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Druid Spells

0-Level Druid Spells (Orisons)

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

    1st-Level Druid Spells

    • Calm Animals: Calms (2d4 + level) HD of animals.
    • Charm Animal: Makes one animal your friend.
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Detect Snares and Pits: Reveals natural or primitive traps.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
    • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
    • Hide from Animals: Animals can't perceive one subject/level.
    • Jump: Subject gets bonus on Jump checks.
    • Longstrider: Your speed increases by 10 ft.
    • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    • Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
    • Obscuring Mist: Fog surrounds you.
    • Pass without Trace: One subject/level leaves no tracks.
    • Produce Flame: 1d6 damage +1/level, touch or thrown.
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
    • Speak with Animals: You can communicate with animals.
    • Summon Nature's Ally I: Calls creature to fight.

    2nd-Level Druid Spells

    • Animal Messenger: Sends a Tiny animal to a specific place.
    • Animal Trance: Fascinates 2d6 HD of animals.
    • Barkskin: Grants +2 (or higher) enhancement to natural armor.
    • Bear's Endurance: Subject gains +4 to Con for 1 min./level.
    • Bull's Strength: Subject gains +4 to Str for 1 min./level.
    • Cat's Grace: Subject gains +4 to Dex for 1 min./level.
    • Chill Metal: Cold metal damages those who touch it.
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • Fire Trap M: Opened object deals 1d4 +1/level damage.
    • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
    • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    • Fog Cloud: Fog obscures vision.
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • Heat Metal: Make metal so hot it damages those who touch it.
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
    • Reduce Animal: Shrinks one willing animal.
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Spider Climb: Grants ability to walk on walls and ceilings.
    • Summon Nature's Ally II: Calls creature to fight.
    • Summon Swarm: Summons swarm of bats, rats, or spiders.
    • Tree Shape: You look exactly like a tree for 1 hour/level.
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • Wood Shape: Rearranges wooden objects to suit you.

    3rd-Level Druid Spells

    • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
    • Contagion: Infects subject with chosen disease.
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • Daylight: 60-ft. radius of bright light.
    • Diminish Plants: Reduces size or blights growth of normal plants.
    • Dominate Animal: Subject animal obeys silent mental commands.
    • Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
    • Meld into Stone: You and your gear merge with stone.
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Plant Growth: Grows vegetation, improves crops.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • Quench: Extinguishes nonmagical fires or one magic item.
    • Remove Disease: Cures all diseases affecting subject.
    • Sleet Storm: Hampers vision and movement.
    • Snare: Creates a magic booby trap.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Spike Growth: Creatures in area take 1d4 damage, may be slowed.
    • Stone Shape: Sculpts stone into any shape.
    • Summon Nature's Ally III: Calls creature to fight.
    • Water Breathing: Subjects can breathe underwater.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.

    4th-Level Druid Spells

    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Antiplant Shell: Keeps animated plants at bay.
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • Command Plants: Sway the actions of one or more plant creatures.
    • Control Water: Raises or lowers bodies of water.
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Freedom of Movement: Subject moves normally despite impediments.
    • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Reincarnate: Brings dead subject back in a random body.
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • Rusting Grasp: Your touch corrodes iron and alloys.
    • Scrying F: Spies on subject from a distance.
    • Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    • Summon Nature's Ally IV: Calls creature to fight.

    5th-Level Druid Spells

    • Animal Growth: One animal/two levels doubles in size.
    • Atonement: Removes burden of misdeeds from subject.
    • Awaken X: Animal or tree gains human intellect.
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Control Winds: Change wind direction and speed.
    • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Hallow M: Designates location as holy.
    • Insect Plague: Locust swarms attack creatures.
    • Stoneskin M: Ignore 10 points of damage per attack.
    • Summon Nature's Ally V: Calls creature to fight.
    • Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    • Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
    • Tree Stride: Step from one tree to another far away.
    • Unhallow M: Designates location as unholy.
    • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
    • Wall of Thorns: Thorns damage anyone who tries to pass.

    6th-Level Druid Spells

    • Antilife Shell: 10-ft.-radius field hedges out living creatures.
    • Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
    • Bull's Strength, Mass: As bull's strength, affects one subject/level.
    • Cat's Grace, Mass: As cat's grace, affects one subject/level.
    • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    • Dispel Magic, Greater: As dispel magic, but +20 on check.
    • Find the Path: Shows most direct way to a location.
    • Fire Seeds: Acorns and berries become grenades and bombs.
    • Ironwood: Magic wood is strong as steel.
    • Liveoak: Oak becomes treant guardian.
    • Move Earth: Digs trenches and builds hills.
    • Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
    • Repel Wood: Pushes away wooden objects.
    • Spellstaff: Stores one spell in wooden quarterstaff.
    • Stone Tell: Talk to natural or worked stone.
    • Summon Nature's Ally VI: Calls creature to fight.
    • Transport via Plants: Move instantly from one plant to another of the same kind.
    • Wall of Stone: Creates a stone wall that can be shaped.

    7th-Level Druid Spells

    • Animate Plants: One or more plants animate and fight for you.
    • Changestaff: Your staff becomes a treant on command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    • Fire Storm: Deals 1d6/level fire damage.
    • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    • Scrying, Greater: As scrying, but faster and longer.
    • Summon Nature's Ally VII: Calls creature to fight.
    • Sunbeam: Beam blinds and deals 4d6 damage.
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • True Seeing M: Lets you see all things as they really are.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Druid Spells

    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • Control Plants: Control actions of one or more plant creatures.
    • Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Finger of Death: Kills one subject.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Reverse Gravity: Objects and creatures fall upward.
    • Summon Nature's Ally VIII: Calls creature to fight.
    • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    • Whirlwind: Cyclone deals damage and can pick up creatures.
    • Word of Recall: Teleports you back to designated place.

    9th-Level Druid Spells

    • Antipathy: Object or location affected by spell repels certain creatures.
    • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
    • Elemental Swarm: Summons multiple elementals.
    • Foresight: "Sixth sense" warns of impending danger.
    • Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.
    • Shapechange F: Transforms you into any creature, and change forms once per round.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Summon Nature's Ally IX: Calls creature to fight.
    • Sympathy M: Object or location attracts certain creatures.




Spelllists