3e SRD:Druid Spell List
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 small object.
- Flare: Dazzles one creature (-1 attack).
- Guidance: +1 on one roll, throw, or check.
- Know Direction: The caster discerns 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 on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
- Animal Friendship: Gains permanent animal companions.
- Calm Animals: Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
- Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
- Detect Animals or Plants: Detects species of animals or plants.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Ignores 5 damage/round from one energy type.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, etc.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Invisibility to Animals: Animals can't perceive one subject/level.
- Magic Fang: One natural weapon of subject creature gets +1 bonus to attack and damage.
- Obscuring Mist: Fog surrounds the caster.
- Pass without Trace: One subject/level leaves no tracks.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
- 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 +3 natural armor bonus (or higher).
- Charm Person or Animal: Makes one person or animal the caster's friend.
- Chill Metal: Cold metal damages those who touch it.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Fire Trap: Opened object deals 1d4 +1/level damage.
- Flame Blade: Touch attack deals 1d8 +1/two levels damage.
- Flaming Sphere: Rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Heat Metal: Hot metal damages those who touch it.
- Hold Animal: Holds one animal helpless; 1 round/level.
- Produce Flame: 1d4 +1/two levels damage, touch or thrown.
- Resist Elements: Ignores first 12 damage from one energy type each round.
- Restoration, Lesser: Dispels magic ability penalty or repairs 1d4 ability damage.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Speak with Animals: The caster can communicate with natural animals.
- Summon Nature's Ally II: Calls creature to fight.
- Summon Swarm: Summons swarm of small crawling or flying creatures.
- Tree Shape: The caster looks exactly like a tree for 1 hour/level.
- Warp Wood: Bends wood (shaft, handle, door, plank).
- Wood Shape: Rearranges wooden objects to suit the caster.
3rd-Level Druid Spells
- Call Lightning: Directs lightning bolts (1d10/level) during storms.
- Contagion: Infects subject with chosen disease.
- Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
- 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 bonus to attack and damage per three caster levels (max +5)
- Meld into Stone: The caster and the caster's gear merge with stone.
- Neutralize 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 Elements: Absorb 12 damage/level from one kind of energy.
- Remove Disease: Cures all diseases affecting subject.
- Snare: Creates a magical booby trap.
- Speak with Plants: The caster 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 form.
- Summon Nature's Ally III: Calls creature to fight.
- Water Breathing: Subjects can breathe underwater.
4th-Level Druid Spells
- Antiplant Shell: Keeps animated plants at bay.
- Control Plants: Talk to and control plants & fungi.
- Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
- Dispel Magic: Cancels magical spells and effects.
- Flame Strike: Smites foes with divine fire (1d6/level).
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns insects into giant vermin.
- Quench: Extinguishes nonmagical fires or one magic item.
- Reincarnate: Brings dead subject back in a random body.
- Repel Vermin: Insects stay 10 ft. away.
- Rusting Grasp: The caster's touch corrodes iron and alloys.
- Scrying: Spies on subject from a distance.
- Sleet Storm: Hampers vision and movement.
- 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, HD.
- Atonement: Removes burden of misdeeds from subject.
- Awaken: Animal or tree gains human intellect.
- Commune with Nature: Learn about terrain for one mile/level.
- Control Winds: Change wind direction and speed.
- Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
- Death Ward: Grants immunity to all death spells and effects.
- Hallow: Designates location as holy.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee.
- Summon Nature's Ally V: Calls creature to fight.
- Transmute Mud to Rock: Transforms two 10-ft. cubes/level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes/level.
- Tree Stride: Step from one tree to another far away.
- Unhallow: 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 +1/level.
- Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Druid Spells
- Antilife Shell: 10-ft. field hedges out living creatures.
- Dispelling, 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.
- Healing Circle: Cures 1d8 +1/level damage in all directions.
- Ironwood: Magical wood is strong as steel.
- Liveoak: Oak becomes treant guardian.
- 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 species.
- Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Druid Spells
- Changestaff: The caster's staff becomes a treant on command.
- Control Weather: Changes weather in local area.
- Creeping Doom: Carpet of insects attacks at the caster's command.
- Fire Storm: Deals 1d6 fire damage/level.
- Greater Scrying: As scrying, but faster and longer.
- Harm: Subject loses all but 1d4 hp.
- Heal: Cures all damage, diseases, and mental conditions.
- Summon Nature's Ally VII: Calls creature to fight.
- Sunbeam: Beam blinds and deals 3d6 damage.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
- True Seeing: See all things as they really are.
- Wind Walk: The caster and the caster's allies turn vaporous and travel fast.
8th-Level Druid Spells
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Command Plants: Plants animate and vegetation entangles.
- 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 3d6 damage.
- Whirlwind: Cyclone inflicts damage and can pick up creatures.
- Word of Recall: Teleports the caster back to designated place.
9th-Level Druid Spells
- Antipathy: Object or location affected by spell repels certain creatures.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Elemental Swarm: Summons multiple elementals.
- Foresight: "Sixth sense" warns of impending danger.
- Heal, Mass: As heal, but with several subjects.
- Shambler: Summons 1d4+2 shambling mounds to fight for the caster.
- Shapechange: Transforms the caster into any creature, and change forms once per round.
- Summon Nature's Ally IX: Calls creature to fight.
- Sympathy: Object or location attracts certain creatures.
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