List of druid spells

From Pathfinder SRD Wiki
Jump to: navigation, search


Level 0 druid spells

  • Create Water: This spell generates wholesome, drinkable water, just like clean rain water.
  • Detect Magic: You detect magical auras.
  • Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
  • Flare: This cantrip creates a burst of light.
  • Guidance: This spell imbues the subject with a touch of divine guidance.
  • Know Direction: When you cast this spell, you instantly know the direction of north from your current position.
  • Light: This spell causes a touched object to glow like a torch.
  • Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
  • Purify Food and Drink: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
  • Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
  • Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  • Spark: Ignites flammable objects. PFAPG
  • Stabilize: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
  • Virtue: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.


Level 1 druid spells

  • Alter Winds: Increase/decrease strength of natural winds. PFAPG
  • Ant Haul: Triples carrying capacity of a creature. PFAPG
  • Aspect of the Falcon: Gives bonuses on Perception checks and ranged attacks. PFAPG
  • Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons. PFAPG
  • Call Animal: Makes an animal come to you. PFAPG
  • Calm Animals: This spell soothes and quiets animals, rendering them docile and harmless.
  • Charm Animal: This spell functions like charm person, except that it affects a creature of the animal type.
  • Cloak of Shade: Reduces effects of sun exposure and heat. PFAPG
  • Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,Caster Level)) points of damage.
  • Detect Aberration: Reveals presence of aberrations. PFAPG
  • Detect Animals or Plants: You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.
  • Detect Snares and Pits: You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
  • Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
  • Entangle: This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
  • Expeditious Excavation: Moves 5-ft. cubes of earth. PFAPG
  • Faerie Fire: A pale glow surrounds and outlines the subjects who shed light as candles.
  • Feather Step: Ignore movement penalty in difficult terrain. PFAPG
  • Flare Burst: This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point. PFAPG
  • Goodberry: Casting goodberry makes 2d4 freshly picked berries magical.
  • Hide from Animals: Animals cannot sense the warded creatures.
  • Hydraulic Push: Wave of water bull rushes an enemy. PFAPG
  • Jump: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
  • Keen Senses: Subject gains +2 Perception, low-light vision. PFAPG
  • Longstrider: This spell gives you a +10 foot enhancement bonus to your base speed.
  • Magic Fang: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
  • Magic Stone: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
  • Negate Aroma: Subject cannot be tracked by scent. PFAPG
  • Obscuring Mist: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
  • Pass without Trace: The subject or subjects of this spell do not leave footprints or a scent trail while moving.
  • Produce Flame: Flames as bright as a torch appear in your open hand.
  • Shillelagh: Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.
  • Speak with Animals: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
  • Stone Fist: Your unarmed strikes are lethal. PFAPG
  • Summon Nature's Ally I: This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant).
  • Touch of the Sea: Swim speed becomes 30 ft. PFAPG


Level 2 druid spells

  • Accelerate Poison: Hastens targeted poison's onset PFAPG
  • Animal Messenger: You compel a Tiny animal to go to a spot you designate.
  • Animal Trance: Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you.
  • Aspect of the Bear: +2 AC and combat maneuver rolls. PFAPG
  • Barkskin: Barkskin toughens a creature's skin granting a +(min(max((Caster Level/3)+1,2),5)) enhancement bonus to the creature's existing natural armor bonus.
  • Bear's Endurance: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
  • Bull's Strength: The subject becomes stronger granting a +4 enhancement bonus to Strength.
  • Burning Gaze: Inflict 1d6 fire damage to creature. PFAPG
  • Campfire Wall: Creates a shelter around a campfire. PFAPG
  • Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
  • Chill Metal: Chill metal makes metal extremely cold.
  • Delay Poison: The subject becomes temporarily immune to poison.
  • Eagle Eye: Creates a magical sensor high above you. PFAPG
  • Elemental Speech: Enables you to speak to elementals and some creatures. PFAPG
  • Feast of Ashes: A target starves with an insatiable hunger. PFAPG
  • Fire Trap: Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
  • Flame Blade: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.
  • Flaming Sphere: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
  • Fog Cloud: A bank of fog billows out from the point you designate.
  • Glide: You take no falling damage, move 60 ft./round while falling. PFAPG
  • Gust of Wind: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
  • Heat Metal: Heat metal causes metal objects to become red-hot.
  • Hold Animal: This spell functions like hold person, except that it affects an animal instead of a humanoid.
  • Lockjaw: Gives creature grab ability with a natural attack. PFAPG
  • Natural Rhythm: +1 on damage rolls with each hit (max +5). PFAPG
  • Owl's Wisdom: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
  • Pox Pustules: Subject is sickened and has -4 Dex. PFAPG
  • Reduce Animal: This spell functions like reduce person, except that it affects a single willing animal.
  • Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
  • Restoration (Lesser): Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
  • Scent Trail: Trail: Leave trail for allies to follow. PFAPG
  • Share Language: Subject understands chosen language. PFAPG
  • Slipstream: Wave boosts creature's speed. PFAPG
  • Soften Earth and Stone: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.
  • Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
  • Stone Call: 2d6 damage to all creatures in area. PFAPG
  • Summon Nature's Ally II: This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
  • Summon Swarm: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
  • Tree Shape: This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
  • Warp Wood: You cause wood to bend and warp, permanently destroying its straightness, form, and strength.
  • Wood Shape: Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.


Level 3 druid spells

  • Aqueous Orb: Creates rolling sphere of water. PFAPG
  • Call Lightning: Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.
  • Cloak of Winds: Creates screen of strong wind around you. PFAPG
  • Command Plants: This spell allows you some degree of control over one or more plant creatures.
  • Contagion: The subject contracts a disease.
  • Create Treasure Map: Creates treasure map out of a creature's corpse. PFAPG
  • Cup of Dust: Causes a creature to become dehydrated. PFAPG
  • Cure Moderate Wounds: When laying your hand upon a living creature, you channel positive energy that cures 2d8+(min(10,Caster Level)) points of damage.
  • Daylight: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
  • Diminish Plants: This spell has two versions: Prune Growth and Stunt Growth.
  • Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
  • Dominate Animal: This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch".
  • Feather Step (Mass): As feather step, except this spell affects multiple creatures. PFAPG
  • Hide Campsite: Hides all traces of your campsite. PFAPG
  • Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path. PFAPG
  • Lily Pad Stride: Walk across water on moving lily pads. PFAPG
  • Magic Fang (Greater): This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +(min(5,floor(Caster Level/4))).
  • Meld into Stone: Meld into stone enables you to meld your body and possessions into a single block of stone.
  • Nature's: Gives subject -10 on Survival checks. PFAPG
  • Neutralize Poison: You detoxify any sort of venom in the creature or object touched.
  • Plant Growth: Plant growth has different effects depending on the version chosen.
  • Poison: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack.
  • Protection from Energy: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
  • Quench: Quench is often used to put out forest fires and other conflagrations.
  • Remove Disease: Remove disease can cure all diseases from which the subject is suffering.
  • Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along. PFAPG
  • Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.
  • Snare: This spell enables you to make a snare that functions as a magic trap.
  • Speak with Plants: You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them.
  • Spike Growth: Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
  • Stone Shape: You can form an existing piece of stone into any shape that suits your purpose.
  • Summon Nature's Ally III: This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
  • Water Breathing: The transmuted creatures can breathe water freely.
  • Wind Wall: An invisible vertical curtain of wind appears.


Level 4 druid spells

  • Air Walk: The subject can tread on air as if walking on solid ground.
  • Antiplant Shell: The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.
  • Aspect of the Stag: +2 AC against attacks of opportunity and increases speed. PFAPG
  • Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. PFAPG
  • Blight: This spell withers a single plant of any size.
  • Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks. PFAPG
  • Commune with Nature: You become one with nature, attaining knowledge of the surrounding territory.
  • Control Water: This spell has two different applications, both of which control water in different ways.
  • Cure Serious Wounds: When laying your hand upon a living creature, you channel positive energy that cures 3d8+(min(15,Caster Level)) points of damage.
  • Flame Strike: A flame strike evokes a vertical column of divine fire dealing (min(15,Caster Level))d6 points of damage.
  • Freedom of Movement: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
  • Geyser: Creates a geyser of boiling water. PFAPG
  • Giant Vermin: You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts.
  • Grove of Respite: Creates trees and a small spring. PFAPG
  • Ice Storm: Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
  • Life Bubble: Protects creatures from sustained environmental effects. PFAPG
  • Moonstruck: Subject is enraged and confused. PFAPG
  • Reincarnate: With this spell, you bring back a dead creature in another body.
  • Repel Vermin: An invisible barrier holds back vermin.
  • River of Wind: Creates wind that causes nonlethal damage and can knock down or push creatures. PFAPG
  • Rusting Grasp: Any iron or iron alloy item you touch crumbles into rust.
  • Scrying: You can observe a creature at any distance.
  • Spike Stones: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
  • Strong Jaw: Natural attacks damage as two sizes bigger. PFAPG
  • Summon Nature's Ally IV: This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Thorn Body: Your attackers take 1d6+(Caster Level) damage. PFAPG
  • True Form: Removes polymorph effects. PFAPG


Level 5 druid spells

  • Animal Growth: The target animal grows to twice its normal size and eight times its normal weight.
  • Aspect of the Wolf: +4 Str and Dex, +2 bonus on trip attacks. PFAPG
  • Atonement: This spell removes the burden of misdeeds from the subject.
  • Awaken: You awaken a tree or animal to human-like sentience.
  • Baleful Polymorph: As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD.
  • Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. PFAPG
  • Call Lightning Storm: This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
  • Control Winds: You alter wind force in the area surrounding you.
  • Cure Critical Wounds: When laying your hand upon a living creature, you channel positive energy that cures 4d8+(min(20,Caster Level)) points of damage.
  • Death Ward: The subject gains a +4 morale bonus on saves against all death spells and magical death effects.
  • Fire Snake: Creates a serpentine path of fire (Caster Level*5) ft. long that deals (Caster Level)d6 fire damage. PFAPG
  • Hallow: Hallow makes a particular site, building, or structure a holy site.
  • Insect Plague: You summon a number of swarms of wasps.
  • Rest Eternal: Dead creature cannot be revived. PFAPG
  • Snake Staff: Transforms wood into snakes to fight for you. PFAPG
  • Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes.
  • Summon Nature's Ally V: This spell functions like summon nature's ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Threefold Aspect: Appear older or younger. PFAPG
  • Transmute Mud to Rock: This spell permanently transforms normal mud or quicksand of any depth into soft stone.
  • Transmute Rock to Mud: This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud.
  • Tree Stride: When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant.
  • Unhallow: Unhallow makes a particular site, building, or structure an unholy site.
  • Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence.
  • Wall of Thorns: A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger.


Level 6 druid spells

  • Antilife Shell: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
  • Bear's Endurance (Mass): Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.
  • Bull's Strength (Mass): This spell functions like bull's strength, except that it affects multiple creatures.
  • Cat's Grace (Mass): This spell functions like cat's grace, except that it affects multiple creatures.
  • Cure Light Wounds (Mass): You channel positive energy to cure 1d8+(min(25,Caster Level)) points of damage points on each selected creature.
  • Dispel Magic (Greater): This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
  • Find the Path: The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon.
  • Fire Seeds: Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
  • Ironwood: Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items.
  • Liveoak: This spell turns an oak tree into a protector or guardian.
  • Move Earth: Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
  • Owl's Wisdom (Mass): This spell functions like owl's wisdom, except that it affects multiple creatures.
  • Repel Wood: Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range.
  • Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. PFAPG
  • Spellstaff: You store one spell that you can normally cast in a wooden quarterstaff.
  • Stone Tell: You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them.
  • Summon Nature's Ally VI: This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Swarm Skin: Turns your body into a swarm that can attack. PFAPG
  • Transport via Plants: You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two.
  • Wall of Stone: This spell creates a wall of rock that merges into adjoining rock surfaces.


Level 7 druid spells

  • Animate Plants: You imbue inanimate plants with mobility and a semblance of life.
  • Changestaff: You change a specially prepared quarterstaff into a Huge treantlike creature.
  • Control Weather: You change the weather in the local area.
  • Creeping Doom: This spell summons four massive swarms of biting and stinging insects.
  • Cure Moderate Wounds (Mass): You channel positive energy to cure 2d8+(min(30,Caster Level)) points of damage points on each selected creature.
  • Fire Storm: When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.
  • Heal: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.
  • Rampart: Creates 5-ft.-thick earthen barrier. PFAPG
  • Scrying (Greater): This spell functions like scrying, except as noted above.
  • Summon Nature's Ally VII: This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Sunbeam: For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.
  • Transmute Metal to Wood: This spell enables you to change all metal objects within its area to wood.
  • True Seeing: You confer on the subject the ability to see all things as they actually are.
  • Vortex: Creates a whirlpool in water. PFAPG
  • Wind Walk: You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed.


Level 8 druid spells

  • Animal Shapes: You change the form of up to (Caster Level) willing creatures into an animal of your choice.
  • Control Plants: This spell enables you to control the actions of one or more plant creatures for a short period of time.
  • Cure Serious Wounds (Mass): You channel positive energy to cure 3d8+(min(35,Caster Level)) points of damage points on each selected creature.
  • Earthquake: When you cast earthquake, an intense but highly localized tremor rips the ground.
  • Euphoric Tranquility: Makes a creature friendly. PFAPG
  • Finger of Death: This spell instantly delivers (Caster Level*10) points of damage.
  • Repel Metal or Stone: This spell creates waves of invisible energy that roll forth from you pushing all metal or stone objects in the path of the spell away from you to the limit of the range.
  • Reverse Gravity: This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round.
  • Seamantle: Sheathes you in protective water. PFAPG
  • Stormbolts: (min(Caster Level,20))d8 damage to targets. PFAPG
  • Summon Nature's Ally VIII: This spell functions like summon nature's ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Sunburst: Sunburst causes a globe of searing radiance to explode silently from a point you select.
  • Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets. PFAPG
  • Whirlwind: This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round.
  • Word of Recall: Word of recall teleports you instantly back to your sanctuary when the word is uttered.


Level 9 druid spells

  • Antipathy: You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment.
  • Clashing Rocks: 20d6 damage to target creature. PFAPG
  • Cure Critical Wounds (Mass): You channel positive energy to cure 4d8+(min(40,Caster Level)) points of damage points on each selected creature.
  • Elemental Swarm: This spell opens a portal to an Elemental Plane and summons elementals from it.
  • Foresight: This spell grants you a powerful sixth sense in relation to yourself or another.
  • Regenerate: The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back
  • Shambler: The shambler spell creates 1d4+2 shambling mounds with the advanced template.
  • Shapechange: This spell allows you to take the form of a wide variety of creatures.
  • Storm of Vengeance: You create a huge black storm cloud in the air.
  • Summon Nature's Ally IX: This spell functions like summon nature's ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
  • Sympathy: You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.
  • Tsunami: Huge wave damages and sweeps up all in its path. PFAPG
  • Winds of Vengeance: You can fly and attack with wind. PFAPG
  • World Wave: Earth or water moves you across distances and damages things not of the natural world. PFAPG
Views
Personal tools