SRD:Druid Spell List

0th-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 (1d10 damage) for 1 min./level.
 * Speak with Animals: You can communicate with animals.
 * Summon Nature's Ally I: Calls creature to fight.

2nd-Level Druid Spells

 * 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 TrapM: 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

 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Antiplant Shell: Keeps animated plants at bay.
 * Blight: Withers one plant or deals 1d6/level damage to plant creature.
 * Command Plants: Sway the actions of one or more plant creatures.
 * Control Water: Raises or lowers bodies of water.
 * Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
 * Dispel Magic: Cancels spells and magical effects.
 * Flame Strike: Smite foes with Divine fire (1d6/level damage).
 * Freedom of Movement: Subject moves normally despite impediments.
 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Reincarnate: Brings dead subject back in a random body.
 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * Rusting Grasp: Your touch corrodes iron and alloys.
 * ScryingF: 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.
 * Atonement: Removes burden of misdeeds from subject.
 * AwakenX: Animal or tree gains human intellect.
 * Baleful Polymorph: Transforms subject into harmless animal.
 * Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
 * Commune with Nature: Learn about terrain for 1 mile/level.
 * Control Winds: Change wind direction and speed.
 * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
 * Death Ward: Grants immunity to all death spells and negative energy effects.
 * HallowM: Designates location as holy.
 * Insect Plague: Locust swarms attack creatures.
 * StoneskinM: Ignore 10 points of damage per attack.
 * Summon Nature's Ally V: Calls creature to fight.
 * Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
 * Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
 * Tree Stride: Step from one tree to another far away.
 * UnhallowM: Designates location as unholy.
 * Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
 * Wall of Thorns: Thorns damage anyone who tries to pass.

6th-Level Druid Spells

 * Antilife Shell: 10-ft.-radius field hedges out living creatures.
 * Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
 * Bull's Strength, Mass: As bull's strength, affects one subject/level.
 * Cat's Grace, Mass: As cat's grace, affects one subject/level.
 * Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
 * Dispel Magic, Greater: As dispel magic, but +20 on check.
 * Find the Path: Shows most direct way to a location.
 * Fire Seeds: Acorns and berries become grenades and bombs.
 * Ironwood: Magic wood is strong as steel.
 * Liveoak: Oak becomes treant guardian.
 * Move Earth: Digs trenches and builds hills.
 * Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
 * Repel Wood: Pushes away wooden objects.
 * Spellstaff: Stores one spell in wooden quarterstaff.
 * Stone Tell: Talk to natural or worked stone.
 * Summon Nature's Ally VI: Calls creature to fight.
 * Transport via Plants: Move instantly from one plant to another of the same kind.
 * Wall of Stone: Creates a stone wall that can be shaped.

7th-Level Druid Spells

 * Animate Plants: One or more plants animate and fight for you.
 * Changestaff: Your staff becomes a treant on command.
 * Control Weather: Changes weather in local area.
 * Creeping Doom: Swarms of centipedes attack at your command.
 * Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
 * Fire Storm: Deals 1d6/level fire damage.
 * Heal: Cures 10 points/level of damage, all diseases and mental conditions.
 * Scrying, Greater: As scrying, but faster and longer.
 * Summon Nature's Ally VII: Calls creature to fight.
 * Sunbeam: Beam blinds and deals 4d6 damage.
 * Transmute Metal to Wood: Metal within 40 ft. becomes wood.
 * True SeeingM: Lets you see all things as they really are.
 * Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Druid Spells

 * Animal Shapes: One ally/level polymorphs into chosen animal.
 * Control Plants: Control actions of one or more plant creatures.
 * Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
 * Earthquake: Intense tremor shakes 80-ft.-radius.
 * Finger of Death: Kills one subject.
 * Repel Metal or Stone: Pushes away metal and stone.
 * Reverse Gravity: Objects and creatures fall upward.
 * Summon Nature's Ally VIII: Calls creature to fight.
 * Sunburst: Blinds all within 10 ft., deals 6d6 damage.
 * Whirlwind: Cyclone deals damage and can pick up creatures.
 * Word of Recall: Teleports you back to designated place.

9th-Level Druid Spells

 * Antipathy: Object or location affected by spell repels certain creatures.
 * Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
 * Elemental Swarm: Summons multiple elementals.
 * Foresight: “Sixth sense” warns of impending danger.
 * Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
 * Shambler: Summons 1d4+2 shambling mounds to fight for you.
 * ShapechangeF: Transforms you into any creature, and change forms once per round.
 * Storm of Vengeance: Storm rains acid, lightning, and hail.
 * Summon Nature's Ally IX: Calls creature to fight.
 * SympathyM</SUP>: Object or location attracts certain creatures.