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Spell List

DRUID SPELLS

0-LEVEL DRUID SPELLS (ORISONS)
Spell NameBrief Description
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
Spell NameBrief Description
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 (1d10 damage) for 1 min./level.
Speak with Animals:You can communicate with animals.
Summon Nature’s Ally I:Calls creature to fight.
2ND-LEVEL DRUID SPELLS
Spell NameBrief Description
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
Spell NameBrief Description
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
Spell NameBrief Description
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
Spell NameBrief Description
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
Spell NameBrief Description
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
Spell NameBrief Description
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
Spell NameBrief Description
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 5-ft./level 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
Spell NameBrief Description
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.