Druid Spells


0-LEVEL DRUID SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dawn: Sleeping/unconscious creatures in area awaken.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Naturewatch: As deathwatch, but on animals and plants.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL DRUID SPELLS
Animate Fire: Turn campfire into Small elemental.
Animate Water: Turn quantity of water into Small elemental.
Animate Wood: Turn Small or smaller wooden item into animated object.
Aspect of the Wolf: You change into a wolf and gain some of its abilities.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Beast Claws: Your hands become slashing naturalweapons.
Beastland Ferocity: Subject fights without penalty while disabled or dying.
Beget Bogun: You create a Tiny nature servant.
Branch to Branch: You gain 10 competence bonus on Climb checks in trees and can brachiate through forest.
Breath of the Jungle: Fog makes poison and diseases harder to resist.
Buoyant Lifting: Underwater creatures rise to surface.
Calm Animals: Calms (2d4 + level) HD of animals
Camouflage: Grants +10 bonus on Hide checks.
Charm Animal: Makes one animal your friend.
Claws of the Bear: Your hands become weapons that deal 1d8 damage.
Climb Walls: Touched creature gains increased climbing ability.
Cloudburst: Hampers vision and ranged attacks, puts out normal fires.
Cold Fire: Fire becomes blue and white, emits cold.
Crabwalk: Touched creature gains bonus while charging.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deep Breath: Your lungs are filled with air.
Delay Disease: Ravages of disease staved off for a day.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Enrage Animal: Animal rages like barbarian,not fatigued.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Healthful Rest: Subjects heal at twice the normal rate.
Hide from Animals: Animals can’t perceive one subject/level.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Jump: Subject gets bonus on Jump checks
Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Longstrider: Your speed increases by 10 ft.
Low-Light Vision: See twice as far as a human in poor illumination.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6
1 damage.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Quickswim: Your swim speed increases by 10 ft.
Raging Flame: Fires burn twice as hot, half as long.
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
Rapid Burrowing: +20 ft. to subject’s burrow speed.
Remove Scent: Hides touched creature’s scent.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Slow Burn: Fires burn twice as long.
Snake’s Swiftness: Subject immediately makes one attack.
Snowshoes: Subject walks easily on ice and snow.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Thunderhead: Small lightning bolts deal 1d6 damage/
round.
Traveler’s Mount: Creature moves faster but can’t attack.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vine Strike: You can sneak attack plant creatures for 1 round.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
Wings of the Sea: +30 ft. to subject’s swim speed.
Winter Chill: Creature takes 1d6 cold damage and is fatigued.
Wood Wose: Nature spirit does simple tasks for you.

2ND-LEVEL DRUID SPELLS
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
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.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Binding Winds: Air prevents subject from moving, hinders ranged attacks.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blinding Spittle: Ranged touch attack blinds subject.
Blood Frenzy: Grants extra use of rage.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10).
Bull’s Strength Subject gains +4 to Str for 1 min./level.
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Burrow: Subject can burrow with a speed of 30 feet.
Camouflage, Mass: As camouflage, but multiple subjects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Cloud Wings: +30 ft. to subject’s fly speed.
Countermoon: Forces lycanthrope to its natural form.
Creeping Cold: Creature feels chill that increases with each round.
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.
Decomposition: Wounds deal 3 extra points of damage each round.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Earthbind: Subject creature can’t fly.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Earthfast: Doubles the hit points of stone structure or rock formation and increases hardness to 10.
Easy Trail: You make a temporary trail through any kind of undergrowth.
Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
Fins to Feet: Transforms tails and fins into legs and feet.
Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Gust of Wind: Blows away or knocks down smaller creatures.
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Healing Sting: Touch deals 1d12 damage +1/level; caster gains damage as hp.
Heartfire: Subjects outlined by fire, take 1d4 damage/ round.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Jaws of the Moray: Subject gains a bite attack.
Kelpstrand: Strands of kelp grapple foes.
Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Master Air: You sprout insubstantial wings and can fly.
Mountain Stance: Subject becomes hard to move.
Nature’s Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Saltray: Ray deals 1d6 damage/2 levels and stuns.
Scent: Grants the scent special ability.
Share Husk: See and hear through the senses of a touched animal.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
Tiger’s Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
Tojanida Sight: Gain all-around vision.
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
Tree Shape: You look exactly like a tree for 1 hour/level.
Urchin’s Spines: Target grows spines that damage opponents.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wings of Air: Subject’s flight maneuverability improves by one step.
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted.
Wood Shape: Rearranges wooden objects to suit you.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.

3RD-LEVEL DRUID SPELLS
Air Breathing: Subjects can breathe air freely.
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blindsight: Subject gains blindsight 30 ft. for 1 minute/ level.
Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Capricious Zephyr: Gale-force winds push creatures.
Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
Circle Dance: Indicates direction to known individual.
Contagion: Infects subject with chosen disease.
Corona of Cold: Aura of cold protects you, damages others.
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
Crumble: You erode building or other structure.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Dehydrate: Deals Con damage to subject.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Downdraft: Flying creatures knocked down.
Energy Vortex: Burst of energy centered on you damages nearby creatures.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Favorable Wind: Produces a strong wind that lasts 10 min./level.
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Heatstroke: Subject creature takes nonlethal damage and becomes fatigued.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
Infestation of Maggots: Touch attack deals 1d4 Con damage/round.
Jagged Tooth: Doubles the critical threat range of natural weapons.
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
Lion’s Charge: You can make a full attack on a charge for 1 round.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Nature’s Balance: You transfer 4 ability score points to the subject for 10 minutes/level.
Nature’s Rampart: You mold the terrain to provide fortifications.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Primal Form: You change into elemental, gain some abilities.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
Sink: Subject sinks in water, must make Swim checks.
Sleet Storm: Hampers vision and movement.
Snakebite: Your arm turns into poisonous snake you can use to attack.
Snare: Creates a magic booby trap.
Snowshoes, Mass: As snowshoes, affects one creature/level.
Speak with Plants: You can talk to normal plants and plant creatures.
Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spirit Jaws: Ghostly jaws grapple creature, deal 2d6 damage.
Standing Wave: Magically propels boat or swimming creature.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens.
Treasure Scent: You detect valuable metals and gems.
Tremor: Subjects knocked prone.
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
Vine Mine: Vines grow rapidly, giving various effects.
Water Breathing: Subjects can breathe underwater.
Weather Eye: You accurate predict weather up to one week ahead.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL DRUID SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level.
Burrow, Mass: As burrow, but affects 1/level subjects.
Chain of Eyes: See through other creatures’ eyes.
Command Plants: Sway the actions of one or more plant creatures.
Contagious Touch: You infect one creature/round with chosen disease.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Control Currents: Changes current direction and speed.
Control Water: Raises or lowers bodies of water.
Creeping Cold, Greater: As creeping cold, but longer duration and more damage.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Enhance Wild Shape: Your wild shape ability gains a bonus.
Essence of the Raptor: Base speed becomes 60 feet, gainskill bonuses and scent.
Eye of the Hurricane: Storm pushes creatures, calm at center.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Jaws of the Wolf: One carving/2 levels turns into a worg.
Land Womb: You and one creature/level hide within the earth.
Languor: Ray slows subject and diminishes its Strength.
Last Breath: Reincarnate recently deceased creature with no level loss.
Lay of the Land: You gain an overview of the geography around you.
Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels.
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Murderous Mist: Steam deals 2d6 damage, blinds creatures.
Perinarch: Gain greater control over Limbo’s morphic essence.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Poison Vines: Vines grow and poison creatures stuck within them.
Reincarnate: Brings dead subject back in a random body
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resistance, Greater: Subject gains +3 on saving throws.
Rushing Waters: Wave makes bull rush attack.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying: Spies on subject from a distance.
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow.
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Spark of Life: Undead creature loses most immunities.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Starvation: Hunger pangs deal 1d6 damage/level, cause fatigue.
Sudden Stalagmite: Impaling stalagmite damages and holds foes.
Summon Elementite Swarm: Summon an elementite swarm to follow your commands.
Summon Nature’s Ally IV: Calls creature to fight.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Swim, Mass: As swim, but one creature/level.
Thalassemia: Turns blood to seawater, dealing 1d6/level damage
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wall of Water: Creates shapeable transparent wall of water.
Wake Trailing: You can track a ship across the sea.
Wild Runner: Change into centaur, gain some abilities.
Wind at Back: Doubles overland speed of subjects for 12 hours.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
Wood Rot: Destroy wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures.

5TH-LEVEL DRUID SPELLS
Animal Growth: One animal/two levels doubles in size.
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Atonement: Removes burden of misdeeds from subject.
Awaken: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Bite of the Weretiger: You gain the Strength and attacksof a weretiger.
Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
Cold Snap: You lower temperature in area.
Commune with Nature: Learn about terrain for 1 mile/level.
Contagion, Mass: As contagion, but 20-ft. radius.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons.
Death Ward: Grants immunity to all death spells and negative
energy effects.
Dire Hunger: Subject grows fangs, attacks creatures near it.
Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
Fireward: As quench, but also suppresses magical fire effects in affected area.
Flowsight: You can scry creatures in contact with a body of water.
Freeze: Ray immobilizessubject and deals 6d6 cold damage/round.
Hallow: Designates location as holy.
Heal Animal Companion: As heal on your animal companion.
Ice Flowers: Ice and earth deal 1d6 damage/ level.
Insect Plague: Locust swarms attack creatures.
Inferno: Creature bursts into flames and takes fire damage per round.
Jungle’s Rapture: Curse causes 1d6 Dexterity drain.
Kelpstrand: Kelp spell entangles and grapples its’ target.
Mantle of the Icy Soul: Touched creature gains the cold subtype.
Memory Rot: Spores deal 1d6 Int damage to subject, plus 1 Int drain/round.
Owl’s Insight: Subject gains Wis bonus equal to half your level for 1 hour.
Panacea: Removes most afflictions.
Phantom Stag: Magic stag appears for 1 hour/level.
Plant Body: Subject’s type changes to plant.
Poison Thorns: You grow thorns that poison your attackers.
Quill Blast: You fling quills in spread, dealing damage and imposing penalties.
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Stoneskin: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transformation of the Deep: Grant water breathing, darkvision, and pressure immunity to one creature/ 3 levels.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow: Designates location as unholy.
Vigor, Greater: As lesser vigor, but 4 hp/round.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.
Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wind Tunnel: Ranged weapons gain +5 bonus and double range increment.

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

7TH-LEVEL DRUID SPELLS
Aura of Vitality: Subjects gain +4 to Str, Dex, and Con.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Cloudwalkers: Subjects can fly outdoors at speed of 60 ft.
Master Earth: Travel through the earth to any location.
Shifting Paths: Illusion hides path, creates
Slime Wave: Creates a 15-ft. spread of green slime.
Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
Storm Tower: Swirling clouds absorb electricity and magic missiles and prevent ranged attacks.
Swamp Lung: Water in lungs makes subject helpless, diseased.
Waterspout: Waterspout you control picks up and damages foes.
Word of Balance: Kills, paralyzes, weakens, or nauseates non-neutral creatures.

8TH-LEVEL DRUID SPELLS
Awaken, Mass: As awaken, but multiple creatures.
Bombardment: Falling rocks deal 1d8 damage/level and bury subjects.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Cocoon: Preserves a corpse and reincarnates with no loss of level.
Deadfall: Falling wood causes damage and knocks foes prone.
Maelstrom: Water vortex traps and damages creatures and objects.
Phantom Wolf: Incorporeal wolf fights for you.
Red Tide: Nauseating water knocks foes prone and deals Strength damage.
Stormrage: You can fly and fire lightning from your eyes.
Unyielding Roots: Creature grows roots that keep it stationary and heal it every round.

9TH-LEVEL DRUID SPELLS
Cast in Stone: Petrifying gaze attack.
Death Ward, Mass: As death ward, but more subjects.
Drown, Mass: As drown, but affects multiple subjects.
Nature’s Avatar: Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Phantom Bear: Incorporeal bear fights for you.
Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
Tsunami: Massive wave deals 1d6 damage/level.
Undermaster: You gain earth-related spell-like abilities.
Whirlwind, Greater: As whirlwind, but larger and more destructive.

Druid Spells

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