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Druid Spells

Table: 0-Level Druid Spells

Spell NameDescription
Chameleon ScalesYou temporarily alter the color of your skin, hide, or scales to another option legal for your race.
Create WaterCreates 2 gallons/level of pure water.
Detect MagicDetects all spells and magic items within 60 ft.
DrenchA sudden downpour soaks a target creature or object.
Guidance+1 on one attack roll, saving throw, or skill check.
IgniteIgnites flammable objects.
Know DirectionYou discern north.
Magical CleaningClean a single object of all dirt.
Magical HygieneClean a creature's body of filth, making them fit for a social gathering.
MendingMakes minor repairs on an object.
Purify Food and DrinkPurifies 1 cu. ft./level of food or water.
Read MagicRead magical scrolls.
ResistanceSubject gains +1 on saving throws.
StabilizeCause a dying creature to stabilize.
TorchlightObject shines like a torch.
VirtueSubject gains 1 temporary hp.

Table: 1st-Level Druid Spells

Spell NameDescription
Air BubbleProvides breathable air for one creature.
Alter WindsIncrease/decrease strength of natural winds.
Aspect of the FalconGives bonuses on Perception checks and ranged attacks.
Aspect of the NightingaleYou gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
BlendGain a bonus to Stealth and make checks without cover or concealment.
BristleTrade natural armor bonus for a bonus on attacks with natural weapons.
Call AnimalCalls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Calm AnimalsCalms 2d4 + level HD of animals.
Charm AnimalMakes one animal your friend.
Cheetah's SprintA wild surge of energy courses through your body and propels you into a sprint.
Choco FeatherQuick reaction to slow a creature’s fall.
Cloak of ShadeReduces effects of sun exposure and heat.
Commune with BirdsYou can ask birds a question.
Deadeye's LoreGain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking.
Detect Animals or PlantsDetects kinds of animals or plants.
Detect Snares and PitsReveals natural or primitive traps.
Dragon JumpSubject gains a +10 enhancement bonus on all Acrobatics checks to jump.
Endure ElementsSubject is protected from hot and cold environments.
EntanglePlants entangle everyone in 40-ft. radius.
Faerie FireOutlines subjects with light, canceling blur, concealment, and the like.
Feather StepIgnore movement penalty in difficult terrain.
Fire MawYour animal companion’s bite attack deals an additional 1d4 points of fire damage, and the fire deals another 1d4 points of fire damage to the target on the next round.
Gentle BreezeLight wind protects one target from clouds, gases, heat, and vapors.
Goodberry2d4 berries each cure 1 hp (max 8 hp/24 hours).
Heal Companion IHeals an animal companion for 1d6 + CL + Wisdom modifier of damage.
Hidden SpringDiscover a temporary spring of fresh, flowing water.
Hide from AnimalsAnimals can’t perceive one subject/level.
Keen SensesGain +2 Perception and low-light vision.
LeafRanged touch attack that deals 1d6 points of (appropriate type) damage + 1 per caster level (max of +5) + your Wisdom modifier.
LongstriderYour speed increases by 10 ft.
Magic FangOne natural weapon of subject creature gets +1 on attack and damage rolls.
Monkey FishGain a climb speed and a swim speed of 10 ft. for a time.
Nature's PathsThe target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Negate AromaSubject cannot be tracked by scent.
Pass without TraceOne subject/level leaves no tracks.
Rain20-ft.-radius spread, inflicts Drenched status.
ShillelaghCudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with AnimalsYou can communicate with animals.
Summon Minor AllySummon 1d3 Tiny animals.
Summon Nature’s Ally ISummons creature to fight.
SwimSubject gains a swim speed of 30 feet.
Thorn JavelinWield a javelin that sickens opponents when it strikes.
Tracking MarkYou treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise.
Underbrush DecoyCreate a rustling distraction to hide.
Water BlastA blast of water pushes the target back.
Wave ShieldWater blunts one incoming attack or fire effect.
Whispering LoreGain a bonus to Knowledge checks about your environment from the land itself.
Wind ArmorSubject is surrounded by a field of wind, providing a +2 deflection bonus to AC.
Wind RunnerCaster increases his base land speed by 30 feet.
Wind ShieldCaster creates a field of ever-flowing gust of wind around him to deflect ranged attacks.

Table: 2nd-Level Druid Spells

Spell NameDescription
Alpha InstinctGain bonuses when you’re interacting with animals.
Animal AspectYou gain some of the beneficial qualities of an animal.
Animal MessengerSends a Tiny animal to a specific place.
Animal Purpose TrainingAnimal gains a new general purpose.
Animal TranceFascinates 2d6 HD of animals.
Aspect of the Bear+2 AC and combat maneuver rolls.
BarkskinGrants +2 (or higher) enhancement to natural armor.
BeastspeakSpeak normally while in animal form.
Binding EarthTarget creature treats areas of earth and stone as difficult terrain.
Campfire WallSummons a shelter around a campfire.
Carry CompanionYou transform a helpful animal or magical beast into a miniature stone figurine.
Certain GripYou gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Climbing BeanstalkSummons a beanstalk that is easy to climb.
Companion Life LinkSense whenever your companion is wounded and call out to it in a time of need.
Control VerminYou and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
DefoliateYou hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
Eagle EyeCreates a magical sensor high above you.
Endure Elements, CommunalAs endure elements, but may divide the duration among creatures touched.
FloatSubject floats a couple of feet off the ground.
Flotsam VesselSummons a sturdy raft and oars from driftwood, reeds, and other river detritus.
Forest FriendPlants in a forested area become helpful instead of hindering you and your allies.
Gird AllyYou create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 de-flection bonus at 18th level).
GlideCaster can fall slowly like choco feather and able to glide.
GreensightGrant a target the ability to see through plant matter as if it were transparent.
GroundswellEnable target to raise the ground he's standing on five feet, which negates flanking bonuses.
Gust of WindBlows away or knocks down smaller creatures.
Gusting SphereBall of wind can bull rush creatures inflicting 1d6 wind damage.
Heal Companion IIHeals an animal companion for 3d6 + CL + Wisdom modifier of damage.
Hold AnimalParalyzes one animal for 1 round/level.
Lay of the LandIn a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.
Leaf IIRanged touch attack that deals 3d6 points of (appropriate type) damage + 1 per caster level (max of +10) + your Wisdom modifier.
LevitateSubject is able to move up or down up to 20 feet each round.
LockjawCreature gains grab ability with natural attack.
Natural Rhythm+1 on damage rolls with each hit (max +5).
Plant VoiceYou grant one plant creature the ability to speak, hear, and understand any of the languages you know.
Pouncing FuryMake a full attack with your claws after a charge.
RiversightYou can view events transpiring along a natural watercourse you touch.
Savage MawGain a bite attack.
Scale SpikesWhen the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.
ScamperGrant your animal companion astonishing agility.
Scent TrailLeave trail for allies to follow.
Sea SteedYour mount adapts to an aquatic environment.
Sickening EntanglementAs entangle, but plants have sickening sap.
SlipstreamSubject rides a low-cresting wave of water to travel along the surface of water or ground.
Soften Earth and StoneTurns stone to clay, or dirt to sand or mud.
Spore BurstYou cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them.
Summon Nature’s Ally IISummons creature to fight.
Summon SwarmSummons swarm of bats, rats, or spiders.
Tree ShapeYou look exactly like a tree for 1 hour/level.
Vine StrikeBristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target.
Wall ClimbSubject gains a climb speed of 20 feet.
Warp WoodBends wood.
Wartrain MountAnimal gains the combat training general purpose.
Water LungTargets gain the ability to breathe water but can no longer breathe air.
Web ShelterSummons a comfortable shelter made of webbing.
Whip of SpidersSummons a whip made of poisonous spiders.
Whispering WindCaster is able to send a message or sound on the wind to a designated spot.
Wilderness SoldiersNearby plants aid you in combat.
Wild InstinctThis spell sharpens your senses, allowing you to perceive threats you would otherwise miss.
Wind BarrierSubject gains damage reduction 10/- against projectiles.
With the WindProtect a target from being blown away by wind of less than windstorm force.
Wood ShapeReshapes wooden objects to suit you.

Table: 3rd-Level Druid Spells

Spell NameDescription
Anchored StepVines beneath your feet stabilize you but slow you down.
Animal Aspect, GreaterAs animal aspect, but you gain two animal qualities.
Anthropomorphic AnimalAnimal becomes bipedal.
Ape WalkTarget gains climb 30 and +8 racial bonus on Climb skill checks.
Aqueous OrbCreates rolling sphere of water.
Battering BlastTarget takes wind damage and subjects the target to a Bull Rush.
Beast Shape IYou take the form and some of the powers of a Small or Medium animal.
Bleed for Your MasterCompel a companion to take damage for you.
Blood ScentGain scent ability against injured creatures.
BurrowTarget gains a burrow speed of 15.
Choco Feather, MassAs choco feather, but multiple creatures.
Clear GroveTrees, shrubs, and other thick vegetation move out of the spell’s area.
Cloak of WindsSurrounds a creature with a shroud of wind to deflect ranged attacks.
Companion Mind LinkYou can talk with your animal companion, and can handle it with supernatural ease.
Diminish PlantsReduces size or blights the growth of normal plants.
Dominate AnimalOne animal obeys your silent mental commands and orders.
Downpour40-ft.-radius spread, inflicts Drenched status.
Dragon Jump IISubject gains a +20 enhancement bonus on all Acrobatics checks to jump.
Feather Step, MassAs feather step, but multiple creatures.
Fey Form ICreates an aura of a chosen element around the caster.
FlySubject gains a flying speed of 20 feet.
Heal Companion IIIHeals an animal companion for 5d6 + CL + Wisdom modifier of damage.
Hide CampsiteHides all traces of your campsite.
Hurricane BlastCreates a severe blast of wind.
Hydraulic TorrentCreates torrent of water that bull rushes any creature in its path.
Insect SpiesUse magic beetles as spies.
Leaf IIIRanged touch attack that deals 5d6 points of (appropriate type) damage + 1 per caster level (max of +15) + your Wisdom modifier.
Leafra1d6 (of the appropriate type) damage per level, 20-ft. radius.
Lily Pad StrideWalk across water on moving lily pads.
Longstrider, GreaterAs longstrider, plus the speeds of other movement modes increase.
Mad MonkeysSummon a swarm of mischievous monkeys.
Magic Fang, GreaterOne natural weapon gets + 1/four levels (max +5).
Nature's ExileGives target -10 on Survival checks.
Plant GrowthGrows vegetation, improves crops.
Pocketful of VipersWard a container with summoned vipers.
QuenchExtinguishes fires.
Raven's FlightYou can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn.
Scale Spikes, GreaterAs scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and dam-age rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass dam-age reduction aside from magic.
Shifting SandCreates difficult terrain and erases tracks; can carry creatures or objects along.
Signs of the LandLearn up to three details about the surrounding territory.
SnareCreates a magic booby trap.
Stench of PreyPredatory animals must successfully save or attack the target.
Stone ShapeCaster is able to form an existing piece of stone into any shape.
Summon Nature’s Ally IIISummons creature to fight.
Tail CurrentCreate a current in water to enhance or impede swimming.
TailwindCreate a current of wind to enhance or impede flight.
Thorny EntanglementAs entangle, plus plants make ranged attacks.
Vermin Shape ITake the form and some of the powers of a Small or Medium vermin.
Wall Climb, CommunalAs wall climb, but may divide the duration among creatures touched.
Ward of the SeasonGain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter).
Water BreathingSubjects gain the ability to breathe underwater.
Water WalkSubjects gain the ability to walk upon water.
Wind Barrier, CommunalAs wind barrier, but may divide the duration among creatures touched.
Wind WallCreates an invisible vertical curtain of wind to deflect projectiles.

Table: 4th-Level Druid Spells

Spell NameDescription
Aerial TracksTrack flying creatures through the air.
Air WalkSubject treads on air as if solid (climb or descend at 45-degree angle).
Alter RiverYou alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall.
Animal AmbassadorGrant an animal messenger sentience to deliver your message.
Antiplant ShellKeeps animated plants at bay.
Arboreal HammerTree branches attack opponents.
Aspect of the Stag+2 AC against attacks of opportunity and increases speed.
AtavismAnimal gains advanced creature simple template.
Beast Shape IIYou take the form and some of the powers of a Tiny or Large animal.
BlightWithers one plant or deals 1d6/level damage to plant creature.
Bloody ClawsCauses bleed damage with natural attacks.
Calm AirYou calm the air and disperse fog, dust, and other particles.
Cape of WaspsWasp swarm defends or carries you.
Cloud ShapeSubject becomes insubstantial and can fly slowly.
Command PlantsSways the actions of plant creatures.
Control WaterRaises or lowers bodies of water.
Create HoldsYou create a path of handholds on earthen, plaster, stone, or wooden walls.
Earth GlideGain the ability to pass through stone, dirt and earth.
EcholocationSonic sense gives you blindsight 40 ft.
Explosion of RotCall forth a burst of decay that damages and can stagger targets.
FloatgaAs float, but multiple creatures.
Form RoadCreates a section of road made of rock or brick, decreasing the movement penalty of ill-suited terrain.
Forest's SenseSense the location of a distant target that is near a plant or fungus.
Freedom of MovementSubject moves normally despite impediments to movement.
Gaseous FormSubject becomes insubstantial and can fly slowly.
GeyserCreates a geyser of boiling water.
Giant VerminTurns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil WaterUpon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and re-mains centered on you when you move.
Grove of RespiteCreates trees and a small spring.
Heal Companion IVHeals an animal companion for 7d6 + CL + Wisdom modifier of damage.
Heavy WaterYou cause a volume of water to become heavier than normal.
Leaf IVRanged touch attack that deals 7d6 points of (appropriate type) damage + 1 per caster level (max of +20) + your Wisdom modifier.
Life BubbleProtects from environmental effects.
MetallasisIncreases a target's metallic equipment's weight by 3x, increases to 4x at CL10, 5x at CL 14, and 6x at CL 19.
ReincarnateBrings dead subject back in a random body.
Repel VerminInsects, spiders, and other vermin stay 10 ft. away.
Ride the WavesTarget can breathe water and swim.
River of WindCreates a powerful tempest in a 120-ft.-line.
Sea StallionYou and your mount adapt to an aquatic environment.
Spike StonesCreatures in area take 1d8 damage, may also be slowed.
Strong JawNatural attacks deal damage as if dealt by creature two sizes larger.
Summon Nature’s Ally IVSummons creature to fight.
Thorn BodyYour attackers take 1d6 +1 damage/level.
Vermin Shape IIAs vermin shape, but Tiny or Large.
Watchful AnimalYou place a scrying sensor on your animal companion or familiar.
Water Walk, CommunalAs water walk, but may divide the duration among creatures touched.

Table: 5th-Level Druid Spells

Spell NameDescription
Air Walk, CommunalAs air walk, but you may divide the duration among creatures touched.
Animal GrowthOne animal doubles in size.
Aspect of the Wolf+4 Str and Dex, +2 bonus on trip attacks.
AwakenAnimal or tree gains human intellect.
Baleful PolymorphTransforms subject into harmless animal.
Beast Shape IIIYou take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Cave FangsCreate a trap from stalactites and stalagmites.
Commune with NatureLearn about terrain for 1 mile/level.
Companion TranspositionSwap places with your animal companion via teleportation.
Control WindsChanges wind direction and speed.
Dragon Jump IIISubject gains a +30 enhancement bonus on all Acrobatics checks to jump.
Fey Form IIAssume the form of a Tiny or Large fey creature.
Fickle WindsWind walls selectively block attacks.
FlightCaster gains a flying speed of 40 feet.
Form HighwayCreates a section of road made of concrete, decreasing the movement penalty of ill-suited terrain by 2 stages (to a max of normal speed).
Hungry EarthThe ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Insect PlagueWasp swarms attack creatures.
Jungle MindYou merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator.
Leafaga1d8 (of the appropriate type) damage per level, 30-ft. radius.
OasisThis spell redirects the flow of water in the ground toward the surface at the designated point, creating a perma-nent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour.
PasswallCaster is able to pass through plaster and stone walls.
Plant Shape ITurns you into a Small or Medium plant.
Raise Animal CompanionAs raise, but only on an animal companion.among creatures touched.
Release The HoundsSummon a pack of canines that respond to your commands and act in perfect unison, causing them to function like a swarm.
Replay TracksReconstruct past events from a set of tracks.
Snake StaffTransforms wood into snakes to fight for you.
StoneskinSubject gains damage reduction 10/adamantine.
Sturdy Tree FortSummons a tree with a defensive fort within it.
Summon Nature’s Ally VSummons creature to fight.
Tidal SurgeCreate a surge of water to bludgeon foes and extinguish fires.
Transmute Mud to RockTransforms two 10-ft. cubes per level.
Transmute Rock to MudTransforms two 10-ft. cubes per level.
Tree StrideStep from one tree to another far away.
Vile Dog TransformationTransform ordinary dogs into fiendish minions.
VinetrapVines burst to life in a radius around a target with a variety of effects.
Wall of ThornsThorns damage anyone who tries to pass.
Whip of CentipedesCreate a whip made of poisonous centipedes.

Table: 6th-Level Druid Spells

Spell NameDescription
Anti-Life Shell10-ft.-radius field hedges out living creatures.
Beast Shape IVYou take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Binding Earth, MassTarget creatures treats areas of earth and stone as difficult terrain.
Cyclic ReincarnationThis spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body and functions as reincarnate except as noted.
Eagle AerieSummon 1 giant eagle/3 levels.
Enlightened StepYou are able to make your steps lighter than air.
Fey Form IIIAssume the form of a Diminutive or Huge fey creature.
Find the PathShows most direct way to a location.
Green CaressSlowly transform a creature into an inanimate plant.
Insect Spies, GreaterUse magic beetles as spies and also share their senses.
IronwoodMagic wood is as strong as steel.
LiveoakOak becomes treant guardian.
Move EarthMoves all kinds of dirt.
Path of the WindsWinds sweep area clear of anything of Small or smaller size, and after act as wind wall.
Plant Shape IITurns you into a Large plant creature.
Reincarnate SpyAs reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Repel WoodPushes away wooden objects.
Share SkinPossess an animal.
Stoneskin, CommunalAs stoneskin, but may divide the duration among creatures touched.
Summon Nature’s Ally VISummons creature to fight.
Summon StampedeSummons a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction.
Swarm SkinTurns your body into a swarm that can attack.
Transport via PlantsMove instantly from one plant to another of the same kind.
Unerring TrackerFollow an entire trail unerringly.
Wall of StoneCreates a wall of rocks that merges into adjoining rock surfaces.
Whip of AntsSummons a whip made of army ants.
Wind WalkYou and your allies turn vaporous and travel fast.

Table: 7th-Level Druid Spells

Spell NameDescription
Animate PlantsOne or more plants animate and fight for you.
ChangestaffYour staff becomes a treant on command.
Control WeatherChanges weather in local area.
Creeping DoomSwarms of centipedes attack at your command.
Fairy Ring RetreatToadstool circle leads to an extradimensional meadow.
Fluid FormCaster’s body transforms into a liquid state.
Fly, MassAs fly, except all creatures within 30 feet.
Legendary ProportionsYou call upon the primordial power of ancient megafauna to boost the size of your target. The creature’s height doubles and its weight increases by a factor of 8.
Planar RefugeThis spell enforces the rules of the Material Plane on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point.
Plant Shape IIITurns you into a Huge plant.
RampartSummons 5-ft.-thick earthen barrier.
Scouring WindsCreates a windstorm of stinging sand, dealing 3d6 points of wind damage each round.
Siege of TreesTransforms Large trees into arboreal catapults of the same size.
Summon Nature’s Ally VIISummons creature to fight.
Tectonic CommunionAs commune with nature with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per caster level, extending even underground without penalty.
Transmute Metal to WoodMetal within 40 ft. becomes wood.
VortexCreates a powerful and immobile whirlpool in any body of liquid large enough.

Table: 8th-Level Druid Spells

Spell NameDescription
Animal ShapesOne ally/level polymorphs into chosen animal.
Atavism, MassOne animal/level gains advanced template.
Control PlantsControls actions of one or more plant creatures.
Earth RuptureIntense tremor shakes 80-ft.-radius.
Fey Form IVAssume the form of a powerful fey creature.
Repel Metal or StonePushes away metal and stone.
SeamantleCaster is sheathed in a churning column of elemental water.
Summon Nature’s Ally VIIISummons creature to fight.
Wandering WeatherControl weather in a large area that moves with you.
WhirlwindCyclone deals damage and can pick up creatures.

Table: 9th-Level Druid Spells

Spell NameDescription
Clashing RocksCreates Colossal-sized rocks to crush a single creature for 20d6 points of damage (half earth/bludgeoning).
Sea of DustPermanently drive water out of a region to create a desert.
ShamblerCreates 1d4+2 shambling mounds to fight for you.
ShapechangeTransforms you into certain creatures, and you can change forms once per round.
Siege of Trees, GreaterAs siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Summon Nature’s Ally IXSummons creature to fight.
TsunamiCreates a massive wave of water to crash over creatures and objects.
Winds of VengeanceCaster is surrounded by a buffeting shroud of supernatural, tornado-force winds, granting him a fly speed of 60 feet with perfect maneuverability.
World WaveCaster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him with devastating force over great distances.

Spell List
Druid SpellsSpell Descriptions
Druid Spells