Druid Spells

0-Level Druid Spells (Orisons)

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Create Water: Creates 2 gallons/level of pure water. {PH}

Cure Minor Wounds: Cures 1 point of damage. {PH}

Dawn: Sleeping/unconscious creatures in area awaken. {SC}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Detect Poison: Detects poison in one creature or object. {PH}

Flare: Dazzles one creature (–1 penalty on attack rolls). {PH}

Guidance: +1 on one attack roll, saving throw, or skill check. {PH}

Know Direction: You discern north. {PH}

Light: Object shines like a torch. {PH}

Mending: Makes minor repairs on an object. {PH}

Naturewatch: As deathwatch, but on animals and plants. {SC}

Purify Food and Drink: Purifies 1 cu. ft./level of food or water. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

Resistance: Subject gains +1 bonus on saving throws. {PH}

Virtue: Subject gains 1 temporary hp. {PH}

1st-Level Druid Spells

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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}

Aquatic Escape: Take the form of a fish. {CS}

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}

Blockade: Fill 5-ft. square with enormous block of wood. {CS}

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. {PH}

Camouflage: Grants +10 bonus on Hide checks. ﴾⁠Chameleon⁠﴿ {SC}

Charm Animal: Makes one animal your friend. {PH}

Claws of the Bear: Your hands become weapons that deal 1d8 damage. ﴾⁠Claws of the beast⁠﴿ {SC}

Climb Walls: Touched creature gains increased climbing ability. ﴾⁠Climb⁠﴿ {SC}

Climbing Tree: Temporarily grow a tall tree for use as a ladder. {CM}

Cloak of Shade: Touched creature gains protection from heat and sun. {Sa}

Cloudburst: Hampers vision and ranged attacks, puts out normal fires. {SC}

Cold Fire: Fire becomes blue and white, emits cold. {SC}

Conjure Ice Beast I: Conjures ice creature to fight for you. {Fr}

Crabwalk: Touched creature gains bonus while charging. ﴾⁠Barlen’s crabwalk⁠﴿ {SC}

Crunchy Snow: –20 penalty on Move Silently checks in area. {Fr}

Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}

Deep Breath: Your lungs are filled with air. ﴾⁠Air bubble⁠﴿ {SC}

Delay Disease: Ravages of disease staved off for a day. {SC}

Detect Animals or Plants: Detects kinds of animals or plants. {PH}

Detect Snares and Pits: Reveals natural or primitive traps. {PH}

Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness. {Fr}

Endure Elements: Exist comfortably in hot or cold environments. {PH}

Enrage Animal: Animal rages like barbarian, not fatigued. {SC}

Entangle: Plants entangle everyone in 40-ft.-radius. {PH}

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. {PH}

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). {PH}

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. {PH}

Horrible Taste: Touched creature or object nauseates biting or swallowing foes. {SC}

Ice Skate: While on ice, your speed increases by 60 feet. {Fr}

Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area. {Sa}

Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes. {Ci}

Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. {Fr}

Jump: Subject gets bonus on Jump checks. {PH}

Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. {Sto}

Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.

Locate WaterF: Reveals location, size, and quality of water sources. {Sa}

Longstrider: Your speed increases by 10 ft. {PH}

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. {PH}

Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. {PH}

Obscuring Mist: Fog surrounds you. {PH}

Omen of PerilF: You know how dangerous the future will be. {SC}

Pass without Trace: One subject/level leaves no tracks. {PH}

Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage. {DrM}

Produce Flame: 1d6 damage +1/level, touch or thrown. {PH}

Quickswim: Your swim speed increases by 10 ft. {Sto}

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}

Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved. (RoW)

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}

Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. {DrM}

Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. {SC}

Shillelagh: Cudgel or quarterstaff becomes +1 weapon for 1 minute/level, increases damage by two size categories. {PH}

Slow Burn: Fires burn twice as long. {SC}

Snake’s Swiftness: Subject immediately makes one attack. {SC}

Snowdrift: Forms existing snow into another shape. {Fr}

Snowshoes: Subject walks easily on ice and snow. {SC}

Snowsight: Normal vision in winter weather conditions. {Fr}

Speak with Animals: You can communicate with animals. {PH}

Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures. {CS}

Summon Desert Ally I: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally I: Calls creature to fight. {PH}

Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. {Sa}

Surefooted Stride: You can move over rubble as easily as you can over open ground. {SC}

Thunderhead: Small lightning bolts deal 1 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}

Waste Strider: Move through the wasteland without penalties. {Sa}

Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. {Sto}

Winged Watcher: Take the form of a bird. {CS}

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 Druid Spells

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Align Fang: Natural weapon becomes good, evil, lawful, or chaotic. {SC}

Animal Messenger: Sends a Tiny animal to a specific place. {PH}

Animal Trance: Fascinates 2d6 HD of animals. {PH}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

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. {PH}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

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}

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes. {CM}

Blaze of Light: 60-ft. cone of light dazzles creatures. {HB}

Blinding Spittle: Ranged touch attack blinds subject. {SC}

Blood Frenzy: Grants extra use of rage. {SC}

Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. {Fr}

Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels. {SC}

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}

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}

Brumal Stiffening: Brittle weapon’s hardness reduced by 5. {Fr}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

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 minute/level. {PH}

Chill Metal: Cold metal damages those who touch it. {PH}

Cloud Wings: +30 ft. to subject’s fly speed. {SC}

Conjure Ice Beast II: Conjures ice creature to fight for you. {Fr}

Conjure Ice Object: Conjures an object made of ice. {Fr}

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. {PH}

Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. {Sa}

Detect Aberration: Detect the presence of aberrations. {LoM}

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. {CC}

Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash. {PH2}

Earthbind: Subject creature can’t fly. ﴾⁠Undeniable gravity⁠﴿ {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}

Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold. {Fr}

Fins to Feet: Transforms tails and fins into legs and feet. {SC}

Fire TrapM: Opened object deals 1d4 +1/level damage. {PH}

Flame Blade: Touch attack deals 1d8 +1/two levels damage. {PH}

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. {PH}

Flash-Freeze: Earth, stone, and water become frozen. {Fr}

Fog Cloud: Fog obscures vision. {PH}

Freedom of Breath: Protects against suffocation and dangerous vapors. {Sa}

Frost Breath: Icy breath deals 1d4 damage/2 levels. ﴾⁠Frost fingers⁠﴿ {SC}

Frost Weapon: Weapon gains frost property, +1d6 cold damage. {Fr}

Gust of Wind: Blows away or knocks down smaller creatures. {PH}

Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels. {Sa}

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}

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once. {CM}

Heartfire: Subjects outlined by fire, take 1d4 damage/round. {SC}

Heat Metal: Make metal so hot it damages those who touch it. {PH}

Hold Animal: Paralyzes one animal for 1 round/level. {PH}

Hydrate: Heals dessication damage. {Sa}

Interfaith Blessing: Subjects gain combat benefits based on their individual deities. {CC}

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}

Jaws of the Moray: Subject gains a bite attack. {Sto}

Kelpstrand: Strands of kelp grapple foes. {SC}

Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks. {PH2}

Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. {SC}

Local Tremor: Light tremor shakes in a 30-ft. line. {RoDr}

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}

Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. {CC}

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}

Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. {Fr}

Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. {Fr}

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 minute/level. {PH}

Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. {RoDr}

Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. {Sto}

Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks. {DrM}

Protection from Dessication: Absorb 10 points/level of dessication damage. {Sa}

Reduce Animal: Shrinks one willing animal. {PH}

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. {PH}

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}

Saltray: Ray deals 1d6 damage/2 levels and stuns. {SC}

Scent: Grants the scent special ability. {SC}

Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. {Sa}

Share Husk: See and hear through the senses of a touched animal. {SC}

Smoke Stairs: Walk up a column of smoke as if it were solid. {CS}

Snake’s Swiftness, Mass: Allies each immediately make one attack. {SC}

Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. {Fr}

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. {PH}

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. {CC}

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack. {SC}

Swim: Subject gains swim speed, +8 bonus on Swim checks. {SC}

Summon Desert Ally II: Calls dustform creature to fight. {Sa}

Summon Dire Hawk: Summons dire hawk to serve you. (RoW)

Summon Nature’s Ally II: Calls creature to fight. {PH}

Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}

Tern’s Persistence: Subject can travel overland 50% longer without fatigue. {Sto}

Thaw: Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice. {Fr}

Thin Air: Creatures suffer from altitude sickness. {Fr}

Tiger’s Tooth: Grant one natural weapon +1 to attack and damage rolls for 1 round as a swift action. {SC}

Tojanida Sight: Gain all-around vision. {Sto}

Train Animal: Affected animal gains additional tricks equal to ½ caster level for 1 hour/level. {SC}

Tree Shape: You look exactly like a tree for 1 hour/level. {PH}

Trip Vine: Plants trip creatures entering area. {HB}

Urchin’s Spines: Target grows spines that damage opponents. {Sto}

Warp Wood: Bends wood (shaft, handle, door, plank). {PH}

Wings of Air: Subject’s flight maneuverability improves by one step. {SC}

Winter’s Embrace: Creature takes 1d8 cold damage/round and might become fatigued or exhausted. {SC}

Wood Shape: Rearranges wooden objects to suit you. {PH}

Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends. (RoW)

Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. {SC}

Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area. {Fr}

3rd-Level Druid Spells

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Air Breathing: Subjects can breathe air freely. {SC}

Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic. {SC}

Alter FortuneX: Cause one creature to reroll any die roll. {PH2}

Arctic Haze: Fog obscures vision and deals 4 cold damage/round. {Fr}

Attune Form: Grant creature temporary protection against overtly damaging planar traits. {SC}

Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft. {Fr}

Binding Snow: Snow freezes, impeding movement. {Fr}

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}

Capricious Zephyr: Gale-force winds push creatures. {SC}

Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. {PH}

Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack. {SC}

Circle Dance: Indicates direction to known individual. {SC}

Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air. {Fr}

Conjure Ice Beast III: Conjures ice creature to fight for you. {Fr}

Control Sand: Raise or lower the level of sand. {Sa}

Control Temperature: Raise or lower temperature by one band/5 levels. {Fr}

Contagion: Infects subject with chosen disease. {PH}

Corona of Cold: Aura of cold protects you, damages others. {SC}

Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage. {SC}

Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8. {PH2}

Crumble: You erode building or other structure. {SC}

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}

Daylight: 60-ft. radius of bright light. {PH}

Dehydrate: Deals Con damage to subject. {SC}

Diminish Plants: Reduces size or blights growth of normal plants. {PH}

Dominate Animal: Subject animal obeys silent mental commands. {PH}

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}

Favorable Wind: Produces a strong wind that lasts 10 minutes/level. {Sto}

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}

Forest Eyes: See through a distant plant. {CC}

Forest Voice: Converse with a creature through a distant plant. {CC}

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}

Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once. {CM}

Heatstroke: Subject creature takes nonlethal damage and becomes fatigued. {SC}

Hypothermia: Causes 1d6 cold damage/level, fatigue. {SC}

Ice Shape: Sculpts ice into any shape. {Fr}

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/four levels on attack and damage rolls (max +5). {PH}

Meld into Ice: You and your gear merge with ice. {Fr}

Meld into Stone: You and your gear merge with stone. {PH}

Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each. ﴾⁠Evard’s menacing tentacles⁠﴿ {PH2}

Nature’s Balance: You transfer 4 ability score points to the subject for 10 minutes/level. {SC}

Nature’s Purity: Ray deals 2d8 force damage to undead and 5d6 to aberrations. {LoM}

Nature’s RampartF: You mold the terrain to provide fortifications. {SC}

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}

Plant Growth: Grows vegetation, improves crops. {PH}

Plunge: Subject sinks in water, must make Swim checks. {SC}

Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}

Prickling Torment: Target is sickened, takes damage whenever it acts. {CM}

Primal Form: You change into elemental, gain some abilities. {SC}

Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks. {DrM}

Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}

Quench: Extinguishes nonmagical fires or one magic item. {PH}

Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks. {SC}

Remove Disease: Cures all diseases affecting subject. {PH}

Resist Energy, Mass: Creatures ignore damage from specified energy type. {SC}

Resist Taint: Bestows +4 bonus on saves against taint. {HH}

Rusted Blade: Touched weapon delivers filth fever. {CM}

Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. {Sto}

Sleet Storm: Hampers vision and movement. {PH}

Snakebite: Your arm turns into poisonous snake you can use to attack. {SC}

Snare: Creates a magic booby trap. {PH}

Snowshoes, Mass: As snowshoes, affects one creature/level. {SC}

Speak with Plants: You can talk to normal plants and plant creatures. {PH}

Soul of the Waste: Meld into surrounding sand. {Sa}

Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks. {SC}

Spike Growth: Creatures in area take 1d4 damage, may be slowed. {PH}

Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. {SC}

Spiritjaws: Ghostly jaws grapple creature, deal 2d6 damage. {SC}

Standing Wave: Magically propels boat or swimming creature. {SC}

Stone Shape: Sculpts stone into any shape. {PH}

Storm Mote: Dust devil of flensing sand. {Sa}

Summon Desert Ally III: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally III: Calls creature to fight. {PH}

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}

Unicorn Horn: You grow a horn that functions as a natural weapon. {CM}

Vigor: As lesser vigor, but 2 hp/round (max 25 rounds). ﴾⁠Remedy moderate wounds⁠﴿ {SC}

Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds). {SC}

Vine Mine: Vines grow rapidly, giving various effects. {SC}

Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}

Walk the Mountain’s Path: Subject not slowed by slopes, gains a climb speed equal to land speed and +10 on Jump and Balance checks. {RoS}

Wall of Vermin: Wall of biting pests provides concealment, attacks anyone passing through. {CS}

Water Breathing: Subjects can breathe underwater. {PH}

Weather Eye: You accurately predict weather up to one week ahead. {SC}

Whispering SandF: Sand delivers your message. {Sa}

Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}

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. {DrM}

4th-Level Druid Spells

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Air Walk: Subject treads on air as if solid (climb at 45-degree angle). {PH}

Antiplant Shell: Keeps animated plants at bay. {PH}

Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage). {SC}

Battlefield Illumination: Improve light in 80-ft.-radius cylinder. {HB}

Bite of the Wereboar: You gain the Strength and attacks of a wereboar. {SC}

Blast of Sand: Cone deals 1d6 damage/level. {Sa}

Blight: Withers one plant or deals 1d6/level damage to plant creature. {PH}

Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level. {SC}

Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}

Burrow, Mass: As burrow, but affects 1/level subjects. {SC}

Call of Stone: Slowly turn subject to stone. {PH2}

Chain of Eyes: See through other creatures’ eyes. {SC}

Command Plants: Sway the actions of one or more plant creatures. {PH}

Conjure Ice Beast IV: Conjures ice creature to fight for you. {Fr}

Contagious Touch: You infect one creature/round with chosen disease. {SC}

Contingent Energy Resistance: Energy damage triggers a resist energy spell. {SC}

Control Currents: Changes current direction and speed. {Sto}

Control Water: Raises or lowers bodies of water. {PH}

Creeping Cold, GreaterF: As creeping cold, but longer duration and more damage. {SC}

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}

Dispel Magic: Cancels spells and magical effects. {PH}

Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}

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). {PH}

Freedom of Movement: Subject moves normally despite impediments. {PH}

Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement. {Fr}

Frostfell Slide: Move instantly from one area of frostfell to another. {Fr}

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. {PH}

Healing Spirit: Ball of light heals 1d8/round. {PH2}

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once. {CM}

Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150). {Fr}

Hurtling Stone: Stone deals 6d6 damage, knocks targets prone. {HB}

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. {PH}

Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment. {CC}

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}

Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage. {PH2}

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}

Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind. {DrM}

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}

Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks. {DrM}

Reincarnate: Brings dead subject back in a random body. {PH}

Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level. {PH2}

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}

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. {PH}

Sandform: You become an oozelike being of sand. {Sa}

ScryingF: Spies on subject from a distance. {PH}

Searing Exposure: Target suffers hours of wasteland exposure in a moment. {Sa}

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}

Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration. {Sa}

Slipsand: Creates a volume of slipsand. {Sa}

Spark of Life: Undead creature loses most immunities. {SC}

Spike Stones: Creatures in area take 1d8 damage, may be slowed. {PH}

Starvation: Hunger pangs deal 1d6 damage/level, cause fatigue. {SC}

Sudden Stalagmite: Impaling stalagmite damages and holds foes. {SC}

Summon Desert Ally IV: Calls dustform creature to fight. {Sa}

Summon Elementite Swarm: Summon an elementite swarm to follow your commands. {SC}

Summon Nature’s Ally IV: Calls creature to fight. {PH}

Summon Pest Swarm: Summons swarm of urban animals and vermin. {Ci}

Surefooted Stride, Mass: As surefooted stride but multiple subjects. {SC}

Swim, Mass: As swim, but one creature/level. {SC}

Thalassemia: Turns blood to seawater, dealing 1d6/level damage. {Sto}

Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area. {SC}

Wake Trailing: You can track a ship across the sea. {Sto}

Wall of Salt: Wall of salt that can be shaped. {Sa}

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 Druid Spells

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Animal Growth: One animal/two levels doubles in size. {PH}

Anticold Sphere: Sphere hedges out cold creatures and protects you from cold. {SC}

AtonementFX: Removes burden of misdeeds from subject. {PH}

AwakenX: Animal or tree gains human intellect. {PH}

Baleful Polymorph: Transforms subject into harmless animal. {PH}

Bite of the Weretiger: You gain the Strength and attacks of a weretiger. {SC}

Blackwater Tentacle: Create blackwater tentacle that attacks your foe. {Sto}

Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. {CC}

Blizzard: Temperature drops and powerful blizzard reduces visibility to zero. {Fr}

Blood Creepers: Vines deal 1/level damage for multiple rounds and entangle one creature. {PH2}

Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects. {Fr}

Call Lightning Storm: As call lightning, but 5d6 damage per bolt. {PH}

Choking SandsM: Touched creature begins to suffocate on sand. {Sa}

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. {PH}

Conjure Ice Beast V: Conjures ice creature to fight for you. {Fr}

Contagion, Mass: As contagion, but 20-ft. radius. {SC}

Control Winds: Change wind direction and speed. {PH}

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}

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. {PH}

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}

Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level. {Sa}

Flesh to Salt: Turns creature into a statue of salt. {Sa}

Flowsight: You can scry creatures in contact with a body of water. {Sto}

Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.

Fuse Sand: Hardens sand and may trap creatures. {Sa}

HallowM: Designates location as holy. {PH}

Heal Animal Companion: As heal on your animal companion. {SC}

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once. {CM}

Hibernate: Sends subject into state of hibernation for one week/level. {Fr}

Ice Flowers: Ice and earth deal 1d6 damage/level. ﴾⁠Auril’s flowers⁠﴿ {SC}

Ice ShieldM: Subject gains damage reduction 15/—. {Fr}

Inferno: Creature bursts into flames and takes fire damage per round. {SC}

Insect Plague: Locust swarms attack creatures. {PH}

Jungle’s Rapture: Curse causes 1d6 Dexterity drain. {SC}

Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed. {PH2}

Magic Convalescence: Spells cast nearby heal you 1 hp/spell level. {PH2}

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}

Pass through Ice: Subject can pass through ice or snow like water. {Fr}

Phantom Stag: Magic stag appears for 1 hour/level. {SC}

Plant Body: Subject’s type changes to plant. ﴾⁠Green oath⁠﴿ {SC}

Poison Thorns: You grow thorns that poison your attackers. {SC}

Quill Blast: You fling quills in spread, dealing damage and imposing penalties. {SC}

Radiance: Creates daylight that dazzles undead. {PH2}

Rejuvenation Cocoon: Energy cocoon shields creature, then heals it. {SC}

Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. {CC}

Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water. {SC}

Sleep Mote: Dust devil of magic sand puts foes to sleep. {Sa}

Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. {SC}

StoneskinM: Ignore 10 points of damage per attack. {PH}

Summon Desert Ally V: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally V: Calls creature to fight. {PH}

Swamp Stride: As tree stride, but with bodies of water. {SC}

Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. {Sto}

Transmute Mud to Rock: Transforms two 10-ft. cubes per level. {PH}

Transmute Rock to Mud: Transforms two 10-ft. cubes per level. {PH}

Transmute Sand to Glass: Transforms two 10-ft. cubes per level. {Sa}

Transmute Sand to Stone: Transforms two 10-ft. cubes per level. {Sa}

Transmute Stone to Sand: Transforms two 10-ft. cubes per level. {Sa}

Tree Stride: Step from one tree to another far away. {PH}

UnhallowM: Designates location as unholy. {PH}

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once. {CM}

Vigor, Greater: As lesser vigor, but 4 hp/round. ﴾⁠Monstrous regeneration⁠﴿ {SC}

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. {Fr}

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. {PH}

Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. {SC}

Wall of Thorns: Thorns damage anyone who tries to pass. {PH}

Wind Tunnel: Ranged weapons gain +5 bonus and double range increment. {SC}

6th-Level Druid Spells

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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. {PH}

Aspect of the Earth Hunter: Change into bulette and gain some of its abilities. {SC}

Awaken SandX: A region of sand forms into a Huge, sentient creature. {Sa}

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. {PH}

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}

Bones of the Earth: Create pillars of stone. {PH2}

Bull’s Strength, Mass: As bull’s strength, affects one subject/level. {PH}

Call of the Twilight Defender: Summon a twilight guardian to fight for you. {DrM}

Cat’s Grace, Mass: As cat’s grace, affects one subject/level. {PH}

Chasing PerfectionM: Subject gains +4 to all abilities. {PH2}

Cometfall: Comet falls atop foes, damaging them and knocking them prone. {SC}

Conjure Ice Beast VI: Conjures ice creature to fight for you. {Fr}

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}

Death Hail: Summons a storm of death hail. {Fr}

Desiccate, Mass: Desiccates several creatures. {Sa}

Dinosaur Stampede: Spectral dinosaurs deal 1d12 damage +1/level. {SC}

Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}

Drown: Subject immediately begins to drown. {SC}

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. {SC}

EntombM: Captures subjects in blocks of ice, suffocating them. {Fr}

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. {PH}

Fire Seeds: Acorns and berries become grenades and bombs. {PH}

Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. {SC}

Freeze: Ray immobilizes subject and deals 2d6 cold damage/round. {SC}

Hide the PathF: Area warded against divinations. {SC}

Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage. {SC}

Ice Rift: Intense quake shakes 40-ft. radius spread of ice. {Fr}

Ironwood: Magic wood is strong as steel. {PH}

Liveoak: Oak becomes treant guardian. {PH}

Mephit Mob: Summons 2d6 mephits of a kind you designate. {Sa}

Miasma: Gas fills creature’s mouth, suffocating it. {SC}

Move Earth: Digs trenches and builds hills. {PH}

Move Snow and Ice: Digs trenches and builds hills in ice and snow. {Fr}

Mudslide: Landslide buries, mires creatures within a 40-ft. radius. {Sto}

Mummify: Touched living creature dies and is mummified. {Sa}

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. {PH}

Phantasmal Disorientation: Fools creature’s sense of direction, making movement difficult. {SC}

Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. {DrM}

Repel Wood: Pushes away wooden objects. {PH}

Resistance, Superior: Subject gains +6 on saving throws. {SC}

Sandstorm: Creates a controlled duststorm. {Sa}

Scalding Mud: Transmute rock or earth into boiling muck. {Sa}

Snow Wave: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage. {Fr}

Spellstaff: Stores one spell in wooden quarterstaff. {PH}

Stone Tell: Talk to natural or worked stone. {PH}

Stonehold: Stony arm trap grapples and damages creatures. {SC}

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. {CM}

Stormwalk: Teleport yourself and one creature/2 levels from a storm. {Sto}

Summon Desert Ally VI: Calls dustform creature to fight. {Sa}

Summon Greater Elemental: Summon a greater elemental to follow your commands. {SC}

Summon Nature’s Ally VI: Calls creature to fight. {PH}

Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone. {PH2}

Tidal Surge: Wave of water deals 1d6/level damage and bull rushes. ﴾⁠Master of the rolling river, rogue wave⁠﴿ {SC}

Tortoise Shell: Creature gains +6 natural armor, +1 per 3 levels above 11th. {SC}

Transport via Plants: Move instantly from one plant to another of the same kind. {PH}

Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds). {SC}

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. {Sa}

Wall of Stone: Creates a stone wall that can be shaped. {PH}

Wooden Blight: Subject turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex. {CC}

7th-Level Druid Spells

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Animalistic Power, Mass: Affected subjects gain +2 bonus to Str, Dex, and Con. {PH2}

Animate Plants: One or more plants animate and fight for you. {PH}

As the Frost: Transform into a creature of cold. {PH2}

Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft. {Fr}

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. {PH}

Cloud-walkers: Subjects can fly outdoors at speed of 60 ft. {SC}

Conjure Ice Beast VII: Conjures ice creature to fight for you. {Fr}

Control Weather: Changes weather in local area. {PH}

Creeping Doom: Swarms of centipedes attack at your command. {PH}

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}

Fire Storm: Deals 1d6/level fire damage. {PH}

Flesh to Salt, Mass: Turns several creatures into statues of salt. {Sa}

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target. {CM}

Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. {DrM}

Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}

Master Earth: Travel through the earth to any location. {SC}

Plague: One creature/level contracts quickly terminal disease. {PH2}

Raise Ice Forest: Conjures trees of ice. {Fr}

Scry Location: Spy on a distant location. {CS}

Scrying, GreaterF: As scrying, but faster and longer. {PH}

Shifting Paths: Illusion hides path, creates false new path. {SC}

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 Desert Ally VII: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally VII: Calls creature to fight. {PH}

Sunbeam: Beam blinds and deals 4d6 damage. {PH}

Swamp Lung: Water in lungs makes subject helpless, diseased. {SC}

Transmute Metal to Wood: Metal within 40 ft. becomes wood. {PH}

True SeeingM: Lets you see all things as they really are. {PH}

Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con-based checks; use dimension door once. {CM}

Waterspout: Waterspout you control picks up and damages foes. {SC}

Whiteout: Snow and wind obscure sight; creatures affected may become lost. {Fr}

Wind Walk: You and your allies turn vaporous and travel fast. {PH}

Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutral creatures. {SC}

Wrack Earth: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble. {PH2}

8th-Level Druid Spells

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Animal Shapes: One ally/level polymorphs into chosen animal. {PH}

Awaken, MassX: 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}

Conjure Ice Beast VIII: Conjures ice creature to fight for you. {Fr}

Control Plants: Control actions of one or more plant creatures. {PH}

Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. {PH}

Deadfall: Falling wood causes damage and knocks foes prone. {SC}

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. {CM}

Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. {Sto}

Earth Glide: Subject can glide through earth like an earth elemental for 1 minute/level. {RoS}

Earthquake: Intense tremor shakes 80-ft.-radius. {PH}

FimbulwinterX: Creates winter weather for miles around you that lasts for months. {Fr}

Finger of Death: Kills one subject. {PH}

Flashflood: Wave of water smashes everything in its path and floods area. {Sa}

Forest Child: Create a wooden duplicate of yourself. {CC}

Frostfell: Intense cold turns all subjects in area into ice. {Fr}

Glacier: Conjures glaciers that attack your enemies. {Fr}

Maelstrom: Water vortex traps and damages creatures and objects. {SC}

Mantle of the Fiery SpiritMX: Permanently grants one creature the fire subtype. {Sa}

Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level. {Sto}

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. {PH}

Reverse Gravity: Objects and creatures fall upward. {PH}

Stormrage: You can fly and fire lightning from your eyes. {SC}

Summon Desert Ally VIII: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally VIII: Calls creature to fight. {PH}

Sunburst: Blinds all within 80 ft., deals 6d6 damage. {PH}

Unyielding Roots: Creature grows roots that keep it stationary and heal it every round. {SC}

Whirlwind: Cyclone deals damage and can pick up creatures. {PH}

Word of Recall: Teleports you back to designated place. {PH}

9th-Level Druid Spells

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Antipathy: Object or location affected by spell repels certain creatures. {PH}

Cast in Stone: Petrifying gaze attack. {SC}

Cometstrike: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage. {Fr}

Conjure Ice Beast IX: Conjures ice creature to fight for you. {Fr}

Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. {PH}

Death Ward, Mass: As death ward, but more subjects. {SC}

Doom of the Seas: Summons a fiendish kraken under your command. {Sto}

Drown, Mass: As drown, but affects multiple subjects. {SC}

Elemental Swarm: Summons multiple elementals. {PH}

Foresight: “Sixth sense” warns of impending danger. {PH}

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). {PH}

Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command. {SC}

Shambler: Summons 1d4+2 shambling mounds to fight for you. {PH}

ShapechangeF: Transforms you into any creature, and change forms once per round. {PH}

Storm of Vengeance: Storm rains acid, lightning, and hail. {PH}

Summon Desert Ally IX: Calls dustform creature to fight. {Sa}

Summon Elemental MonolithM: Calls powerful elemental creature to fight for you. {SC}

Summon Nature’s Ally IX: Calls creature to fight. {PH}

SympathyM: Object or location attracts certain creatures. {PH}

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells. {CM}

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}