Druid Spells

Druid Spells

Alignment is not used or measured in the World of Llowellen. Therefore spells such as detect evil, know alignment and their kin are not present in these spell lists. Theses spells have been carefully selected from various sources, if you are unfamiliar with a spell’s source or it’s details please let me know on the forums and I will provide the full spell description.

0-Level Druid Spells (Orisons)

Antihistamine: Your touch temporarily relieves the symptoms of any allergic reaction.
Clarity of Mind: Grants +1 to Concentration checks.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Disease: Detects the presence and type of disease.
Detect Gas: Spell detects the presence of poisonous and explosive gases.
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 attack.
Hygiene: Cleans creature of dirt and odors.
Keep Dry: One object resists water.
Know Direction: You discern north.
Learn Heritage: Conveys details about family and ancestry of subject.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food & Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Subject gains a +1 on saving throws.
Resistance: Subject gains a +1 on saving throws.
Shade: You create a 20-ft. radius circle that provides shade.
Summoning Auxilliary: Substitute meteor-born monsters for standard summoned monsters.
Virtue: Subject gains 1 temporary hp.

1st Level Druid Spells

Betray the Years: Object becomes immune to aging.
Blissful Sleep: Target can sleep even in poor conditions.
Buoyancy: Causes one object to float or sink.
Burning Brand: Burning torch inflicts 1d6 points of damage as a touch attack (2d6 points of damage to undead).
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Clarity of the Faith: Gives the target + 5 bonus to Knowledge (religion) checks regarding your faith.
Clear Path: All non-sentient plants move out of your way creating a clear path.
Crop Circle: You conjure an invisible force that hacks grasses and underbrush.
Crystal Shard: Launches crystal that inflicts 1d8+2 points of damage.
Cure Light Wounds: Cures 1d8 damage +1/level (max. +5).
Deep Breath: Allows the subject to take a single extended breath.
Desalinate: Removes salt from seawater so it is drinkable.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Fey: You detect the presence or absence of fey creatures in a particular area.
Detect Snares and Pits: Reveals natural or primitive traps.
Douse: You douse one or more small sources of natural light, such as candles, lanterns or torches.
Endure Elements: Exist comfortably in hot or cold environments.
Enhance Toxicity: You enhance the potency of any natural plant or animal poison.
Entangle: Plants entangle everyone in a 40-ft. radius.
Eternal Repose: A corpse is protected from ever becoming undead.
Equalize Pressure: Target gains resistance to damage from water pressure.
Face of the Devourer: You transform the target’s face into a hideous shape.
Faerie Fire: Outlines subjects with light, canceling blur, concealment and the like.
Fins: Target temporarily gains fins to increase swimming speed.
Filter Feed: Target gains ability to filter plankton from seawater.
Floral Bouquet: Provides a +2 resistance bonus against attacks and effects dependent upon smell.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide From Animals: Animals can’t perceive one subject/level.
Ice Arm: You shroud your hand and forearm in extreme cold which you can use to damage your enemies.
Jump: Subject gets bonus on Jump checks.
Long Breath: Target’s breath can be held much longer than normal.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets a +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6 +1 damage.
Miner’s Hunch: Detects the presence of a specific rock, metal or mineral.
Mistsight: You can see through mist, fog, heavy rain and other forms of precipitation as if they weren’t there.
Moonscript: You transform one sheet if ordinary writing into magical script visible only under moonlight.
Obscuring Mist: Fog surrounds you.
Pass Without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Recent Occupation: Learn name and race of last creature in area.
Resist Natural Poisons: Your touch grants a +2 bonus to saving throws against natural poisons.
Scentblock: Target creature gives off no scent.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak With Animals: You can communicate with animals.
Stone Fall: Falling stone mass deals 1d6 points of damage/two caster levels.
Summon Nature’s Ally I: Calls creature to fight.
Wave: Creates a wave on the ocean surface, knocking people from their feet.
Watery Speech: Caster can cast spells while underwater.

2nd Level Druid Spells

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Arboreal Archer: You grant limited intelligence to a plant enabling it to hurl missiles at a designated target.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Boost Immunity: You grant a +2 morale bonus to saving throws against all naturally occurring diseases.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Waters: Calms nearby water to make swimming easier.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chemical Metabolism: Target gains the ability to filter out food from chemical-rich seawater.
Crystal of Reflection: Reflects ray attacks back at the attacker.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Dry Rain: You summon a dark cloud which immediately begins raining down sand with great force, slowly burying those trapped beneath.
Earthern Claw: You conjure a grasping claw made of earth and stone to tear at your enemies.
Echolocation: Target gains the ability to sense creatures by sonar.
Feign Death: Target is placed in a state indistinguishable from death.
Fire Trap: 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.
Geological Treasure: reveals the specific magical uses for inorganic material.
Gust of Wind: Blows away or knocks down smaller creatures.
Harvest of the Winds: Summons all birds within a 10 square mile area.
Heat Metal: Make metal so hot it damages those who touch it.
Hidden Lore: The spell determines a creature’s magical uses.
Hold Animal: Paralyzes one animal for 1 round/level.
Icebolt: Ranged attack inflicts 2d6 + 1d6 +1 per level points of cold damage.
Ice Floe: Freezes nearby seawater to create a large piece of ice.
Ink Cloud: A cloud of ink in the surrounding water produces concealment for the druid.
Magnetic Resonance: You detect the presence or absence of subterranean chambers and creatures.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pollen: You conjure a cone of pollen that triggers an allergic reaction.
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.
Reveal True Shape: You reveal the true form of a magically disguised or transformed creature.
Roofrunner: Target creature can climb and travel on sloping surfaces (but not vertical) and leap from point to point faster than normal.
Rovagug’s Fury: You create a minor earthquake that can trip creatures.
Skull Messenger: You imbue a skull with the ability to relay a spoken message.
Slimeharden: Target ooze gains a +3 AC bonus, but is slowed.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Storm Cellar: You create an extradimensional space in the ground.
Stone Fall, Fiery: Falling stone mass deals 1d6 points of damage/two caster levels plus 1d6 points of fire damage.
Summon Nature’s Ally II: Calls creature to fight.
Summon School: Summons a school of fish, creating concealment in a specified location and disrupting spell casting.
Summon Swarm: Summons swarm of bats, rats, scorpions or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Web Shelter: You create a shelter of slightly sticky webbing.
Wild Stealth: Grants +10 bonus to Sneak checks outdoors.
Wood Shape: Rearranges wooden objects to suit you.

3rd Level Druid Spells

Activate Bloodline Power: Certain subjects gain ability based on heritage.
Becalm: Protects a single airship from the destructive forces of the wind.
Black Slime: You create a coating of black slime on your hand. The slime causes Constitution damage in the next person you touch.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Carnivorous Defender: Plant wraps around caster and attacks those that attack him.
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.
Fey Ward: Barrier keeps out fey creatures.
Geyser: You summon a spout of water that bursts from the ground and gushes upward with great force.
Lumberjack: You gain an insight bonus to AC, attack rolls and saves versus plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Mark of Air: Subject has +2 Dexterity plus other power.
Mark of Earth: Subject has +2 Strength plus other power.
Mark of Fire: Subject has +2 Dexterity plus other power.
Mark of Frost: Subject has +1 AC plus other power.
Mark of Water: Subject has +2 Constitution plus other power.
Meld Into Stone: You and your gear merge with stone.
Moonwalk: Target can walk on moonlight as if it were solid ground.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Ooze Companion: Target ooze no longer tries to attack you and will obey basic commands.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Primeval Insight: You gain an insight bonus to AC, attack rolls and saves versus fey creatures.
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.
Resin: You conjure a sphere of sticky resin that slows affected creatures.
Sacrament of Baptism: Target joins your faith and gains a day-long bless spell
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.
Stabilize: Temporarily renders natural explosives inert.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Tidal Call: Causes the tide to suddenly come in or go out.
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).
Animate Kelp: Animates kelp plants, creating an aquatic plant creature.
Antiplant Shell: Keeps animated plants at bay.
Bind With Plants: Plants hold one creature helplessly.
Black Lung: Ray inhibits target’s breathing, imposing penalties to certain skill checks while causing Constitution damage.
Black Mulching: Plants 3 HD or less die, others take 1d10 points of damage.
Blight: Withers one plant or deals 1d6/level damage to plant creatures.
Burning Rain: You summon a dark cloud which immediately begins raining flaming drops of oil.
Command Plants: Sway the actions of one or more plant creatures.
Control Creature of the Mist: Creature of the mist obeys caster’s commands.
Control Water: Raises or lowers bodies of water.
Create Lesser Creature of the Mist: Creates creature of the mist up to CR 5.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Deep Breathing: Target can breathe water, resist the effects of water pressure, and resist the cold temperatures of the deep.
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.
Protection from Plasma: Absorb 12 points of damage/level from plasma energy.
Reincarnate: Brings dead subject back in a random body.
Remove Poison: Removes the poison ability from a creature.
Repel Vermin: Insects, spiders and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying: Spies on subject from a distance.
Summon Nature’s Ally IV: Calls creature to fight.
Veil of Meteors: Orbiting stones provide protection.
Woodlands Prison: Imprisons one helpless or willing creature in the woods.

5th-Level Druid Spells

Anaphylactic Touch: Your touch triggers a violent allergic reaction that potentially suffocates victims.
Apolioth’s Condemnation: Burst inflicts 10d6 points of damage and entangles foes.
Call Thermal: Conjures an air thermal centered at any point within the spell’s range.
Earth’s Embrace: The earth and rock beneath you surge upward to wrap around you in a protective embrace.
Earthern Conversion: Enchants a ballista bolt with a strong gravitational pull to the earth, thus making it very effective against airships.
Frigid Squall: You conjure a localized blizzard impeding movement and dealing cold damage.
Grant Life: You restore life to the dead.
Glory of the Beast: Animal or beast gains celestial template, maximum hit points, and +2 to all ability scores.
Mark of Air, Greater: Subject can fly at speed 40 and has other power.
Mark of Earth, Greater: Subject has damage reduction 10/magic and other power.
Mark of Fire, Greater: Subject has resistance to fire 20 and other power.
Mark of Frost, Greater: Subject has resistance to cold 20 and other power.
Mark of Water, Greater: Subject can breathe water and has other power.
Meteorite, Minor: Call down a small meteorite strike.
Molten Blast: You create a tiny gate to the Elemental Plane of Lava. Lava jets through the gate like a small volcano.
Wall of Stalagmites: Creates a wall of tightly packed stalagmites.

6th-Level Druid Spells

Freezing Claw: Ranged touch attack inflicts 3d6 points of cold damage and freezes subject solid.
Light of the Earth: Light shines up through cracks in the ground, inflicting 3d8 points of damage to outsiders and 5d8 points of damage to undead.
Storm Prow: Sheathes the prow of an airship with a crackling field of lightning that is discharged with a successful ram attack.
Sudden Wave: Creates a wave of water that sweeps away creatures and objects.
Veil of Streaking Meteors: Orbiting stones are commandable.

7th-Level Druid Spells

Create Creature of the Mist: Creates creature of the mist up to CR 9.
Command Metal: This spell allows you to force a metallic object to move, bend, or break. You could force a suit of plate mail to crush its wearer or a sword to slash at its wielder.
Crystal Eruption: Crystal shards burst from the ground, inflicting 1d6 points of damage per level and stun.
Master Creature of the Mist: Controls creature of the mist permanently.
Summon Molten Elemental: Summon a creature born of a meteorite strike.

8th-Level Druid Spells

Blacksmith’s Curse: This spell undoes the work of smiths and artisans, transforming metal weapons and armor into useless lumps of ore.
Fuse Line: Two subjects share traits with future offspring.
Mark of Exile: You draw an indelible mark on the target and declare a location taboo. If the target enters the taboo location it is instantly destroyed.
Mass Grant Life: You restore life to all deceased within range.
Meteorite: Call down an impressive meteorite strike.

Squamous Pulse: Halves natural armor bonus and deals 1d6 points of damage/natural armor bonus point.
Veil of Fiery Meteors: Fiery orbiting stones are commandable.

9th-Level Druid Spells

Create Greater Creature of the Mist: Creates creature of the mist up to CR 12.
Magma Burst: Creates a huge volcanic pit that inflicts 20d6 points of damage.
Meteorite, True: Call down an actual meteorite strike.
Sunfire Tomb: Imprisons target in the sun.

Druid Spells

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