spells druid

Druid Spells


To
Druid Base Class

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

José de Ribera (1591–1652) 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
wells up inside you and explodes outward in a furious burst.


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)

__________________________________________


To
Druid Base Class

The
Worlds of Mankind is owned and created by Mark John Goodwin

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text on this page is Open Game Content, and is licensed for public use under the
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the Coast, Inc.

and are used according to the terms of the d20 System License
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