Druid Spells

To Druid Base Class

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José de Ribera (1591–1652) Title: Dionysos Date circa 1634-1636

José de Ribera (15911652) Title: Dionysos Date circa 1634-1636

0-Level Druid Spells (Orisons)
Analyze Fertility Gives the caster an insight into the reproductive capabilities of the target.
Candlelight You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch.
Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 point of damage.
Darkseed Target takes 1 point of damage every hour while it is in effect.
Daze Animal This enchantment clouds the target animal's mind.
Dawn All sleeping creatures in the area awaken.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Detect Pregnancy You can tell if the creature touched is pregnant or is hosting another creature's implanted young.
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.
Preserve Organ. Protects one detached organ from decay for 24 hours. (New)
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.
Scarecrow The subject becomes shaken, suffering a -2 morale penalty on attack rolls, saves, and checks for the duration of the spell.
Spirit of the Season Slows elemental creatures (-2 to initiative). (New)
Virtue Subject gains 1 temporary hp.

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1st-Level Druid Spells

Air Bubble Creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object.
Artemis’ Blessing Guides your allies’ bows, slings, and thrown weapons and helps them track down foes. (New)
Beget Bogun This is the final spell in the process of creating a bogun.
Bless Growth Improves growth of plants, adult creature, or mother. (New)
Blight Growth. Detracts growth of plants, adult creature, or mother. (New)
Breath of the Jungle The DC of any saving throw made within the mist against poison or disease increases by 2.
Calm Animals Calms (2d4 + level) HD of animals.
Camouflage Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.
Charm Animal Makes one animal your friend.
Claws of the Beast Your fingers sprout claws.
Cold Fire You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames.
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.
Dolphin Companion This spell calls a normal dolphin to your side and acts as your animal companion. (New)
Drought’s/Famine’s Embrace The creature you touch has its energy sapped from its body, simulating thirst/starvation.(New)
Endure Elements Exist comfortably in hot or cold environments.
Engorged Gait The target's feet (or other means of locomotion) swell and its movement becomes awkward and ungainly.
Enhanced Taste Makes tasting ability more sensitive. (New)
Entangle Plants entangle everyone in 40-ft.-radius.
Extract Drug. Creates drug from inanimate object. (New)
Faerie Fire
Outlines subjects with light, canceling blur, concealment, and the like.
Frostbite  Your melee touch attack deals 1d6 points of nonlethal cold damage.
Goodberry
2d4 berries each cure 1 hp (max 8 hp/24 hours).
Haruspicy (pronounced ha-RUSS-pa-see) is the bloody art of reading the future in the entrails of an animal. (New)
Hawkeye By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct.
Healing Stones Casting healing stones on a trio of small stones imbues them each with restorative healing energy.
Hide from Animals Animals can't perceive one subject/level.
Hold Winds Freezes normal winds. (New)
Horrible Taste
You change your flesh to make it unpalatable to other creatures.
Improved Create Water You create 4 gallons/per level of drinkable liquid.
Invisibility to Animals Animals cannot perceive the warded creatures.
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.
Moonstone Creates a magic stone to affect luck. (New)
Obscuring Mist Fog surrounds you.
Omen of Peril A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be.
Pass without Trace One subject/level leaves no tracks.
Pop Corn Corn pops in area, slowing creature and affects spellcasting. (New)
Produce Flame 1d6 damage +1/level, touch or thrown.
Quickswim This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus.
Raging Flame This spell inflames existing fire, giving it a passion to burn.
Remove Scent With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.
Remove Sickness You quell feelings of illness and nausea in the target.
Sandblast Whipping your hand in a wide arc, you spray sand from your fingers in a powerful blast.
Shillelagh Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Slow Burn Fires consume less of the physical fuel that sustain them.
Speak with Animals You can communicate with animals.
Spider Hand Caster’s hand becomes a Small monstrous spider. (New)
Summon Desert Ally I This spell summons a dustform creature. It appears where you designate and acts immediately on your turn.
Summon Nature's Ally I Calls creature to fight.
Suspend Disease Keeps disease from harming creature for 24 hours. (New)
Synthesis Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds). (New)
Traveler's Mount With words of encouragement, you make the creature better able to handle the rigors of overland travel, at the expense of its ability to fight.
Wall of Smoke This spell creates a thin wall of black smoke.
Waste Strider The subject can move through desert environments and waste terrain without hindrance.
Weighing the Balance The caster can determine how far out of balance a creature is from true Neutral. (New)

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2nd-Level Druid Spells

Air Walk Minor Hover while walking, 1/2 move, +10 Move Silently, can carefully move over unsteady surfaces. (New)
Animal Messenger Sends a Tiny animal to a specific place.
Animal Trance Fascinates 2d6 HD of animals.
Avoid planar effects (New)
Barkskin Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Subject gains +4 to Constitution for 1 min./level.
Binding Winds Calling upon the power of elemental air, you encircle the target in whipping winds.
Bleak Harvest With this spell, you can demonstrate your god’s wrath by visiting blight and destruction upon a farmer’s crops. (New)
Body of the Sun By drawing on the power of the sun, you cause your body to emanate fire.
Bountiful Harvest You bless a field, granting it unusual growth and prosperity. (New)
Briar Web This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.
Bull's Strength Subject gains +4 to Strength for 1 min./level.
Cat's Grace Subject gains +4 to Dexterity for 1 min./level.
Chill Metal Cold metal damages those who touch it.
Circle of Nausea Foes are denied all actions or take –2 penalty on attacks, saving throws, and skill checks. (New)
Cloudburst You cause clouds to gather and a heavy rain to fall.
Creeping Cold Reaching out your hand and making a crushing motion, you turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin.
Decomposition Using your link to the natural world, you create an air of decay that makes death come quicker to the wounded.
Delay Poison Stops poison from harming subject for 1 hour/level.
Detect Disease You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject.
Ears of the Bat Removes sight but increases hearing, +10 to Listen, +4 to Search for secret doors. (New)
Engorged Strike Engorged strike causes the target's fists to swell, enhancing the puissance of an unarmed blow.
Feast of ashes You curse the target with a hunger no food can assuage.
Filter An invisible bubble of protection around the recipient's body that filters out all noxious and toxic elements in the air.
Fins to Feet
This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Fire Trap 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.
Gaean Repast You call upon the power of Gaea, the Earth Mother herself to sustain you.
Gaze Screen This spell creates a mirrorlike area around the recipient's eyes.
Green Blockade You raise a barrier of plant life before you.
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.
Karma You become more charismatic, more intelligent, and wiser.
Magic Circle against Fire, Earth, Water, Fire, Cold* As magic circle against evil, but effect elemental creatures only. (New)
Nature's Favor You grant the subject animal a +1 luck bonus on attack and damage rolls.
Owl's Wisdom Subject gains +4 to Wisdom for 1 min./level.
Pernicious Poison You weaken the target’s defenses against poison.
Persistence of the Waves The subject gains a +4 enhancement bonus to Constitution and suffers a -2 enhancement penalty to Strength.
Physique You become more agile, more resilient, and stronger.
Pressure Sphere This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches.
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.
Saltray A creature struck by a saltray takes 1d6 points of damage
Scent You give the target an enhanced sense of smell, equivalent to the Scent ability of some monsters.
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 Desert Ally II This spell functions like Summon Desert Ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
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.

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3rd-Level Druid Spells

Analyze Ancestry This spell provides a complete genealogy back ten generations.
Animal Camouflage You take on the appearance of a member of any one species of animal or magical beast of 5 HD or less, but only to members of that species. (New)
Armor of Ladon Your skin transforms to brass-colored scales, granting you a natural armor bonus to AC. (New)
Artemis’ Grace You grant the target an extra measure of skill in attacking distant opponents with ranged weapons. (New)
Augment Object This spell adds +20 to the break DC of the object and doubles its hardness and hit points.
Babau Slime This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment.
Bite of the Werewolf A howl erupts from your lips as your face contorts and expands into a wolf-like form.
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
Circle Dance You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.
Contagion Infects subject with chosen disease.
Continual Fire Creates real flame that doesn't die out through normal means. (New)
Crumble You bring the forces of erosion to bear on a fabricated structure
Cup of Dust You curse the target with a thirst no drink can quench.
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.
Dire Charge The recipient becomes capable of terrible charge attacks.
Dominate Animal Subject animal obeys silent mental commands.
Embrace the Wild This spell allows you to adopt the nature and some abilities of a wild animal.
Energize Potion This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.
Energy Vortex
Energy wells up inside you and explodes outward in a furious burst.
False bravado
causes the subject to grow overconfident.
Favorable Wind This spell produces a stream of wind that can fill a ship's sails, disperse vapors and gases, and keep flying creatures at bay.
Fecund Growth A bright green burst of energy emanates from the caster, causing all living entities to undergo tremendous growth.
Feral Spirit Gain natural weapon, 1d4+1 damage per level. (New)
Gaean Strength You summon the power of Gaea, the Earth Mother, to add to your strength. (New)
Greenfire You evoke from the earth an upwelling of virulent green energy
Haboob A thick haze of swirling dust and sand swirls out from the point you designate.
Healing Stones, Greater This spell functions as healing stones, except that each stone can remove 2 points of temporary ability damage when placed against a creature’s skin.
Hydraulic Torrent You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past.
Jaws of the Moray This spell grants the subject a bite attack.
Liquid Form The subject and all its gear become translucent liquid. (New)
Infestation of Maggots You touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing maggots in his flesh.
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.
Merciful Weapon The caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Poison Touch deals 1d10 Constitution 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.
Regenerate Ring You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
Remove Disease Cures all diseases affecting subject.
Sacrifice By killing an animal of at least one hit die in a ritual fashion, you may use that energy to aid another. (New)
Scales of the Sealord You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet.
Shifting Sand You cause an earthen or sandy surface to shift and churn within the area.
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.
Standing Wave Roaring a binding phrase, you take command of the water, causing a wave to rise and propelling it in the direction you desire.
Stone Shape Sculpts stone into any shape.
Summon Desert Ally III This spell functions like Summon Desert Ally I, except that you can summon one 3rd-level creature.
Summon Nature's Ally III Calls creature to fight.
Thornskin You push a thorn against your skin to complete the spell. An instant later, hundreds of similar thorns sprout all over your body.
Thunderstrike The caster commands a powerful jolt of energy to erupt at the point of origin.
Venomous Vapor You create a small cloud of deadly glowing mist around the target.
Vigor, Mass Lesser You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
Water Breathing Subjects can breathe underwater.
Wind Wall Deflects arrows, smaller creatures, and gases.
Youthful Vigor The target gains the vigor of youth. (New)

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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.
Arc of Lightning You create natural conductivity between two creatures, and a bolt of electricity arcs between them.
Ball Lightning You create glowing balls of electricity.
Blast of Sand Sand sprays from your outstretched palm with enough force to strip flesh from bone and scour surfaces.
Blight Withers one plant or deals 1d6/level damage to plant creature.
Bounty/Strength to the Unborn Increases the chances that a fetus/embryo/seedling will be born. (New)
Bottle of Smoke From the smoke emerges a vaguely horselike creature made of wisps of smoke.
Cat's Grace , Greater This spell functions like cat’s grace, except as noted above.
Chain of Eyes You can use a creature's vision instead of your own.
Claws of the Savage Subject gains claws that deal damage based on size. (New)
Command Plants Sway the actions of one or more plant creatures.
Control Currents You alter the flow of water in the area surrounding you.
Control Water Raises or lowers bodies of water.
Crystalskin You crystallize earth with positive energy to form a flexible skin around you.
Cure Serious Wounds Cures 3d8 damage +1/level (max +15).
Dispel Magic Cancels spells and magical effects.
Elemental Armor +8 AC bonus, resistance against energy type 10. (New)
Famine All crops in area become inedible. (New)
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.
Healing Sphere The orb cures 2d8 points of damage +1 point per caster level (maximum +10).
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Improved bull’s strength As bull’s strength, but with a longer duration.
Improved Cat's Grace As Cat's Grace , but with a longer duration.
Improved Karma This spell functions like Karma, except as noted above.
Improved Physique As physique, but with a longer duration.
Irrational Attraction This spell causes the target creature to become consumed with an irrational attraction to another being chosen by the caster (which must be within sight).
Languor This spell causes creatures it hits to become weak and slow.
Mark of Artemis You draw an indelible mark on the subject worthy of Artemis’s blessings. (New)
Moonstruck You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy.
Murderous Mist Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you.
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.
Sandform This spell transforms your body, along with all equipment worn or carried, into living sand.
Scrying Spies on subject from a distance.
Spike Stones Creatures in area take 1d8 damage, may be slowed.
Stone Metamorphosis You can change an existing piece of rock to another type of rock.
Summon Desert Ally IV This spell functions like Summon Desert Ally I, except that you can summon one 4th-level creature.
Summon Nature's Ally IV Calls creature to fight.
Thalassemia This spell thins the target creature's blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6).
Wall of Water This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you).

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5th-Level Druid Spells

Animal Camouflage, Greater This spell functions like animal camouflage, save that the duration is greater. (New)
Animal Growth One animal/two levels doubles in size.
Atonement Removes burden of misdeeds from subject.
Awaken Animal or tree gains human intellect.
Baleful Polymorph Transforms subject into harmless animal.
Battering Ram You project ram-headed beams of force.
Bite of the Weretiger You snarl, and your features shift into those of a tiger.
Bitter Vintage You transform wine into the poison of your choice. (New)
Blackwater Tentacle You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it.
Blade Resistance Damage resistance 25/+5 against metal only. (New)
Bull of Heaven Animal gains +6 to all ability scores, becomes fiendish or celestial. (New)
Call Lightning Storm As call lightning, but 5d6 damage per bolt.
Calm Weather Calm weather removes any transmutations that affect weather such as control weather and control winds.
Cloak of the Sea The subject retains his or her form but takes on a blue-green watery appearance.
Commune with Nature Learn about terrain for 1 mile/level.
Control Winds Change wind direction and speed.
Create Poppet Creates a small construct to perform tasks for the witch. (New)
Cure Critical Wounds Cures 4d8 damage +1/level (max +20).
Dance of the Unicorn You surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke dust, and poisons.
Death Ward Grants immunity to all death spells and negative energy effects.
Flaywind Burst This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh.
Flowsight By touching a nearby source of water—you can perceive creatures and objects in contact with the water.
Hallow Designates location as holy.
Insect Plague Locust swarms attack creatures.
Kiss of Death Your teeth and tongue become coated with a fast-acting, virulent poison.
Make Fertile Make something previously infertile capable of creating life.
Otherworld Passage This spell can be used to enter The Otherworld.
Phantasmal Disorientation You create ever-shifting phantasmal terrain and landmarks that confuse the subject when it tries to move.
Sacrifice, Mortal As sacrifice, but this ritual goes one step further by requiring the death of a sentient being. (New)
Sirine's Grace Upon completion of this spell, you are infused with unearthly grace and confidence.
Stoneskin Ignore 10 points of damage per attack.
Summon Desert Ally V This spell functions like Summon Desert Ally I, except that you can summon one 5th-level creature.
Summon Nature's Ally V Calls creature to fight.
Sun Chariot You summon an unbreakable chariot seemingly made of sunlight drawn by six flying horses (pegasi). (New)
Trance, Mass Your swaying motions and music (or singing, or chanting) compel the subjects to do nothing but watch you.
Transformation of the Deeps The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans.
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.
Tsunami A massive animated wave is created from any body of water large enough.
Unhallow Designates location as unholy.
Ursa Minor You summon an axiomatic black bear composed of stars.
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.

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6th-Level Druid Spells

Antilife Shell 10-ft.-radius field hedges out living creatures.
Awaken Sand You awaken a region of sand, or similar material, to humanlike sentience.
Bear's Endurance, Mass As bear's endurance, affects one subject/ level.
Bite of the Werebear You become a half-bear creature.
Bull's Strength, Mass As bull's strength, affects one subject/level.
Cat's Grace, Mass As Cat's Grace, affects one subject/level.
Cometfall You conjure a comet that immediately falls to the ground.
Control Outcome of Birth the caster can choose outcome (gender, amount,) of birth. (New)
Cure Light Wounds, Mass Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater As dispel magic, but +20 on check.
Enveloping Cocoon Crushing a caterpillar between your fingers, you create a tight cocoon of shimmering blue-green energy around your foe.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns and berries become grenades and bombs.
Fires of Purity The creature you touch bursts into magical flames harming anyone else who comes into contact with them.
Gaean Support With this spell, you petition the Earth to protect you by absorbing your wounds into herself. (New)
Hydra's Blood This spell conjures forth deadly poison coating weapon or projectiles. (New)
Ironwood Magic wood is strong as steel.
Itchweed Caster can consume poison and pass it on with touch attack. (New)
Karma Mass As Karma, but affecting multiple creatures.
Liveoak Oak becomes treant guardian.
Mandragora With this spell, you can trigger the insightful and baleful magic of a Mandragora.
Miasma You filling the subject's mouth and throat with unbreathable gas.
Move Earth Digs trenches and builds hills.
Owl's Wisdom, Mass As owl's wisdom, affects one subject/level.
Physique Mass As physique, but affecting multiple creatures.
Pox One creature/level takes 1d4 Constitution drain. (New)
Repel Wood Pushes away wooden objects.
Saltspray A cone of intensely salty seawater, originating from your hand and extending outward.
Sirocco A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone.
Spellstaff Stores one spell in wooden quarterstaff.
Stone Tell Talk to natural or worked stone.
Stormwalk As teleport, save that you draw upon the power of a storm to teleport yourself and a number of others from one place to another.
Summon Desert Ally VI This spell functions like Summon Desert Ally I, except that you can summon one 6th-level creature.
Summon Nature's Ally VI Calls creature to fight.
Tidal Surge An explosion of water rushes out from the point you designate, bowling over your enemies.
Transport via plants Move instantly from one plant to another of the same kind.
Vigorous Circle This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.
Wall of Roses Creates wall of roses, 2d10+1 damage to anyone passing through, 1d3+1 rounds to break. (New)
Wall of Stone Creates a stone wall that can be shaped.
Wind Shear You cause a 30ft. diameter cylinder of pummeling winds to bash down on an area. (New)

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7th-Level Druid Spells

Animate Plants One or more plants animate and fight for you.
Changestaff Your staff becomes a treant on command.
Cloudwalkers With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds.
Control Weather Changes weather in local area.
Creeping Cold, Greater This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage.
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.
Pestilence Subject gains a disease, as do all who touch him. (New)
Rain of Roses Red roses fall from the sky.
Red Tide This spell causes an area to erupt with a thick rust-red cloud of poisonous algae. (New)
Sacrifice of Power You ritually sacrifice a living humanoid, and use its life energy to gain a temporary boon from your god. (New)
Scrying, Greater As scrying, but faster and longer.
Sleep of Ages You throw the targeted creature into an endless sleep.
Slime Wave A wave of Green slime explodes outward from the spot where you point.
Storm of Elemental Fury With a thunderous boom, a black storm cloud appears over your enemies, striking them with a terrifying combination of effects from the Elemental Planes.
Storm Tower You form an enormous tower of dark, swirling storm clouds and howling wind.
Summon Desert Ally VII This spell functions like Summon Desert Ally I, except that you can summon one 7th-level creature.
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 Form This spell forces shapechangers back into their natural shape.
True Seeing Lets you see all things as they really are.
Waterspout Water whirls into the air, swirling upward with a thunderous noise like a tornado of fluid.
Wind Walk You and your allies turn vaporous and travel fast.

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8th-Level Druid Spells

Animal Shapes One ally/level polymorphs into chosen animal.
Bull's Strengh Greater Subject/level gains +4 to Strength for 1 hour/2 levels.
Bull's Strength Mass Improved As mass bull’s strength, but with a longer duration.
Control Plants Control actions of one or more plant creatures.
Cure Serious Wounds, Mass Cures 3d8 damage +1/level for many creatures.
Deadfall You create a tangled mass of huge branches, logs, and fallen trees on the ground.
Depthsurge The water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion.
Earthquake Intense tremor shakes 80-ft.-radius.
Equalization The target creatures alignment shifts toward neutral. (New)
Eye of the Storm Creates a zone that nullifies all weather related effects.(New)
Finger of Death Kills one subject.
Leonal's Roar This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.
Megalodon Empowerment You become a predator without peer, capable of finding and destroying your prey.
Peerless Charge. 10 horses / level are protected from harm during a charge.
Phantom Ram You conjure a phantom ram of terrible might.
Repel Metal or Stone Pushes away metal and stone.
Reverse Gravity Objects and creatures fall upward.
Speak With Anything This enables you to communicate with any living creature
Stormrage You harness the powers of wind and storm to move, protect yourself, and attack.
Summon Desert Ally VIII This spell functions like Summon Desert Ally I, except that you can summon one 8th-level creature.
Summon Nature's Ally VIII Calls creature to fight.
Sunburst Blinds all within 10 ft, deals 6d6 damage.
Unearthly Beauty When you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.
Unyielding Roots The creature you touch grows thick tree roots that anchor it to the ground and provide it with life sustaining healing.
Whirlwind Cyclone deals damage and can pick up creatures.
Word of Recall Teleports you back to designated place.

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9th-Level Druid Spells

Antipathy Object or location affected by spell repels certain creatures.
Cast In Stone Anyone meeting your gaze is permanently turned into a mindless, inert statue.
Chariot of Sustarre Creates a chariot of fire and light to transport people across the sky. (New)
Cure Critical Wounds, Mass Cures 4d8 damage +1/level for many creatures.
Doom of the Seas With this spell, you summon a fiendish kraken from the depths.
Elemental Swarm Summons multiple elementals.
Epidemic Unlike a creature affected by contagion, the subject of an epidemic spell becomes a powerful vector for spreading the disease.
Foresight "Sixth sense" warns of impending danger.
Invulnerability to Elements The target creature becomes immune to damage fromacid, cold, electricity, fire, and sonic damage while the spell is in effect.
Lookingglass You create one end of a path between two natural mirrored surfaces.
Nature's Avatar You infuse the subject with the spirit of nature.
Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Releasing the Kraken This powerful spell summons a kraken to you and allows you to speak with it. (New)
Shadow Landscape By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.
Shambler Summons 1d4+2 shambling mounds to fight for you.
Shapechange Transforms you into any creature, and change forms once per round.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Desert Ally IX This spell functions like Summon Desert Ally I, except that you can summon one 9th-level creature.
Summon Nature's Ally IX Calls creature to fight.
Sympathy Object or location attracts certain creatures.
Thunderswarm Like the arcane spell meteor swarm, thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning.
Ursa Major You summon an axiomatic dire bear composed of stars.
Were-Doom 1d4 creatures infected with lycanthropy. (New)
Whirlwind, Greater Wind whips into a frenzy and becomes a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.
Winds of Vengeance You surround yourself with a buffeting shroud of supernatural, tornado-force winds.
Zeus' Fury Immediately upon completion of the spell, and once per round there after, you may call downvertical bolt of lightning. (New)

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