Druid+Spells

=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

 * **[|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.
 * **[|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.
 * **[|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.
 * **[|Awaken] [|X]:** Animal or tree gains human intellect.
 * **[|Commune with Nature]:** Learn about terrain for 1 mile/level.
 * **[|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.
 * **[|Summon Nature’s Ally V]:** Calls creature to fight.
 * **[|Tree Stride]:** Step from one tree to another far away.
 * **[|Unhallow] [|M]:** Designates location as unholy.
 * **[|Wall of Thorns]:** Thorns damage anyone who tries to pass.

6th-Level [|Druid] Spells

 * **[|Antilife Shell]:** 10-ft.-radius field hedges out living creatures.
 * **[|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.
 * **[|Liveoak]:** Oak becomes [|treant] guardian.
 * **[|Repel Wood]:** Pushes away wooden objects.
 * **[|Spellstaff]:** Stores one spell in wooden quarterstaff.
 * **[|Summon Nature’s Ally VI]:** Calls creature to fight.
 * **[|Transport via Plants]:** Move instantly from one plant to another of the same kind.

7th-Level [|Druid] Spells

 * **[|Animate Plants]:** One or more plants animate and fight for you.
 * **[|Changestaff]:** Your staff becomes a [|treant] on command.
 * **[|Creeping Doom]:** Swarms of centipedes attack at your command.
 * **[|Cure Moderate Wounds, Mass]:** Cures 2d8 damage +1/level for many creatures.
 * **[|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.
 * **[|True Seeing] [|M]:** Lets you see all things as they really are.

8th-Level [|Druid] Spells

 * **[|Control Plants]:** Control actions of one or more plant creatures.
 * **[|Cure Serious Wounds, Mass]:** Cures 3d8 damage +1/level for many creatures.
 * **[|Finger of Death]:** Kills one subject.
 * **[|Reverse Gravity]:** Objects and creatures fall upward.
 * **[|Summon Nature’s Ally VIII]:** Calls creature to fight.

9th-Level [|Druid] Spells

 * **[|Cure Critical Wounds, Mass]:** Cures 4d8 damage +1/level for many creatures.
 * **[|Elemental Swarm]:** Summons multiple elementals.
 * **[|Foresight]:** “Sixth sense” warns of impending danger.
 * **[|Shambler]:** Summons 1d4+2 [|shambling mounds] to fight for you.
 * **[|Summon Nature’s Ally IX]:** Calls creature to fight.