A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list below. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in her class description. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page8 of PHB). She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list (page 189), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
0 Level (Orisons) | ||
---|---|---|
Name | Description | Source |
Create Water | Creates 2 gallons/level of pure water. | PHB |
Cure Minor Wounds | Cures 1 point of damage. | PHB |
Dawn | Sleeping/unconscious creatures in area awaken. | SC |
Detect Magic | Detects spells and magic items within 60 ft. | PHB |
Detect Poison | Detects poison in one creature or object. | PHB |
Flare | Dazzles one creature (–1 penalty on attack rolls). | PHB |
Guidance | +1 on one attack roll, saving throw, or skill check. | PHB |
Know Direction | You discern north. | PHB |
Light | Object shines like a torch. | PHB |
Mending | Makes minor repairs on an object. | PHB |
Naturewatch | As deathwatch, but on animals and plants. | SC |
Purify Food and Drink | Purifies 1 cu. ft./level of food or water. | PHB |
Read Magic | Read scrolls and spellbooks. | PHB |
Resistance | Subject gains +1 bonus on saving throws. | PHB |
Virtue | Subject gains 1 temporary hp. | PHB |
1st Level | ||
Spell | Description | Source |
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 BogunMX | 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 |
Calm Animals | Calms (2d4 + level) HD of animals. | PHB |
Camouflage | Grants +10 bonus on Hide checks. | SC |
Charm Animal | Makes one animal your friend. | PHB |
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 |
Cure Light Wounds | Cures 1d8 damage +1/level (max +5). | PHB |
Deep Breath | Your lungs are filled with air. | SC |
Delay Disease | Ravages of disease staved off for a day. | SC |
Detect Animals or Plants | Detects kinds of animals or plants. | PHB |
Detect Snares and Pits | Reveals natural or primitive traps. | PHB |
Endure Elements | Exist comfortably in hot or cold environments. | PHB |
Enrage Animal | Animal rages like barbarian, not fatigued. | SC |
Entangle | Plants entangle everyone in 40-ft.-radius. | PHB |
Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. | PHB |
Foundation of Stone | +2 AC, +4 bonus to resist bull rush and trip attacks. | SC |
Goodberry | 2d4 berries each cure 1 hp (max 8 hp/24 hours). | PHB |
Hawkeye | Increase range increments by 50%, +5 on Spot checks. | SC |
Healthful Rest | Subjects heal at twice the normal rate. | SC |
Hide from Animals | Animals can’t perceive one subject/level. | PHB |
Horrible Taste | Touched creature or object nauseates biting or swallowing foes. | SC |
Jump | Subject gets bonus on Jump checks. | PHB |
Longstrider | Your speed increases by 10 ft. | PHB |
Low-Light Vision | See twice as far as a human in poor illumination. | SC |
Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. | PHB |
Magic Stone | Three stones gain +1 on attack rolls, deal 1d6+1 damage. | PHB |
Obscuring Mist | Fog surrounds you. | PHB |
Omen of PerilF | You know how dangerous the future will be. | SC |
Pass without Trace | One subject/level leaves no tracks. | PHB |
Produce Flame | 1d6 damage +1/level, touch or thrown. | PHB |
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 |
Sandblast | You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. | SC |
Shillelagh | Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. | PHB |
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 |
Speak with Animals | You can communicate with animals. | PHB |
Summon Nature's Ally I | Calls creature to fight. | PHB |
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 |
Vigor, Lesser | Creature heals 1 hp/round (max 15 rounds). | SC |
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. | SC |
Wood Wose | Nature spirit does simple tasks for you. | SC |
2nd Level | ||
Spell | Description | Source |
Align Fang | Natural weapon becomes good, evil, lawful, or chaotic. | SC |
Animal Messenger | Sends a Tiny animal to a specific place. | PHB |
Animal Trance | Fascinates 2d6 HD of animals. | PHB |
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 |
Barkskin | Grants +2 (or higher) enhancement to natural armor. | PHB |
Bear’s Endurance | Subject gains +4 to Con for 1 min./level. | PHB |
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 |
Bull’s Strength | Subject gains +4 to Str for 1 min./level. | PHB |
Burrow | Subject can burrow with a speed of 30 feet. | SC |
Camouflage, Mass | As camouflage, but multiple subjects. | SC |
Cat’s Grace | Subject gains +4 to Dex for 1 min./level. | PHB |
Chill Metal | Cold metal damages those who touch it. | PHB |
Cloud Wings | +30 ft. to subject’s fly speed. | SC |
Countermoon | Forces lycanthrope to its natural form. | SC |
Creeping ColdF | 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 |
Delay Poison | Stops poison from harming subject for 1 hour/level. | PHB |
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 |
Fire Trap M | Opened object deals 1d4 +1/level damage. | PHB |
Fins to Feet | Transforms tails and fins into legs and feet. | SC |
Flame Blade | Touch attack deals 1d8 +1/two levels damage. | PHB |
Flaming Sphere | Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. | PHB |
Fog Cloud | Fog obscures vision. | PHB |
Frost Breath | Icy breath deals 1d4 damage/2 levels. | SC |
Gust of Wind | Blows away or knocks down smaller creatures. | PHB |
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 |
Heat Metal | Make metal so hot it damages those who touch it. | PHB |
Hold Animal | Paralyzes one animal for 1 round/level. | PHB |
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 |
Owl’s Wisdom | Subject gains +4 to Wis for 1 min./level. | PHB |
Reduce Animal | Shrinks one willing animal. | PHB |
Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. | PHB |
Restoration, Lesser | Dispels magical ability penalty or repairs 1d4 ability damage. | PHB |
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 |
Soften Earth and Stone | Turns stone to clay or dirt to sand or mud. | PHB |
Spider Climb | Grants ability to walk on walls and ceilings. | PHB |
Splinterbolt | 4d6 piercing damage to subjects hit by ranged attack. | SC |
Summon Nature's Ally II | Calls creature to fight. | PHB |
Summon Swarm | Summons swarm of bats, rats, or spiders. | PHB |
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 |
Tree Shape | You look exactly like a tree for 1 hour/level. | PHB |
Warp Wood | Bends wood (shaft, handle, door, plank). | PHB |
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 |
Wood Shape | Rearranges wooden objects to suit you. | PHB |
Wracking Touch | Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. | SC |
3rdLevel | ||
Spell | Description | Source |
Air Breathing | Subjects can breathe air freely. | SC |
Augment Object | This spell adds +20 to the break DC of the object and doubles its hardness and hit points; also gains a saving throw against spells when unattended as if it were a magic item. | SBG |
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 SmokeF | Uncorking bottle creates fast horse made of smoke. | SC |
Call Lightning | Calls down lightning bolts (3d6 per bolt) from sky. | PHB |
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 |
Contagion | Infects subject with chosen disease. | PHB |
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 |
Cure Moderate Wounds | Cures 2d8 damage +1/level (max +10). | PHB |
Daylight | 60-ft. radius of bright light. | PHB |
Dehydrate | Deals Con damage to subject. | SC |
Diminish Plants | Reduces size or blights growth of normal plants. | PHB |
Dominate Animal | Subject animal obeys silent mental commands. | PHB |
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 |
IcelanceF | 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 |
Magic Fang, Greater | One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). | PHB |
Meld into Stone | You and your gear merge with stone. | PHB |
Nature’s Balance | You transfer 4 ability score points to the subject for 10 minutes/level. | SC |
Nature’s RampartF | You mold the terrain to provide fortifications. | SC |
Neutralize Poison | Immunizes subject against poison, detoxifies venom in or on subject. | PHB |
Plant Growth | Grows vegetation, improves crops. | PHB |
Poison | Touch deals 1d10 Con damage, repeats in 1 min. | PHB |
Primal Form | You change into elemental, gain some abilities. | SC |
Protection from Energy | Absorb 12 points/level of damage from one kind of energy. | PHB |
Quench | Extinguishes nonmagical fires or one magic item. | PHB |
Quillfire | Your hand sprouts poisonous quills useful for melee or ranged attacks. | SC |
Remove Disease | Cures all diseases affecting subject. | PHB |
Resist Energy, Mass | Creatures ignore damage from specified energy type. | SC |
Sink | Subject sinks in water, must make Swim checks. | SC |
Sleet Storm | Hampers vision and movement. | PHB |
Snakebite | Your arm turns into poisonous snake you can use to attack. | SC |
Snare | Creates a magic booby trap. | PHB |
Snowshoes, Mass | As snowshoes, affects one creature/level. | SC |
Speak with Plants | You can talk to normal plants and plant creatures. | PHB |
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 |
Spike Growth | Creatures in area take 1d4 damage, may be slowed. | PHB |
Spirit Jaws | Ghostly jaws grapple creature, deal 2d6 damage. | SC |
Standing Wave | Magically propels boat or swimming creature. | SC |
Stone Shape | Sculpts stone into any shape. | PHB |
Summon Nature's Ally III | Calls creature to fight. | PHB |
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 |
Vigor | As lesser vigor, but 2 hp/round (max 25 rounds). | SC |
Vigor, Mass Lesser | As lesser vigor, but multiple subjects (max 25 rounds). | SC |
Vine Mine | Vines grow rapidly, giving various effects. | SC |
Water Breathing | Subjects can breathe underwater. | PHB |
Weather Eye | You accurate predict weather up to one week ahead. | SC |
Wind Wall | Deflects arrows, smaller creatures, and gases. | PHB |
4th Level | ||
Spell | Description | Source |
Air Walk | Subject treads on air as if solid (climb at 45-degree angle). | PHB |
Antiplant Shell | Keeps animated plants at bay. | PHB |
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 |
Blight | Withers one plant or deals 1d6/level damage to plant creature. | PHB |
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 |
Command Plants | Sway the actions of one or more plant creatures. | PHB |
Contagious Touch | You infect one creature/round with chosen disease. | SC |
Contingent Energy Resistance | Energy damage triggers a resist energy spell. | SC |
Control Water | Raises or lowers bodies of water. | PHB |
Creeping Cold, GreaterF | As creeping cold, but longer duration and more damage. | SC |
Cure Serious Wounds | Cures 3d8 damage +1/level (max +15). | PHB |
Dispel Magic | Cancels spells and magical effects. | PHB |
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 |
Flame Strike | Smite foes with divine fire (1d6/level damage). | PHB |
Freedom of Movement | Subject moves normally despite impediments. | PHB |
Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. | PHB |
Ice Storm | Hail deals 5d6 damage in cylinder 40 ft. across. | PHB |
Jaws of the WolfF | 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 BreathM | 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 |
Reincarnate | Brings dead subject back in a random body. | PHB |
Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. | PHB |
Resistance, Greater | Subject gains +3 on saving throws. | SC |
Rushing Waters | Wave makes bull rush attack. | SC |
Rusting Grasp | Your touch corrodes iron and alloys. | PHB |
Scrying F | Spies on subject from a distance. | PHB |
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 |
Spike Stones | Creatures in area take 1d8 damage, may be slowed. | PHB |
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 |
Summon Nature’s Ally IV | Calls creature to fight. | PHB |
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. | SC |
5th Level | ||
Spell | Description | Source |
Animal Growth | One animal/two levels doubles in size. | PHB |
Anticold Sphere | Sphere hedges out cold creatures and protects you from cold. | SC |
Atonement | Removes burden of misdeeds from subject. | PHB |
Awaken X | Animal or tree gains human intellect. | PHB |
Baleful Polymorph | Transforms subject into harmless animal. | PHB |
Bite of the Weretiger | You gain the Strength and attacks of a weretiger. | SC |
Call Lightning Storm | As call lightning, but 5d6 damage per bolt. | PHB |
Cloak of the Sea | Gain blur, freedom of movement, and water breathing while in water. | SC |
Cold Snap | You lower temperature in area. | SC |
Commune with Nature | Learn about terrain for 1 mile/level. | PHB |
Contagion, Mass | As contagion, but 20-ft. radius. | SC |
Control Winds | Change wind direction and speed. | PHB |
Cure Critical Wounds | Cures 4d8 damage +1/level (max +20). | PHB |
Dance of the Unicorn | Purifying mist washes the air clean of smoke, dust, and poisons. | SC |
Death Ward | Grants immunity to all death spells and negative energy effects. | PHB |
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 |
Hallow M | Designates location as holy. | PHB |
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 |
Insect Plague | Locust swarms attack creatures. | PHB |
Jungle’s Rapture | Curse causes 1d6 Dexterity drain. | SC |
Mantle of the Icy SoulM | 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 |
Panacea | Removes most afflictions. | SC |
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 |
Stoneskin M | Ignore 10 points of damage per attack. | PHB |
Summon Nature’s Ally V | Calls creature to fight. | PHB |
Swamp Stride | As tree stride, but with bodies of water. | SC |
Transmute Mud to Rock | Transforms two 10-ft. cubes per level. | PHB |
Transmute Rock to Mud | Transforms two 10-ft. cubes per level. | PHB |
Tree Stride | Step from one tree to another far away. | PHB |
Unhallow M | Designates location as unholy. | PHB |
Vigor, Greater | As lesser vigor, but 4 hp/round. | SC |
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. | PHB |
Wall of Sand | Swirling sand blocks ranged attacks, slows movement through. | SC |
Wall of Thorns | Thorns damage anyone who tries to pass. | PHB |
Wind Tunnel | Ranged weapons gain +5 bonus and double range increment. | SC |
6th Level | ||
Spell | Description | Source |
Anger of the Noonday Sun | Blinds creatures within 20 ft., damages undead. | SC |
Animate Snow | You animate snow to attack foes. | SC |
Antilife Shell | 10-ft.-radius field hedges out living creatures. | PHB |
Aspect of the Earth Hunter | Change into bulette and gain some of its abilities. | SC |
Bear’s Endurance, Mass | As bear’s endurance, affects one subject/ level. | PHB |
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 |
Bull’s Strength, Mass | As bull’s strength, affects one subject/level. | PHB |
Cat’s Grace, Mass | As cat’s grace, affects one subject/level. | PHB |
Cometfall | Comet falls atop foes, damaging them and knocking them prone. | SC |
Cure Light Wounds, Mass | Cures 1d8 damage +1/level for many creatures. | PHB |
Dinosaur Stampede | Spectral dinosaurs deal 1d12 damage +1/level. | SC |
Dispel Magic, Greater | As dispel magic, but +20 on check. | PHB |
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 |
Find the Path | Shows most direct way to a location. | PHB |
Fire Seeds | Acorns and berries become grenades and bombs. | PHB |
Fires of Purity | Subject bursts into magical flame, becoming a dangerous weapon. | SC |
Hide the PathF | Area warded against divinations. | SC |
Hungry Gizzard | Gizzard engulfs victim, grapples and deals damage. | SC |
Ironwood | Magic wood is strong as steel. | PHB |
Liveoak | Oak becomes treant guardian. | PHB |
Miasma | Gas fills creature’s mouth, suffocating it. | SC |
Move Earth | Digs trenches and builds hills. | PHB |
Owl’s Wisdom, Mass | As owl’s wisdom, affects one subject/level. | PHB |
Phantasmal Disorientation | Fools creature’s sense of direction, making movement difficult. | SC |
Repel Wood | Pushes away wooden objects. | PHB |
Resistance, Superior | Subject gains +6 on saving throws. | SC |
Spellstaff | Stores one spell in wooden quarterstaff. | PHB |
Stonehold | Stony arm trap grapples and damages creatures. | SC |
Stone Tell | Talk to natural or worked stone. | PHB |
Summon Greater Elemental | Summon a greater elemental to follow your commands. | SC |
Summon Nature’s Ally VI | Calls creature to fight. | PHB |
Tidal Surge | Wave of water deals 1d6/level damage and bull rushes. | SC |
Tortoise Shell | Creature gains +6 natural armor, +1/3 levels above 11th. | SC |
Transport via Plants | Move instantly from one plant to another of the same kind. | PHB |
Vigorous Circle | As mass lesser vigor, but 3 hp/round (max 40 rounds). | SC |
Wall of Stone | Creates a stone wall that can be shaped. | PHB |
7th Level | ||
Spell | Description | Source |
Animate Plants | One or more plants animate and fight for you. | PHB |
Aura of Vitality | Subjects gain +4 to Str, Dex, and Con. | SC |
Brilliant Blade | Weapon or projectiles shed light, ignore armor. | SC |
Changestaff | Your staff becomes a treant on command. | PHB |
Cloudwalkers | Subjects can fly outdoors at speed of 60 ft. | SC |
Control Weather | Changes weather in local area. | PHB |
Creeping Doom | Swarms of centipedes attack at your command. | PHB |
Cure Moderate Wounds, Mass | Cures 2d8 damage +1/level for many creatures. | PHB |
Fire Storm | Deals 1d6/level fire damage. | PHB |
Heal | Cures 10 points/level of damage, all diseases and mental conditions. | PHB |
Master Earth | Travel through the earth to any location. | SC |
Shifting Paths | Illusion hides path, creates false new path. | SC |
Scrying, Greater | As scrying, but faster and longer. | PHB |
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 |
Storm Tower | Swirling clouds absorb electricity and magic missiles and prevent ranged attacks. | SC |
Summon Nature’s Ally VII | Calls creature to fight. | PHB |
Sunbeam | Beam blinds and deals 4d6 damage. | PHB |
Swamp Lung | Water in lungs makes subject helpless, diseased. | SC |
Transmute Metal to Wood | Metal within 40 ft. becomes wood. | PHB |
True Seeing M | Lets you see all things as they really are. | PHB |
Waterspout | Waterspout you control picks up and damages foes. | SC |
Wind Walk | You and your allies turn vaporous and travel fast. | PHB |
Word of Balance | Kills, paralyzes, weakens, or nauseates nonneutral creatures. | SC |
8th Level | ||
Spell | Description | Source |
Animal Shapes | One ally/level polymorphs into chosen animal. | PHB |
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 |
CocoonX | Preserves a corpse and reincarnates with no loss of level. | SC |
Control Plants | Control actions of one or more plant creatures. | PHB |
Cure Serious Wounds, Mass | Cures 3d8 damage +1/level for many creatures. | PHB |
Deadfall | Falling wood causes damage and knocks foes prone. | SC |
Earthquake | Intense tremor shakes 5-ft./level radius. | PHB |
Finger of Death | Kills one subject. | PHB |
Maelstrom | Water vortex traps and damages creatures and objects. | SC |
Phantom Wolf | Incorporeal wolf fights for you. | SC |
Red Tide | Nauseating water knocks foes prone and deals Strength damage. | SC |
Repel Metal or Stone | Pushes away metal and stone. | PHB |
Reverse Gravity | Objects and creatures fall upward. | PHB |
Stormrage | You can fly and fire lightning from your eyes. | SC |
Summon Nature’s Ally VIII | Calls creature to fight. | PHB |
Sunburst | Blinds all within 10 ft., deals 6d6 damage. | PHB |
Unyielding Roots | Creature grows roots that keep it stationary and heal it every round. | SC |
Whirlwind | Cyclone deals damage and can pick up creatures. | PHB |
Word of Recall | Teleports you back to designated place. | PHB |
9th Level | ||
Spell | Description | Source |
Antipathy | Object or location affected by spell repels certain creatures. | PHB |
Cast in Stone | Petrifying gaze attack. | SC |
Cure Critical Wounds, Mass | Cures 4d8 damage +1/level for many creatures. | PHB |
Death Ward, Mass | As death ward, but more subjects. | SC |
Drown, Mass | As drown, but affects multiple subjects. | SC |
Elemental Swarm | Summons multiple elementals. | PHB |
Foresight | “Sixth sense” warns of impending danger. | PHB |
Nature’s Avatar | Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level. | SC |
Perinarch, Planar | Gain control over a small area of any divinely morphic plane. | SC |
Phantom Bear | Incorporeal bear fights for you. | SC |
Regenerate | Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). | PHB |
Shadow Landscape | Makes natural terrain more dangerous, creates guardians that you command. | SC |
Shambler | Summons 1d4+2 shambling mounds to fight for you. | PHB |
Shapechange F | Transforms you into any creature, and change forms once per round. | PHB |
Storm of Vengeance | Storm rains acid, lightning, and hail. | PHB |
Summon Elemental MonolithM | Calls powerful elemental creature to fight for you. | SC |
Summon Nature’s Ally IX | Calls creature to fight. | PHB |
Sympathy M | Object or location attracts certain creatures. | PHB |
Transmute Rock to Lava | Transforms one 10-ft. cube with subsequent fire damage and effects. | SC |
Tsunami | Massive wave deals 1d6 damage/level. | SC |
UndermasterM | You gain earth-related spell-like abilities. | SC |
Whirlwind, Greater | As whirlwind, but larger and more destructive. | SC |