Index of Spells by Class - Drd

Druid

Druid Spells

0-Level Druid Spells

Abjur
  • Dawn: Swift, Awaken sleeping and unconscious creatures.
  • Minor Energy Ward: Grant 5 points of energy resistance.
  • Resistance: Subject gains +1 on saving throws.
Conj
Div
Ench
Evoc
Necr
Tran

1st-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Buoyant Lifting: Underwater creatures rise to surface.
  • Cloudburst: Rain obscures vision, extinguishes fires, and hampers missiles.
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
  • Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
  • Thunderhead: Small lightning bolts deal 1d6 electricity damage/round.
Necr
  • Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
  • Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Tran

2nd-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
  • Alicorn Lance: Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.
  • Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
  • Blaze of Light: 60ft. cone of light dazzles creatures.
  • Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
  • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Frost Breath: Icy breath deals 1d4 damage/2 levels.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Heartfire: Passions of targets ignite as real fire upon the target.
  • Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
  • Local Tremor: Light tremor shakes in a 30-ft. line.
  • Nature's Favor: Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.
  • Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
  • Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
  • Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
  • Splinterbolt: Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.
  • Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
  • Zone of Natural PurityM: Aberrations in area become weaker, fey and plants become stronger.
Illu
  • Beastmask: Animals and beasts think subject is one of them.
  • Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
Necr
  • Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
  • Bone Talisman: Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear).
  • Decomposition: Wounds deal 3 extra point of damage each round.
  • Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
  • Healing Sting: Touch deals 1d12 +1 point/level; caster gains damage as hp.
  • Mark of the Outcast: Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC.
  • Thin Air: Creatures suffer from altitude sickness.
  • Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Tran

3rd-Level Druid Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
  • Screen of Heat: Shimmering illusion causes 20% miss chance to all attacks through it.
Necr
Tran

4th-Level Druid Spells

Abjur
Conj
Div
Evoc
  • Battlefield Illumination: Improve light in 80-ft.-radius cylinder
  • Bloodbriars: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
  • Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
  • Cloud Spear: Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.
  • Desert Burial: Buries targets up to their necks in sand.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
  • Nature's Wrath: Damages and dazes aberrations; damages other creatures.
  • Searing Exposure: Target suffers hours of wasteland exposure in a moment.
  • Shadowblast: Temporarily block access to the Plane of Shadow and deal damage to Shaow natives.
  • Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.
  • Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
  • Waterball: Splash does subdual damage.
  • Wind at Back: Doubles overland speed* of targets for 1 day.
Necr
  • Black Mulching: See Text
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Contagious Touch: You infect one creature per round with chosen disease.
  • Last BreathM: Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.
  • Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
  • Spark of Life: Undead creature loses most immunities.
  • Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
Tran

5th-Level Druid Spells

Abjur
Conj
Div
Ench
  • Sleep Mote: Dust devil of magic sand puts foes to sleep.
Evoc
  • Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects.
  • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  • Dancing Web: 1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).
  • Dawn Shroud: In addition to acting as a daylight* spell, the light is harmful to oozes and undead.
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
  • HallowM: Designates location as holy.
  • Memory Rot: Spores deal 1d6 Int drain to target, plus 1 Int/round.
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
  • UnhallowM: Designates location as unholy.
  • Wall of ColdfireM: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.
  • 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.
  • Wind Tunnel: Ranged weapons gain +10 bonus and double range increment.
Necr
  • Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
  • Choking Sands: Touched creature begins to suffocate on sand.
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Hibernate: Sends subject into state of hibernation for one week/level.
  • Mass Contagion: As contagion, but 20-ft. radius.
Tran

6th-Level Druid Spells

Abjur
Conj
Div
Evoc
  • Anger of the Noonday Sun: Blinds creatures within 20 ft.
  • Blood Sirocco: Wind bowls over foes and draws away their blood.
  • Dinosaur Stampede: Spectral dinosaurs deal 1d12 damage +1/level.
  • EntombM: Captures subjects in blocks of ice, suffocating them.
  • Enveloping CocoonM: Entraps target creature and denies save for attached spell.
  • Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
  • Ice Rift: Intense quake shakes 40-ft. radius spread of ice.
  • Miasma: Gas fills creature's mouth, suffocating it.
  • Tidal Surge: Wave of water deals 1d8/two levels damage and bull rushes.
Illu
Necr
  • Mass Desiccate: Desiccates several creatures.
  • Mummify: Touched living creature dies and is mummified.
  • Pox: One creature/level takes 1d4 Con drain.
Tran

7th-Level Druid Spells

Abjur
  • Storm Tower: Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.
Conj
Div
Evoc
Illu
Necr
  • Pestilence: Subject gains a disease, as do all who touch him.
Tran

8th-Level Druid Spells

Abjur
Conj
Evoc
  • Depthsurge: Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Leonal's Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.
  • Red Tide: Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Necr
Tran

9th-Level Druid Spells

Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
  • AnathemaF: Break the divine link between your god and lower-ranked members of your faith.
  • Antipathy: Object or location affected by spell repels certain creatures.
  • SympathyM: Object or location attracts certain creatures.
Evoc
Illu
  • Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
Necr
Tran
  • Cast in Stone: Petrifying gaze attack.
  • Nature's Avatar: Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level.
  • Planar Perinarch: Gain control over a small area of any divinely morphic plane.
  • ShapechangeF: Transforms you into any creature, and change forms once per round.
  • Transmute Rock to Lava: Transmute rock to lava dealing 2d6 points of fire damage or 20d6.
  • UndermasterXP: You gain earth-related spell-like abilities.
  • Unyielding Roots: Creature grows roots that keep it stationary and heal it every round.