The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.
Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.
1st Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
animal friendship |
10 ft. |
10 rounds/level |
1 animal |
1 round |
negates |
compels an animal to obey
|
detect magic |
self |
12 rounds |
10 ft. wide, 40 ft. path |
1 round |
none |
indicates the presence of magic
|
detect poison |
self |
3 rounds/level |
10 ft. wide, 5 ft./level path |
1 round |
none |
tells location & nature of poison
|
detect snares & pits |
self |
4 rounds/level |
10 ft. wide, 40 ft. path |
1 round |
none |
reveals certain traps within view
|
entangle |
50 ft. |
2 rounds/level |
40 ft. circle |
1 round |
reduces |
ensnares victims in vegetation
|
faerie fire |
80 ft. |
4 rounds/level |
various* |
1 round |
none |
outlines objects & creatures with light
|
invisibility to animals |
touch |
special* |
1 creature |
1 round |
none |
provides complete invisibility to animals
|
locate animals |
60 ft./level |
6 rounds/level |
self |
1 round |
none |
gives location and number of desired animals
|
pass without trace |
touch |
10 rounds/level |
1 creature/level |
1 round |
none |
conceals a detectable footprint or scent
|
precipitation |
10 ft./level |
4 rounds/level |
30 ft. circle, 120 ft. high |
1 round |
none |
creates rain
|
predict weather |
self |
2 hours/level |
4 mile radius |
1 round |
none |
gives foreknowledge of local weather
|
purify water |
40 ft. |
permanent |
8 gallons/level |
1 round |
none |
eliminates poison & filth from water
|
shillelagh |
touch |
1 round/level |
1 club |
1 round |
none |
transforms a club into a magical weapon
|
speak with animals |
self |
5 rounds/level |
1 animal |
1 round |
none |
communicates with animals
|
2nd Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
barkskin |
touch |
5 rounds/level |
1 creature |
1 round |
none |
improves armour class by 2 points
|
charm person & mammal |
30 ft. |
5 +3 rounds/level |
1 creature |
1 round |
negates* |
brings creature under the caster's sway
|
create water |
10 ft. |
permanent |
1 cub.ft./level |
1 round |
none |
creates water
|
cure light wounds |
touch |
permanent |
1 to 8 recipients |
1 round |
none* |
cures 4 +d4 hit points
|
feign death |
touch |
10 +3 rounds/level |
1 creature |
1 action point |
none |
creates the illusion of death
|
fire trap |
touch |
until discharged* |
1 object |
1 round |
½ damage |
traps closed objects
|
flame blade |
touch |
1 round/level |
1 scimitar |
1 round |
none |
acts as a weapon and sets things alight
|
goodberry |
touch |
1 day/level |
2-8 fresh berries |
1 round |
none |
gives berries the power to heal or to sustain
|
heat metal |
40 ft. |
5 rounds |
1 hex/level |
1 round |
none |
heats metal intensely
|
locate plants |
60 ft./level |
6 rounds/level |
self |
1 round |
none |
gives location & number of desired plants
|
obscurement |
self |
4 rounds/level |
5 ft. diameter/level |
1 round |
none |
creates a misty vapour that limits vision
|
produce fire |
10 ft. |
undetermined |
3 ft. diameter* |
1 round |
none |
creates a log fire in full burn
|
slow poison |
touch |
1 hour/level |
1 creature |
1 round |
none |
delays death from poison
|
trip |
touch |
10 rounds/level |
10 ft. length |
1 round |
none |
creates a snare able to trip creatures
|
warp wood |
10 ft./level |
permanent |
1 hex +1 hex/3 levels* |
1 round |
none |
warps and contorts wooden objects
|
3rd Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
call lightning |
60 ft. |
instantaneous |
1-3 targets |
2 rounds |
½ damage |
draws down a bolt of lightning against targets
|
cloudburst |
20 ft./level |
10 rounds* |
30 ft. circle, 60 ft. high |
2 rounds |
none* |
creates heavy rain
|
cure disease |
touch |
permanent |
1 creature |
2 rounds |
special |
cures or causes disease
|
hold animal |
80 ft. |
2 rounds/level |
up to 4 creatures |
2 rounds |
negates |
immobilises animals
|
know intent |
self |
10 rounds |
10 ft./level* |
1 round |
none |
reveals future intents possessed by others
|
neutralise poison |
touch |
permanent |
1 creature |
1 move |
none* |
removes the effects of poison
|
plant growth |
160 ft. |
permanent |
1 ft. growth/level |
2 rounds |
none |
causes plants to grow in a small area
|
protection from fire |
self |
1 round/level |
10 ft. diameter circle |
2 rounds |
none |
removes threat from natural heat or fire
|
pyrotechnics |
60 ft. |
1 round/level |
40 ft. radius |
2 rounds |
negates* |
transforms an existing fire source
|
snare |
touch |
until triggered |
10 ft. diameter circle |
2 rounds |
negates |
creates a snare trap
|
spike growth |
60 ft. |
30 +5 rounds/level |
4 hexes/level |
2 rounds |
none |
changes vegetable into spikes
|
starshine |
self |
until dawn |
100 ft. radius |
2 rounds |
none |
doubles illumination at night
|
stone shape |
touch* |
permanent |
3 +1 cub.ft./level |
2 rounds |
none |
alters the shape of stone as desired
|
summon insects |
30 +5 ft./level |
1 round/level |
1 hex/level |
2 rounds |
negates* |
summons insects to attack enemies
|
tree |
self |
1 hour +20 min./level |
self |
1 round |
none |
disguises the caster as a tree or shrub
|
water breathing |
touch |
1 hour/level |
1 creature* |
2 rounds |
none |
allows breathing underwater
|
4th Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
animal summoning I |
40 ft. |
1 round/level |
1 hit dice/level |
2 rounds |
none |
summons animals from the local environment
|
call woodland beings |
20 ft. |
1 round/level |
special* |
2 rounds |
none |
summons woodland beings to serve as friends
|
control temperature |
self |
40 +10 rounds/level |
10 ft. radius* |
2 rounds |
none |
raises or lowers the ambient temperature by one grade
|
create wildfire |
40 ft. |
1 round* |
30 ft. diameter circle |
2 rounds |
none |
creates a normal fire that has the potential to spread naturally
|
cure serious wounds |
touch |
permanent |
1 to 48 recipients |
2 rounds |
none |
cures 16 +4d8 hit points
|
dispel magic |
60 ft. |
permanent |
30 ft. cube |
2 rounds |
none* |
eliminates temporal magic currently in effect
|
hallucinatory forest |
80 ft. |
permanent* |
1 acre per 10 levels |
4 rounds |
none |
creates a semi-permanent illusionary forest
|
hold plant |
80 ft. |
1 round/level |
2 hit dice/level |
2 rounds |
negates |
arrests the movement of plant creatures
|
plant door |
touch |
10 rounds/level |
special |
2 rounds |
none |
opens a magical portal through undergrowth and thick vegetation
|
protection from lightning |
touch |
1 round/level |
10 ft. diameter circle |
2 rounds |
none |
denies the effects of all electrical attacks, natural or magical
|
repel insects |
self |
4 rounds/level |
10 ft. radius |
2 rounds |
none* |
creates an invisible barrier against insects and arachnids
|
speak with plants |
self |
10 rounds/level |
30 ft. circle |
2 rounds |
none |
empowers the caster to speak directly with intelligent plants
|
5th Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
animal growth |
80 ft. |
2 rounds/level |
2 hit dice/level |
3 rounds |
none |
causes animals to grow up to twice their normal size
|
animal summoning II |
60 ft./level |
2 rounds/level |
2 hit dice/level |
3 rounds |
none |
summons animals from the local environment
|
anti-plant shell |
self |
10 rounds/level |
15' diam. dome |
3 rounds |
none |
creates a barrier against vegetable creatures and materials
|
commune with nature |
self |
½ hour* |
½ mile/level |
1 round |
none |
enables the caster to become aware of the surrounding world
|
control winds |
self |
10 rounds/level |
20 ft. radius dome/level |
3 rounds |
none |
enables the alteration of wind forces
|
insect plague |
360 ft. |
10 rounds/level |
360 ft. circle, 60 ft. high |
3 rounds |
none* |
creates a horde of creeping, hopping and flying insects
|
moonbeam |
10 ft./level |
1 round/level |
10 ft. diam. circle |
3 rounds |
none |
creates a movable shaft of light emanating from another plane
|
pass plant |
touch |
1 jump/level |
special* |
1 round |
none |
enables the use of trees as a means of teleportation
|
spike stones |
60 ft. |
30 + 5 rounds/level |
4 hexes/level (10 ft. square) |
3 rounds |
none |
transforms stony ground into hard pointed spikes as a barrier
|
sticks to snakes |
30 ft. |
3 rounds/level |
1 stick/level |
2 rounds |
none* |
transforms ordinary sticks into poisonous snakes
|
transmute rock to mud |
160 ft. |
permanent |
5 ft. cube/level |
3 rounds |
none |
transforms unworked, natural rock into mud
|
wall of fire |
80 ft. |
1 round/level* |
10 ft./level |
3 rounds |
none |
creates a physical 15 ft. high wall of magical fire
|
6th Level
7th Level
Spell |
Range |
Duration |
Area of Effect |
Casting |
Save |
Description
|
animate rock |
40 ft. |
1 round/level |
5 ft. cube/level |
4 rounds |
none |
embues stone with the power to move and attack
|
changestaff |
touch |
2 rounds/level |
1 treant |
4 rounds |
none |
transforms an ordinary staff into a treant
|
chariot of sustarre |
10 ft. |
10 min. +5 min./level |
1 chariot |
10 rounds |
none |
creates a flaming, flying chariot and steeds
|
confusion |
60 ft. |
2 +1 round/level |
60 ft. circle |
2 rounds |
negates |
causes blind fury among creatures
|
conjure earth elemental |
40 ft. |
10 rounds |
1 elemental |
10 rounds |
none |
summons an earth elemental to do the druid's bidding
|
control weather |
self |
4-48 hours |
4-16 sq.mi. |
3 rounds |
none |
modifies existing weather
|
creeping doom |
self |
4 rounds/level |
20 ft. diam. mass* |
3 rounds |
none |
creates a swarm of relentless crawling insects
|
finger of death |
60 ft. |
permanent |
1 creature |
3 rounds |
negates |
causes the victim's heart to stop, bringing death
|
fire storm |
160 ft. |
permanent* |
40 ft. diam. |
4 rounds |
none |
brings into being a natural, uncontrolled fiery holocaust
|
reincarnate |
touch |
permanent |
1 creature |
10 rounds |
none |
enables a creature to begin life anew in another form
|
sunray |
10 ft./level |
1 round |
10 ft. diam. sphere |
2 rounds |
none |
creates an area of sunlight, with all the effects thereof
|
transmute metal to wood |
80 ft. |
permanent |
1 object* |
3 rounds |
none |
changes an object from metal into wood
|
See also,
Druid (class)
Druidic Spell Acquisition