1118
Winter Grasp Create a slippery sheet of ice on the ground. PZO1140
Wild Instinct This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. PZO9456
With the Wind Protect a target from being blown away by wind of less than windstorm force. PZO1140
Wood Shape Reshapes wooden objects to suit you. PZO1110

3rd-Level Druid Spells
Spell Name Comp. Description Source
Accept Affliction The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. PZO9431
Aggravate Affliction All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects. AP82
Air Breathing The transmuted creatures can breathe air freely. PZO1130
Air Geyser Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. PZO1129
Anchored Step Vines beneath your feet stabilize you but slow you down. PZO1129
Animal Aspect, Greater As animal aspect, but you gain two animal qualities. PZO1118
Anthropomorphic Animal Animal becomes bipedal. PZO1117
Ape Walk Target gains climb 30 and +8 racial bonus on Climb skill checks. StLC
Apport Animal Send or receive a Tiny or smaller animal via teleportation. PRG:OA
Aqueous Orb Creates rolling sphere of water. PZO1115
Ash Storm Hamper vision and movement. PZO1117
Aversion Cause the target to avoid an object or location. PRG:OA
Badger’s Ferocity Weapons are keen while you concentrate. PZO1117
Blade Snare This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. PZO9267
Bleed for Your Master Compel a companion to take damage for you. PZO1140
Blood Scent Gain scent ability against injured creatures. PZO1121
Burrow Target gains a burrow speed of 15. PZO1117
Burst of Nettles Burst deals 3d6 damage and 1d6 acid. PZO1117
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky. PZO1110
Channel the Gift Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. PZO9202
Clear Grove Trees, shrubs, and other thick vegetation move out of the spell’s area. PZO9456
Cloak of Winds Creates screen of strong wind around you. PZO1115
Companion Mind Link You can talk with your animal companion, and can handle it with supernatural ease. PZO1118
Contagion Infects subject with chosen disease. PZO1110
Create Treasure Map M Creates treasure map out of a creature’s corpse. PZO1115
Cup of Dust Causes a creature to become dehydrated. PZO1115
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). PZO1110
Daylight 60-ft. radius of bright light. PZO1110
Delay Poison, Communal As delay poison, but you may divide the duration among creatures touched. PZO1118
Diminish Plants Reduces size or blights the growth of normal plants. PZO1110
Dominate Animal One animal obeys your silent mental commands and orders. PZO1110
Earth Tremor Unleash a tremor that creates difficult terrain and can knock foes down and damage them. PZO1140
Feather Step, Mass As feather step, but multiple creatures. PZO1115
Fey Form I Assume the form of a Small or Medium fey creature. PZO1140
Fins to Feet Transform the target’s fins, flippers, or tail into legs and feet. PZO1121
Flashfire Cause smoky fires to spring up to burn foes and set them alight. PZO1140
Fungal Infestation Target takes bleed damage from attacks. PZO1117
Heatstroke As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. StLC
Hide Campsite Hides all traces of your campsite. PZO1115
Hurricane Blast Creates a severe blast of wind. AP:LoF
Hydraulic Torrent Creates torrent of water that bull rushes any creature in its path. PZO1115
Hydrophobia Targets in the area must succeed at a Will save or become deathly afraid of drowning. PZO9440
Ice Spears Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down. PZO9237
Ignoble Form Target drow takes on the form of a half-elf and loses its darkvision, light blindness, and light sensitivity traits, if it normally has them but gains low-light vision; a +3 racial bonus on a single Craft, Knowledge, Perform, or Profession skill of its choice; and both a +4 bonus on Bluff checks and a +10 bonus on Disguise checks to pass itself off as a half-elf. PZO9466
Improve trap Improve one specific element of a trap. PZO1121
Insect Spies Use magic beetles as spies. PZO1134
Iron Stake Hurl a spike of cold iron at a foe. PZO1140
Life Shield You surround yourself with positive energy that damages undead opponents. PZO9444
Lily Pad Stride Walk across water on moving lily pads. PZO1115
Longstrider, Greater As longstrider, plus the speeds of other movement modes increase. PZO1129
Mad Monkeys Summon a swarm of mischievous monkeys. PZO1117
Magic Fang, Greater One natural weapon gets + 1/four levels (max +5). PZO1110
Meld into Stone You and your gear merge with stone. PZO1110
Mirage Create illusory terrain. PZO1140
Nature’s Exile Gives subject –10 on Survival checks. PZO1115
Nauseating Trail Creature leaves a trail of stinking cloud squares. PZO1129
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject. PZO1110
Nixie’s lure Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them. PZO1121
Pack Empathy Create an empathic bond with allies. PZO1134
Planar Inquiry This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted. PPZO9410
Plant Growth Grows vegetation, improves crops. PZO1110
Pocketful of Vipers Ward a container with summoned vipers. PZO1134
Poison Touch deals 1d3 Con damage 1/round for 6 rounds. PZO1110
Protection from Energy Absorbs 12 points/level of damage from one kind of energy. PZO1110
Pup Shape Transforms a single animal or magical beast into a younger and cuter version of itself for a short time. PZO1118
Quell Energy You reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points. PZO9461
Quench Extinguishes fires. PZO1110
Raging Rubble DF Swarm of stones damaging (1d6) and distracting anything within it. PZO1121
Rain of Frogs Summon a swarm of poisonous frogs. PZO1117
Raven’s Flight You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. PZO9456
Remove Disease Cures all diseases affecting subject. PZO1110
Resinous Skin You gain DR 5/piercing and +4 to CMD against disarm attempts. PZO1118
Resist Energy, Communal As resist energy, but you may divide the duration among creatures touched. PZO1118
Scale Spikes, Greater DF/M As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic. PZO1130
Shadowmind You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark. PZO9466
Share Language, Communal As share language, but you may divide the duration among creatures touched. PZO1118
Sheet Lightning You create a dazzling flash of electricity that fills the target area. PZO9232
Shifting Sand Creates difficult terrain and erases tracks; can carry creatures or objects along. PZO1115
Signs of the Land Learn up to three details about the surrounding territory. PZO1140
Siphon Might You drain the might of the target and transfer that power to another creature. PZO9453
Sky Swim You grant a touched target the ability to swim through the air. PZO9418
Sleet Storm Hampers vision and movement. PZO1110
Soothing Mud Create restorative mud that heals hit point and ability damage. PZO1140
Snare Creates a magic booby trap. PZO1110
Speak with Plants You can talk to plants and plant creatures. PZO1110
Spider Climb, Communal As spider climb, but you may divide the duration among creatures touched. PZO1118
Spike Growth Creatures in area take 1d4 damage, may be slowed. PZO1110
Spit Venom Spit blinding black adder venom. PZO1117
Spotlight You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it. PZO9466
Steal Size Reduce one humanoid’s size by one size category (if it is larger than you) and you grow one size category. PZO9453
Stench of Prey Predatory animals must successfully save or attack the target. PZO1129
Stone Shape Sculpts stone into any shape. PZO1110
Summon Nature’s Ally III Summons creature to fight. PZO1110
Summon Totem Creature As summon nature’s ally III except for different creatures as options. PZO9417
Swarm of Fangs You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. PZO1130
Tail Current Create a current in water to enhance or impede swimming. PZO1140
Tailwind Create a current of wind to enhance or impede flight. PZO1140
Thorny Entanglement As entangle, plus plants make ranged attacks. PZO1129
Thunderstomp, Greater Trip multiple creatures within range. PZO1129
Transfer Regeneration You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains your regeneration. PZO1130
Vengeful Comets Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes. PZO9237
Vermin Shape I Take the form and some of the powers of a Small or Medium vermin. PZO1117
Ward of the Season Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). Elf only. PZO1121
Water Breathing Subjects can breathe underwater. PZO1110
Waters of Maddening M Create a more potent unholy water. PZO9226
Wind Wall Deflects arrows, smaller creatures, and gases. PZO1110

4th-Level Druid Spells
Spell Name Comp. Description Source
Absorb Toxicity You become immune to diseases and toxins, absorb one, and then spread it to others. PZO1118
Absorbing Inhalation Inhale a gas removing it from the area without harm and use it as a breath weapon. PZO1121
Aerial Tracks Track flying creatures through the air. PZO1134
Age Resistance, Lesser Ignore penalties from middle age. PZO1117
Aggressive Thundercloud, Greater Flying storm cloud deals 6d6 electricity damage. PZO1129
Air Walk Subject treads on air as if solid (climb or descend at 45-degree angle). PZO1110
Alter River You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall. PZO9448
Animal Ambassador Grant an animal messenger sentience to deliver your message. PZO1134
Antiplant Shell Keeps animated plants at bay. PZO1110
Arboreal Hammer Tree branches attack opponents. PZO1117
Aspect of the Stag +2 AC against attacks of opportunity and increases speed. PZO1115
Atavism Animal gains advanced creature simple template. PZO1117
Ball Lightning Flying lightning spheres deal 3d6 electricity damage each. PZO1115
Blast Barrier Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels. PZO9237
Blight Withers one plant or deals 1d6/level damage to plant creature. PZO1110
Bloody Claws Causes bleed damage with natural attacks. PZO1115
Borrow Corruption Temporarily gain the effects of a corrupted creature’s manifestations. PZO1135
Bountiful Banquet Create a luxurious feast for two creatures/level. PZO1134
Calm Air You calm the air and disperse fog, dust, and other particles. PZO9452
Cape of Wasps Wasp swarm defends or carries you. PZO1117
Caustic Blood Acidic blood spurts from your body when you take piercing or slashing damage. PZO9267
Claim Identity You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. PZO9469
Cloud Shape Subject becomes insubstantial and can fly slowly. PZO1121
Command Plants Sways the actions of plant creatures. PZO1110
Control Water Raises or lowers bodies of water. PZO1110
Create Holds You create a path of handholds on earthen, plaster, stone, or wooden walls. DHB
Creeping Ice Sheet of ice slowly spreads outward on a horizontal surface. PZO1129
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15). PZO1110
Curse Terrain M Curse an area with four hazards. PZO1135
Dispel Magic Cancels one magical spell or effect. PZO1110
Earth Glide Gain the ability to pass through stone, dirt and earth. PZO1121
Echolocation Sonic sense gives you blindsight 40 ft. PZO1117
Explosion of Rot Call forth a burst of decay that damages and can stagger targets. PZO1140
Firewalker’s Meditation M You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable. PZO9472
Flame Strike Smites foes with divine fire (1d6/level damage). PZO1110
Flaming Sphere, Greater Rolling ball of fire deals 6d6 fire damage and ignites targets. PZO1129
Forest’s Sense Sense the location of a distant target that is near a plant or fungus. PZO1140
Freedom of Movement Subject moves normally despite impediments to movement. PZO1110
Geyser Creates a geyser of boiling water. PZO1115
Giant Vermin Turns centipedes, scorpions, or spiders into giant vermin. PZO1110
Globe of Tranquil Water Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. PZO9456
Grove of Respite Creates trees and a small spring. PZO1115
Healing warmth As protection from energy, but can spend 12 points of energy absorption to heal 1d8. PZO1121
Heavy Water You cause a volume of water to become heavier than normal. PZO9440
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across. PZO1110
Instant Restoration You channel planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points. PZO9458
Kiss of the First World M Grant living creatures enhanced life or undead creatures debilitating conditions. PZO9237
Life Blast Drain life from local vegetation to launch a blast of positive energy. PZO1135
Life Bubble Protects from environmental effects. PZO1115
Liquefy The object you target becomes a liquid version of itself. PPZO9410
Master’s Escape You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space PZO9458
Moonstruck Subject is enraged and confused. PZO1115
Obsidian Flow Converts the surface of the ground into molten glass. PZO1118
Plague Carrier target’s attacks carry filth fever. PZO1117
Protection from Energy, Communal As protection from energy, but you may divide the duration among creatures touched. PZO1118
Reincarnate Brings dead subject back in a random body. PZO1110
Repel Vermin Insects, spiders, and other vermin stay 10 ft. away. PZO1110
Ride the Waves Target can breathe water and swim. PZO1117
River of Wind Creates wind that causes nonlethal damage and can knock down or push creatures. PZO1115
Rusting Grasp Your touch corrodes iron and alloys. PZO1110
Scrying F Spies on subject from a distance. PZO1110
Sea Stallion You and your mount adapt to an aquatic environment. PZO1140
Sensory Amplifier You open the minds of all creatures near you and enhance their sensory receptors. PZO9461
Slowing Mud Targets are covered in mud that blinds them and acts like slow. PZO1129
Spike Stones Creatures in area take 1d8 damage, may also be slowed. PZO1110
Strong Jaw Natural attacks deal damage as if dealt by creature two sizes larger. PZO1115
Summon Nature’s Ally IV Summons creature to fight. PZO1110
Thorn Body Your attackers take 1d6 +1 damage/level. PZO1115
Touch of Slime Touch infests a target with green slime. PZO1117
True Form Removes polymorph effects. PZO1115
Vermin Shape II As vermin shape, but Tiny or Large. PZO1117
Volcanic Storm Hot rocks deal 5d6 damage. PZO1117
Warp Metal Cause metal to bend and warp, permanently destroying its straightness, form, and strength. PZO9468
Watchful Animal You place a scrying sensor on your animal companion or familiar. PZO9469
Zone of Foul Flames Creatures in zone take damage from their own fire spells; makes casting fire spells difficult. PZO9237

5th-Level Druid Spells
Spell Name Comp. Description Source
Air Walk, Communal As air walk, but you may divide the duration among creatures touched. PZO1118
Animal Growth One animal doubles in size. PZO1110
Aspect of the Wolf +4 Str and Dex, +2 bonus on trip attacks. PZO1115
Atonement DF/M Removes burden of misdeeds from subject. PZO1110
Awaken M Animal or tree gains human intellect. PZO1110
Baleful Polymorph Transforms subject into harmless animal. PZO1110
Blessing of the Salamander Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. PZO1115
Blood Ties When a target is harmed, so is the target’s relative. PZO1135
Call Lightning Storm As call lightning, but 5d6 damage per bolt. PZO1110
Cave Fangs M Create a trap from stalactites and stalagmites. PZO1140
Commune with Nature Learn about terrain for 1 mile/level. PZO1110
Companion Transposition Swap places with your animal companion, familiar, or spirit animal via teleportation. PZO1140
Contagion, Greater Infect a subject with a magical disease. PZO1117
Control Winds Changes wind direction and speed. PZO1110
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20). PZO1110
Darkvault You ward an area’s shadows such that light cannot penetrate them. PZO9466
Death Ward Grants bonuses against death spells and negative energy. PZO1110
Entice Fey, Lesser Entice service from a fey of 6 Hit Dice or fewer. PZO1134
Fey Form II Assume the form of a Tiny or Large fey creature. PZO1140
Fickle Winds Wind walls selectively block attacks. PZO1117
Fire Snake Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. PZO1115
Geniekind Gain your choice of genie-themed powers. PZO9237
Glimpse of Truth Gain true seeing for 1 round. PZO1134
Half-blood Extraction M/DF Transform an half-orc into a full-blooded orc. PZO1121
Hallow M Designates location as holy. PZO1110
Hasten Judgment M Quicken a soul’s journey to judgment— hampering resurrection or weakening undead foes. PRG:PA
Hungry Earth The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals. PZO1130
Insect Plague Wasp swarms attack creatures. PZO1110
Jungle Mind You merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator. PZO9436
Master’s Mutation You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that you control to better suit your needs PZO9458
Oasis This spell redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour. PZO9456
Old Salt’s Curse M Target becomes permanently sickened and is staggered at sea. PZO1121
Poisonous Balm As cure serious wounds, but leave behind a latent venom. PZO1134
Raise Animal Companion M As raise dead, but on an animal. PZO1117
Release The Hounds M Summon a pack of canines that respond to your commands and act in perfect unison, causing them to function like a swarm. PZO9468
Replay Tracks Reconstruct past events from a set of tracks. PZO1140
Reprobation Marked target is shunned by your religion. PZO1117
Rest Eternal M Dead creature cannot be revived. PZO1115
Snake Staff Transforms wood into snakes to fight for you. PZO1115
Soulswitch You place your soul into the body of your familiar, and your familiar’s soul is placed in your body. PZO9454
Stoneskin M Grants DR 10/adamantine. PZO1110
Sturdy Tree Fort Create a tree with a defensive fort within it. PZO1140
Summon Nature’s Ally V Summons creature to fight. PZO1110
Swallow Poison Protect yourself from ingested poison, then spit it out in a cone. PZO1134
Threefold Aspect F Appear older or younger. PZO1115
Tidal Surge Create a surge of water to bludgeon foes and extinguish fires. PZO1140
Touch of Slumber A touched creature with an attitude toward you of indifferent or better (and not hostile toward your visible allies) must succeed a Will save or fall asleep. PZO9468
Transmute Mud to Rock Transforms two 10-ft. cubes per level. PZO1110
Transmute Rock to Mud Transforms two 10-ft. cubes per level. PZO1110
Tree Stride Step from one tree to another far away. PZO1110
Unhallow M Designates location as unholy. PZO1110
Vinetrap Vines burst to life in a radius around a target with a variety of effects. PZO9255
Vile Dog Transformation Transform ordinary dogs into fiendish minions. PZO1135
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. PZO1110
Wall of Light An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions. Creatures from the Plane of Shadow gain negative levels while within 5 ft, of the wall. PM:TDD
Wall of Thorns Thorns damage anyone who tries to pass. PZO1110
Whip of Centipedes Create a whip made of poisonous centipedes. PZO1129

6th-Level Druid Spells
Spell Name Comp. Description Source
Age Resistance Ignore penalties from old age. PZO1117
Antilife Shell 10-ft.-radius field hedges out living creatures. PZO1110
Bear’s Endurance, Mass As bear’s endurance, affects 1 subject/level. PZO1110
Binding Earth, Mass DF Target creatures treats areas of earth and stone as difficult terrain. PZO1121
Black Tentacles, Greater This spell causes tall grass, weeds, and other plants to swell into Gargantuan vines and tendrils that erupt from the ground, reaching for any structure or any creature of evil alignment, functioning like black tentacles except as noted. PPZO9410
Blazing Rainbow Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents. PZO1129
Bull’s Strength, Mass As bull’s strength, affects 1 subject/level. PZO1110
Cat’s Grace, Mass As cat’s grace, affects one subject/level. PZO1110
Claim Identity, Greater M This spell functions as claim identity, except it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration. PZO9469
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level. PZO1110
Curse Terrain, Greater M Curse an area with six dangerous hazards. PZO1135
Cyclic Reincarnation This spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body and functions as reincarnate except as noted. PPZO9410
Dispel Magic, Greater As dispel magic, but with multiple targets. PZO1110
Dust Form You become an incorporeal creature of dust for a short period of time. PZO1118
Eagle Aerie Summon 1 giant eagle/3 levels. PZO1117
Enlightened Step M You are able to make your steps lighter than air. PZO9472
Epidemic Infect a subject with a highly contagious disease. PZO1117
Fey Form III Assume the form of a Diminutive or Huge fey creature. PZO1140
Find the Path Shows most direct way to a location. PZO1110
Fire Seeds Acorns and berries become grenades and bombs. PZO1110
Green Caress Slowly transform a creature into an inanimate plant. PZO1135
Insect Spies, Greater Use magic beetles as spies and also share their senses. PZO1134
Ironwood Magic wood is as strong as steel. PZO1110
Liveoak Oak becomes treant guardian. PZO1110
Move Earth Digs trenches and builds hills. PZO1110
Overwhelming Poison Make a poison more difficult to resist. PZO1134
Owl’s Wisdom, Mass As owl’s wisdom, affects 1 subject/level. PZO1110
Path of the Winds Winds sweep area clear of anything of Small or smaller size, and after act as wind wall. PZO1121
Plague Storm Cloud infects creatures like contagion. PZO1117
Primal Regression Make a creature become bestial and unintelligent. PRG:OA
Reincarnate Spy As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body. PZO1134
Repel Wood Pushes away wooden objects. PZO1110
Roaming Pit M As create pit, except the pit is capable of movement. PZO9468
Share Skin Possess an animal BotM
Sirocco Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. PZO1115
Source Severance You create an invisible barrier that surrounds you and moves with you, inhibiting one category of magic. PZO9436
Spellstaff Stores one spell in wooden quarterstaff. PZO1110
Stoneskin, Communal M As stoneskin, but you may divide the duration among creatures touched. PZO1118
Stone Tell Talk to natural or worked stone. PZO1110
Summon Nature’s Ally VI Summons creature to fight. PZO1110
Summon Stampede Conjures a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction. PZO9255
Swarm Skin Turns your body into a swarm that can attack. PZO1115
Tar Pool Converts the top layer of the ground into hot tar. PZO1118
Transport via Plants Move instantly from one plant to another of the same kind. PZO1110
Unerring Tracker Follow an entire trail unerringly. PZO1134
Wall of Stone Creates a stone wall that can be shaped. PZO1110
Whip of Ants Create a whip made of army ants. PZO1129

7th-Level Druid Spells
Spell Name Comp. Description Source
Age Resistance, Greater Ignore penalties from venerable age. PZO1117
Animate Plants One or more plants animate and fight for you. PZO1110
Baleful Shadow Transmutation You infuse a target’s shadow with energies from the Shadow Plane, shaping the shadow into one that appears to belong to a different creature, and tricking the target into believing it actually is that creature. PZO9466
Black Mark M Cursed creature is shaken at sea, and aquatic/water subtype creatures are hostile. PZO1121
Changestaff Your staff becomes a treant on command. PZO1110
Control Weather Changes weather in local area. PZO1110
Creeping Doom Swarms of centipedes attack at your command. PZO1110
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level. PZO1110
Entice Fey Entice service from a fey of 12 Hit Dice or fewer. PZO1134
Fairy Ring Retreat Toadstool circle leads to an extradimensional meadow. PZO1129
Fire Storm Deals 1d6/level fire damage. PZO1110
Form of the Exotic Dragon I You become a Medium imperial or primal dragon. PZO9470
Heal Cures 10 points/level damage, all diseases and mental conditions. PZO1110
Legendary Proportions You call upon the primordial power of ancient megafauna to boost the size of your target. The creature’s height doubles and its weight increases by a factor of 8. PPZO9410
Planar Refuge M This spell enforces the rules of the Material Plane on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point. PZO9456
Plundered Power M Kill a creature and steal its strongest spell-like ability. PZO1135
Rampart Creates 5-ft.-thick earthen barrier. PZO1115
Scouring Winds Winds block vision and deal 3d6 damage. PZO1117
Scrying, Greater As scrying, but faster and longer. PZO1110
Siege of Trees Transforms Large trees into arboreal catapults of the same size. PZO1118
Summon Nature’s Ally VII Summons creature to fight. PZO1110
Sunbeam Beam blinds and deals 4d6 damage. PZO1110
Tectonic Communion As commune with nature with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per caster level, extending even underground without penalty. PZO9436
Transmute Metal to Wood Metal within 40 ft. becomes wood. PZO1110
True Seeing M Lets you see all things as they really are. PZO1110
Umbral Strike You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). PZO9466
Vortex Creates a whirlpool in water. PZO1115
Wind Walk You and your allies turn vaporous and travel fast. PZO1110

8th-Level Druid Spells
Spell Name Comp. Description Source
Animal Shapes One ally/level polymorphs into chosen animal. PZO1110
Atavism, Mass One animal/level gains advanced template. PZO1117
Blood Mist Mist causes Wisdom damage and rage. PZO1117
Control Plants Controls actions of one or more plant creatures. PZO1110
Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level. PZO1110
Curse of Night F Curse an area with eternal night. PZO1135
Curse Terrain, Supreme M Curse an area with seven deadly hazards. PZO1135
Earthquake Intense tremor shakes 80-ft.-radius. PZO1110
Euphoric Tranquility Makes a creature friendly. PZO1115
Fey Form IV Assume the form of a powerful fey creature. PZO1140
Fey Gate Create a portal that allows travel to the Fey World. PZO1140
Finger of Death Deals 10 damage/level to one subject. PZO1110
Form of the Exotic Dragon II As form of the exotic dragon I, except it also allows you to assume the form of a Large imperial or primal dragon. PZO9470
Frightful Aspect You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. PZO1118
Repel Metal or Stone Pushes away metal and stone. PZO1110
Reverse Gravity Objects and creatures fall upward. PZO1110
Seamantle Sheathes you in protective water. PZO1115
Stormbolts 1d8 damage/level (max 20d8) to targets. PZO1115
Summon Nature’s Ally VIII Summons creature to fight. PZO1110
Sunburst Blinds all within 10 ft., deals 6d6 damage. PZO1110
Wall of Lava Wall damages foes that try to enter, periodically launches lava at nearby targets. PZO1115
Wandering Weather Control weather in a large area that moves with you. PZO1140
Whirlwind Cyclone deals damage and can pick up creatures. PZO1110
Word of Recall Teleports you back to designated place. PZO1110

9th-Level Druid Spells
Spell Name Comp. Description Source
Antipathy Object or location affected by spell repels certain creatures. PZO1110
Clashing Rocks 20d6 damage to target creature. PZO1115
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures. PZO1110
Curse of Fell Seasons F Curse an area’s weather. PZO1135
Death Clutch Rip out someone’s heart. PZO1135
Elemental Swarm Summons multiple elementals. PZO1110
Entice Fey, Greater Entice service from a fey of 18 Hit Dice or fewer. PZO1134
Foresight “Sixth sense” warns of impending danger. PZO1110
Form of the Exotic Dragon III As form of the exotic dragon II except that it also allows you to take the form of a Huge imperial or primal dragon. PZO9470
Polar Midnight Cold darkness paralyzes and deals damage. PZO1117
Regenerate Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). PZO1110
Sea of Dust Permanently drive water out of a region to create a desert. PZO1140
Shambler Creates 1d4+2 shambling mounds to fight for you. PZO1110
Shapechange F Transforms you into certain creatures, and you can change forms once per round. PZO1110
Siege of Trees, Greater As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size. PZO1118
Storm of Vengeance Storm rains acid, lightning, and hail. PZO1110
Summon Elder Worm Summon a giant purple worm. PZO1117
Summon Froghemoth Summon a froghemoth. PZO1117
Summon Nature’s Ally IX Summons creature to fight. PZO1110
Sympathy M Object or location attracts certain creatures. PZO1110
Tsunami Huge wave damages and sweeps up all in its path. PZO1115
Winds of Vengeance You can fly and attack with wind. PZO1115
World Wave Earth or water moves you across distances and damages things not of the natural world. PZO1115