Druid Spells

0-level (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 small object.
Flare Dazzles one creature (-1 attack).
Guidance +1 on one roll, throw, or check.
Know Direction The caster discerns 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 on saving throws.
Virtue Subject gains 1 temporary hp

Animal Friendship Gains permanent animal companions.
Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Animals or Plants Detects species of animals or plants.
Detect Snares and Pits Reveals natural or primitive traps.
Endure Elements Ignores 5 damage/round from one energy type.
Entangle Plants entangle everyone in 40-ft.-radius circle.
Faerie Fire Outlines subjects with light, canceling blur, concealment, etc.
Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Invisibility to Animals Animals can't perceive one subject/level.
Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage.
Obscuring Mist Fog surrounds the caster.
Pass without Trace One subject/level leaves no tracks.
Shillelagh Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
Summon Nature's Ally I Calls creature to fight.

Animal Messenger Sends a Tiny animal to a specific place.
Animal Trance Fascinates 2d6 HD of animals.
Barkskin Grants +3 natural armor bonus (or higher).
Charm Person or Animal Makes one person or animal the caster's friend.
Chill Metal Cold metal damages those who touch it.
Delay Poison Stops poison from harming subject for 1 hour/level.
Fire Trap Opened object deals 1d4 +1/level damage.
Flame Blade Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal Hot metal damages those who touch it.
Hold Animal Holds one animal helpless; 1 round/level.
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Produce Flame 1d4 +1/two levels damage, touch or thrown.
Resist Elements Ignores first 12 damage from one energy type each round.
Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
Speak with Animals The caster can communicate with natural animals.
Summon Nature's Ally II Calls creature to fight.
Summon Swarm Summons swarm of small crawling or flying creatures.
Tree Shape The caster looks exactly like a tree for 1 hour/level.
Warp Wood Bends wood (shaft, handle, door, plank).
Wood Shape Rearranges wooden objects to suit the caster.

Call Lightning Directs lightning bolts (1d10/level) during storms.
Contagion Infects subject with chosen disease.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Diminish Plants Reduces size or blights growth of normal plants.
Dominate Animal Subject animal obeys silent mental commands.
Greater Magic Fang One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)
Meld into Stone The caster and the caster's gear merge with stone.
Neutralize 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 Elements Absorb 12 damage/level from one kind of energy.
Remove Disease Cures all diseases affecting subject.
Snare Creates a magical booby trap.
Speak with Plants The caster 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 form.
Summon Nature's Ally III Calls creature to fight.
Water Breathing Subjects can breathe underwater.

Antiplant Shell Keeps animated plants at bay.
Control Plants Talk to and control plants & fungi.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Dispel Magic Cancels magical spells and effects.
Flame Strike Smites foes with divine fire (1d6/level).
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Quench Extinguishes nonmagical fires or one magic item.
Reincarnate Brings dead subject back in a random body.
Repel Vermin Insects stay 10 ft. away.
Rusting Grasp The caster's touch corrodes iron and alloys.
Scrying Spies on subject from a distance.
Sleet Storm Hampers vision and movement.
Spike Stones Creatures in area take 1d8 damage, may be slowed.
Summon Nature's Ally IV Calls creature to fight.

Animal Growth One animal/two levels doubles in size, HD.
Atonement Removes burden of misdeeds from subject.
Awaken Animal or tree gains human intellect.
Commune with Nature Learn about terrain for one mile/level.
Control Winds Change wind direction and speed.
Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
Death Ward Grants immunity to all death spells and effects.
Hallow Designates location as holy.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Insect Plague Insect horde limits vision, inflicts damage, and weak creatures flee.
Summon Nature's Ally V Calls creature to fight.
Transmute Mud to Rock Transforms two 10-ft. cubes/level.
Transmute Rock to Mud Transforms two 10-ft. cubes/level.
Tree Stride Step from one tree to another far away.
Unhallow 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 +1/level.
Wall of Thorns Thorns damage anyone who tries to pass.

Antilife Shell 10-ft. field hedges out living creatures.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns and berries become grenades and bombs.
Greater Dispelling As dispel magic, but +20 on check.
Healing Circle Cures 1d8 +1/level damage in all directions.
Ironwood Magical wood is strong as steel.
Liveoak Oak becomes treant guardian.
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 species.
Wall of Stone Creates a stone wall that can be shaped.

Changestaff The caster's staff becomes a treant on command.
Control Weather Changes weather in local area.
Creeping Doom Carpet of insects attacks at the caster's command.
Fire Storm Deals 1d6 fire damage/level.
Greater Scrying As scrying, but faster and longer.
Harm Subject loses all but 1d4 hp.
Heal Cures all damage, diseases, and mental conditions.
Summon Nature's Ally VII Calls creature to fight.
Sunbeam Beam blinds and deals 3d6 damage.
Transmute Metal to Wood Metal within 40 ft. becomes wood.
True Seeing See all things as they really are.
Wind Walk The caster and the caster's allies turn vaporous and travel fast.

Animal Shapes One ally/level polymorphs into chosen animal.
Command Plants Plants animate and vegetation entangles.
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 3d6 damage.
Whirlwind Cyclone inflicts damage and can pick up creatures.
Word of Recall Teleports the caster back to designated place.

Antipathy Object or location affected by spell repels certain creatures.
Earthquake Intense tremor shakes 5-ft./level radius.
Elemental Swarm Summons multiple elementals.
Foresight Sixth sense warns of impending danger.
Mass Heal As heal, but with several subjects.
Shambler Summons 1d4+2 shambling mounds to fight for the caster.
Shapechange Transforms the caster into any creature, and change forms once per round.
Summon Nature's Ally IX Calls creature to fight.
Sympathy Object or location attracts certain creatures.