d20 SRD
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Magic
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Spell List
DRUID SPELLS
Contents
0-Level Druid Spells (Orisons)
Create Water
- Creates 2 gallons/level of pure water.
Cure Minor Wounds
- Cures 1 point of damage.
Detect Magic
- Detects spells and magic items within 60 ft.
Detect Poison
- Detects poison in one creature or object.
Flare
- Dazzles one creature (-1 penalty on attack rolls).
Guidance
- +1 on one attack roll, saving throw, or skill check.
Know Direction
- You discern north.
Light
- Object shines like a torch.
Mending
- Makes minor repairs on an object.
Purify Food And Drink
- Purifies 1 cu. ft./level of food or water.
Read Magic
- Read scrolls and spellbooks.
Resistance
- Subject gains +1 bonus on saving throws.
Virtue
- Subject gains 1 temporary hp.
1St-Level Druid Spells
Calm Animals
- Calms (2d4 + level) HD of animals.
Charm Animal
- Makes one animal your friend.
Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
Detect Animals Or Plants
- Detects kinds of animals or plants.
Detect Snares And Pits
- Reveals natural or primitive traps.
Endure Elements
- Exist comfortably in hot or cold environments.
Entangle
- Plants entangle everyone in 40-ft.-radius.
Faerie Fire
- Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry
- 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide From Animals
- Animals can't perceive one subject/level.
Jump
- Subject gets bonus on Jump checks.
Longstrider
- Your speed increases by 10 ft.
Magic Fang
- One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone
- Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist
- Fog surrounds you.
Pass Without Trace
- One subject/level leaves no tracks.
Produce Flame
- 1d6 damage +1/level, touch or thrown.
Shillelagh
- Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min.
Speak With Animals
- You can communicate with animals.
Summon Nature's Ally I
- Calls creature to fight.
2Nd-Level Druid Spells
Animal Messenger
- Sends a Tiny animal to a specific place.
Animal Trance
- Fascinates 2d6 HD of animals.
Barkskin
- Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance
- Subject gains +4 to Con for 1 min./level.
Bull's Strength
- Subject gains +4 to Str for 1 min./level.
Cat's Grace
- Subject gains +4 to Dex for 1 min./level.
Chill Metal
- Cold metal damages those who touch it.
Delay Poison
- Stops poison from harming subject for 1 hour/level.
Fire Trap
- M
Flame Blade
- Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere
- Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud
- Fog obscures vision.
Gust Of Wind
- Blows away or knocks down smaller creatures.
Heat Metal
- Make metal so hot it damages those who touch it.
Hold Animal
- Paralyzes one animal for 1 round/level.
Owl's Wisdom
- Subject gains +4 to Wis for 1 min./level.
Reduce Animal
- Shrinks one willing animal.
Resist Energy
- Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser
- Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth And Stone
- Turns stone to clay or dirt to sand or mud.
Spider Climb
- Grants ability to walk on walls and ceilings.
Summon Nature's Ally Ii
- Calls creature to fight.
Summon Swarm
- Summons swarm of bats, rats, or spiders.
Tree Shape
- You look exactly like a tree for 1 hour/level.
Warp Wood
- Bends wood (shaft, handle, door, plank).
Wood Shape
- Rearranges wooden objects to suit you.
3Rd-Level Druid Spells
Call Lightning
- Calls down lightning bolts (3d6 per bolt) from sky.
Contagion
- Infects subject with chosen disease.
Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
Daylight
- 60-ft. radius of bright light.
Diminish Plants
- Reduces size or blights growth of normal plants.
Dominate Animal
- Subject animal obeys silent mental commands.
Magic Fang, Greater
- One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld Into Stone
- You and your gear merge with stone.
Neutralize Poison
- Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth
- Grows vegetation, improves crops.
Poison
- Touch deals 1d10 Con damage, repeats in 1 min.
Protection From Energy
- Absorb 12 points/level of damage from one kind of energy.
Quench
- Extinguishes nonmagical fires or one magic item.
Remove Disease
- Cures all diseases affecting subject.
Sleet Storm
- Hampers vision and movement.
Snare
- Creates a magic booby trap.
Speak With Plants
- You can talk to normal plants and plant creatures.
Spike Growth
- Creatures in area take 1d4 damage, may be slowed.
Stone Shape
- Sculpts stone into any shape.
Summon Nature's Ally Iii
- Calls creature to fight.
Water Breathing
- Subjects can breathe underwater.
Wind Wall
- Deflects arrows, smaller creatures, and gases.
4Th-Level Druid Spells
Air Walk
- Subject treads on air as if solid ( climb at 45-degree angle).
Antiplant Shell
- Keeps animated plants at bay.
Blight
- Withers one plant or deals 1d6/level damage to plant creature.
Command Plants
- Sway the actions of one or more plant creatures.
Control Water
- Raises or lowers bodies of water.
Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
Dispel Magic
- Cancels spells and magical effects.
Flame Strike
- Smite foes with divine fire (1d6/level damage).
Freedom Of Movement
- Subject moves normally despite impediments.
Giant Vermin
- Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm
- Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate
- Brings dead subject back in a random body.
Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp
- Your touch corrodes iron and alloys.
Scrying
- F
Spike Stones
- Creatures in area take 1d8 damage, may be slowed.
Summon Nature's Ally Iv
- Calls creature to fight.
5Th-Level Druid Spells
Animal Growth
- One animal/two levels doubles in size.
Atonement
- Removes burden of misdeeds from subject.
Awaken
- X
Baleful Polymorph
- Transforms subject into harmless animal.
Call Lightning Storm
- As call lightning, but 5d6 damage per bolt.
Commune With Nature
- Learn about terrain for 1 mile/level.
Control Winds
- Change wind direction and speed.
Cure Critical Wounds
- Cures 4d8 damage +1/level (max +20).
Death Ward
- Grants immunity to all death spells and negative energy effects.
Hallow
- M
Insect Plague
- Locust swarms attack creatures.
Stoneskin
- M
Summon Nature's Ally V
- Calls creature to fight.
Transmute Mud To Rock
- Transforms two 10-ft. cubes per level.
Transmute Rock To Mud
- Transforms two 10-ft. cubes per level.
Tree Stride
- Step from one tree to another far away.
Unhallow
- M
Wall Of Fire
- Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.
Wall Of Thorns
- Thorns damage anyone who tries to pass.
6Th-Level Druid Spells
Antilife Shell
- 10-ft.-radius field hedges out living creatures.
Bear's Endurance, Mass
- As bear's endurance, affects one subject/ level.
Bull's Strength, Mass
- As bull's strength, affects one subject/level.
Cat's Grace, Mass
- As cat's grace, affects one subject/level.
Cure Light Wounds, Mass
- Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater
- As dispel magic, but +20 on check.
Find The Path
- Shows most direct way to a location.
Fire Seeds
- Acorns and berries become grenades and bombs.
Ironwood
- Magic wood is strong as steel.
Liveoak
- Oak becomes treant guardian.
Move Earth
- Digs trenches and builds hills.
Owl's Wisdom, Mass
- As owl's wisdom, affects one subject/level.
Repel Wood
- Pushes away wooden objects.
Spellstaff
- Stores one spell in wooden quarterstaff.
Stone Tell
- Talk to natural or worked stone.
Summon Nature's Ally Vi
- Calls creature to fight.
Transport Via Plants
- Move instantly from one plant to another of the same kind.
Wall Of Stone
- Creates a stone wall that can be shaped.
7Th-Level Druid Spells
Animate Plants
- One or more plants animate and fight for you.
Changestaff
- Your staff becomes a treant on command.
Control Weather
- Changes weather in local area.
Creeping Doom
- Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass
- Cures 2d8 damage +1/level for many creatures.
Fire Storm
- Deals 1d6/level fire damage.
Heal
- Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater
- As scrying, but faster and longer.
Summon Nature's Ally Vii
- Calls creature to fight.
Sunbeam
- Beam blinds and deals 4d6 damage.
Transmute Metal To Wood
- Metal within 40 ft. becomes wood.
True Seeing
- M
Wind Walk
- You and your allies turn vaporous and travel fast.
8Th-Level Druid Spells
Animal Shapes
- One ally/level polymorphs into chosen animal.
Control Plants
- Control actions of one or more plant creatures.
Cure Serious Wounds, Mass
- Cures 3d8 damage +1/level for many creatures.
Earthquake
- Intense tremor shakes 80-ft.-radius.
Finger Of Death
- Kills one subject.
Repel Metal Or Stone
- Pushes away metal and stone.
Reverse Gravity
- Objects and creatures fall upward.
Summon Nature's Ally Viii
- Calls creature to fight.
Sunburst
- Blinds all within 10 ft., deals 6d6 damage.
Whirlwind
- Cyclone deals damage and can pick up creatures.
Word Of Recall
- Teleports you back to designated place.
9Th-Level Druid Spells
Antipathy
- Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass
- Cures 4d8 damage +1/level for many creatures.
Elemental Swarm
- Summons multiple elementals.
Foresight
- "Sixth sense" warns of impending danger.
Regenerate
- Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler
- Summons 1d4+2 shambling mounds to fight for you.
Shapechange
- F
Storm Of Vengeance
- Storm rains acid, lightning, and hail.
Summon Nature's Ally Ix
- Calls creature to fight.
Sympathy
- M
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