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Dungeons & Dragons 3.

5 Edition Index – Druid Spell Summaries


http://www.crystalkeep.com/d20
Collected by Chet Erez (cerez@crystalkeep.com)
April 1, 2005

Druid Spell List ............................................ 2 Spell Tables ................................................25 Areas of Effect – Shape.........................28
0th Level .................................................. 2 Summon Nature’s Ally..........................25 Areas of Effect – Fill.............................28
1st Level................................................... 3 Hallow/Unhallow Table ........................26 Casting Times .......................................28
2nd Level.................................................. 5 Auras .....................................................27 Other Definitions...................................29
3rd Level .................................................. 8 Ranges...................................................27 Appendix ....................................................31
4th Level ................................................ 11 Levels of Concealment..........................28 Revision History....................................31
5th Level ................................................ 14 Levels of Cover .....................................28 Key to Sourcebooks ..............................31
6th Level ................................................ 17 Level of Exhaustion ..............................28
7th Level ................................................ 19 Levels of Fear........................................28
8th Level ................................................ 21
9th Level ................................................ 23
Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Druid Spell List


Wisdom-based Prepared Divine Spells

0th Level
Abjuration Detect Poison(PH p219) Light(PH p248)
Resistance(PH p272) <Div, VS/DF, 1StdAct, Close-range, Instantaneous, no <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)>
<Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> save, no SR> – Object touched gives off bright light in a 20’
– Subject gains +1 Resistance bonus on all saves. – Determines if one creature, one object, or one radius & dim light for another 20’.
5’ cube is poisonous, has been poisoned, or This spell Counters and Dispels spells with the
Conjuration
contains poison. [darkness] category of equal or lower level.
Create Water(PH p215) Identifying the type of poison requires a
<Conj(creat), VS, 1StdAct, Close-range, Instantaneous> Necromancy
Wisdom check vs. DC 20. If the caster has
– Creates 2 gallons/level of pure water. Naturewatch(CDiv p170)(MoF p110)
ranks in Craft(alchemy), he/she may also <Necro, S, 1StdAct, Close-range, 10min/lvl, no save,
Cure Minor Wounds(PH p216) make a check with that skill vs. DC 20.
<Conj(heal), VS, 1StdAct, Touch> no SR>
This spell is blocked by 3’ of wood or dirt, 1’ of – Determine the health of animals & plants in a
– Cures 1 point of damage with Positive Energy.
stone, 1” of metal, & any amount of lead. 90 degree arc. Choices are ‘dead’, ‘fragile’,
Divination Guidance(PH p238) ‘alive’, ‘needs to be watered’, ‘hungry’, etc.
Detect Crossroad(MoF p88) <Div, VS, 1StdAct, Touch, until discharged up to
<Div, VS, 1StdAct, 1 mile range, Concentration up to Transmutation
1min>
10min/lvl> – Subject can designate one attack roll, saving Ground Smoke(DR326 p73)
– Sense the direction of a Fey Crossroads within <Trans, VS, 1StdAct, Close-range, 8 hours>
throw, or skill check on which to receive a
1 mile. The caster may identify it when it is – One 5’ square target fire has its smoke
+1 Competence bonus, chosen before the roll.
within 60’ and unobstructed. dissipate close to the ground.
Know Direction(PH p246)
Detect Magic(PH p219) <Div, VS, 1StdAct, Personal> Mending(PH p253)
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, <Trans, VS, 1StdAct, 10’ range, Instantaneous>
– The caster knows which direction is North.
no save, no SR> – Repairs one object of up to 1 pound.
Read Magic(PH p269)
– The caster can see the Magic Aura of a spell <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> Purify Food and Drink(PH p267)
or item in a 60’ Cone-shaped Emanation. – Reads scrolls & spell books at 1 page per min. <Trans, VS, 1StdAct, 10’ range, Instantaneous>
The information gained increases each round: – Purifies 1 cubic foot of food/water per level.
1st round – presence of magic. Enchantment
Ram’s Might(MoF p112)
2nd round – number of magic auras & the Vengeful Mount(DR326 p74) <Trans, VS, 1StdAct, Personal, 1min/lvl>
<Ench(comp)[mind], VSM(riding crop or willow – The caster’s unarmed attacks inflict normal
strength of the most powerful aura. If not
switch), 1StdAct, Close-range, Instantaneous,
in line-of-sight, the caster only knows the damage (instead of nonlethal) & the caster is
WillNeg, SR applies>
direction. – The target Animal will shy away from anyone considered ‘armed’.
rd
3 round – strength & location of each aura. attempting to make a Ride check or a Handle Snowshoes(DR312 p65)
If an aura is within line-of-sight, the caster <Trans, VS, 1StdAct, Touch, 1hr/lvl(D)>
Animal check with it. If mounted, the rider
can identify its school with a Spellcraft – The touched subject receives these benefits:
must immediately make a Ride check vs. DC
check vs. DC 15 + spell level. a) Can walk on ice without a speed reduction;
10 to stay on.
This spell is blocked by 3’ of wood or dirt, 1’ of b) +5 bonus on Balance checks ore Reflex
Evocation saves to walk on ice and/or snow & avoid
stone, 1” of metal, & any amount of lead.
Flare(PH p232) falling through it;
<Evoc[light], V, 1StdAct, Close-range, Instantaneous, c) Does not leave trails any more noticeable
FortNeg, SR applies>
than ‘solid ground’ for purposes of
– Target with sight is Dazzled for 1 minute.
tracking.
Virtue(PH p298)
<Trans, VS/DF, 1StdAct, Touch, 1min>
– Touched subject gains 1 Temporary HP.

Druid Spell List – 0th level Page 2


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

1st Level
Abjuration Divination Enchantment
Endure Elements(PH p226) Detect Animals or Plants(PH p218) Calm Animals(PH p207)
<Abj, VS, 1StdAct, Touch, 24hrs> <Div, VS, 1StdAct, Long-range, Concentrations up to <Ench(comp)[mind], VS, 1StdAct, Close-range,
– Touched subject takes no harm (i.e., no 10min/lvl, no SR> 1min/lvl, SR applies>
Fortitude saves) from being in heat up to 140 – Caster can detect a specific animal or plant in – Calms 2d4 + 1/lvl HD of Animals, though all
degrees Fahrenheit –and– cold down to –50. Cone-shaped Emanation each round. The targets must be the same type of Animal.
Hide from Animals(PH p241) caster can change the animal / plant being Any threat to a target will end the effect.
<Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), no save, looked for each round. Only Animals trained to attack or guard and
SR applies> The information gained increases each round Dire Animals are allowed a Will save to
– One touched subject per level cannot be spent focusing on a single target: negate.
perceived by Animals. Effected senses 1st round – detect the target’s presence or Charm Animal(PH p208)
include Blindsense, Blindsight, Scent, absence. <Ench(charm)[mind], VS, 1StdAct, Close-range,
Tremorsense, Sight, Hearing, or Smell. 2nd round – number of individual targets & 1hr/lvl, WillNeg, SR applies>
If any of the spell’s subject touches or attacks the healthiest one’s condition. If not in – One Animal considers the caster its ally.
(including with spells) any creature, the spell line-of-sight, the caster only knows the Anything the casters does will be treated the
ends for all the subjects. direction. same way as if someone friendly has done it.
Conjuration 3rd round – condition & location of each If the target is in a threatening situation when
individual target. the spell is cast, it gets a +5 on the save. Any
Beget Bogun(CDiv p152)
<Conj(creat), VSM(form to be animated),X(25), Possible conditions are ‘normal’, ‘fair’, threats from the caster or his/her allies after
1StdAct, Touch, Instantaneous> ‘poor’, & ‘weak’. the spell is in effect breaks the charm.
– Last step in creating a Bogun(CDiv p152), a This spell works through minor barriers, up to 3’ Evocation
Tiny-sized Construct that serves its creator. of wood / dirt, 1’ of stone, 1” of metal, but it Faerie Fire(PH p229)
Cure Light Wounds(PH p215) is blocked by any amount of lead. <Evoc[light], VS/DF, 1StdAct, Long-range,
<Conj(heal), VS, 1StdAct, Touch> Detect Snares and Pits(PH p220) 1min/lvl(D), no save, SR applies>
– Cures 1d8 +1/level damage (max +5) with <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, – All objects in a 5’ radius Burst are outlined in
Positive Energy. no save, no SR> the caster’s choice of a blue, green, or violet
Deep Breath(DR314 p46) – The caster can see pits, deadfalls, snares, glow, which is as bright as a candle. This
<Conj(creat)[water], V, 1Free-Action, Personal, 1rnd/lvl> quicksand, a sinkhole, etc, in a 60’ Cone- negates Concealment due to darkness, Blur,
– The caster’s lungs are constantly refilled with shaped Emanation. This spell does not locate Displacement, Invisibility, etc.
air, so he/she has no danger of drowning. items that are obscured (i.e., behind boxes or Magical darkness spell of 2nd level or higher
Obscuring Mist(PH p258) under a rug). Suppress this spell.
<Conj(creat), VS, 1StdAct, 1min/lvl, no SR> The information gained increases each round: Produce Flame(PH p265)
– Creates a 20’ radius Spread by 20’ high Cloud 1st round – presence of a hazard. <Evoc[fire][energy missile][touch attack], VS,
of fog centered around the caster. 2nd round – number of hazards & the location 1StdAct, Personal, 1min/lvl(D), no save, SR
The cloud can be dispersed by Moderate Wind of each one. If not in line-of-sight, the applies>
in 4 rounds & a Strong Wind in 1 round. caster only knows the direction. – A flame as bright as a torch (20’ of light)
Large amounts of fire, such as a Fireball, will 3rd+ rounds – type & triggering method of appears in the caster’s hand.
also disperse the cloud. one specific hazard. The caster can attack with the flame as either a
This spell is blocked by 3’ of wood or dirt, 1’ of touch attack or an energy missile with a range
Summon Nature’s Ally I(PH p288)
<Conj(sum), VS/DF, 1Round, Close-range, stone, 1” of metal, & any amount of lead. of 120’. The flame does 1d6 + 1/level (max
1rnd/lvl(D)> Omen of Peril(CDiv p171) +5) Fire damage & can be used every round.
– Summons one creature from the ‘Summon <Div, VF(25gp marked sticks), 1Round, Personal, Each attack removes 1 minute of duration from
Nature’s Ally I’ Table to fight the caster’s Instantaneous> the spell. If the spell is brought to 0 duration,
enemies. The creature can attack on the – The caster gains a momentary vision which the spell ends after the damage is applied.
caster’s initiative starting its first round. vaguely indicates the level of danger he/she is Sandblast(CDiv p178)
Vigor, Lesser(CDiv p186)(DR324 p103)+ in for the next hour. The chance of the vision <Evoc, VS/DF, 1StdAct, Instantaneous, Ref½, SR
<Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per being correct is 70% + 1% per caster level applies>
level (max 15rnds total)> (max 90%), rolled secretly by the DM. – All targets within 10’ half-circle Burst from
– Touched living creature gains Fast Healing 1. The three possible answers the caster will the caster’s hands take 1d6 nonlethal damage
Wood Wose(CDiv p190) receive are ‘Safety’, ‘Peril’, or ‘Great from hot sand. Any target failing its saving
<Conj(creat), VS/DF, 1StdAct, Close-range, 1hr/lvl> Danger’. If the success roll failed, the caster throw is also Stunned for 1 round.
– Summon a translucent nature spirit that can do will randomly get one of the two incorrect Transmutation
simple outdoor tasks, like feeding animals, answers. Animate Water(CArc p96)
catching fish, building a campfire, etc. It has The vision is specific to the religion of the <Trans[water], VSM(water, cinnabar oil), 1 Round,
a Strength of 2 (so it can lift 20 lbs.) & a caster and does not provide additional Close-range, Concentration up to 1rnd/lvl>
movement of 15’, but must stay in range. It information. – Transform up to a 5’ cube of water into a
cannot be targeted by spells, but is destroyed Speak with Animals(PH p281) Small Animated Object with the [water]
if it takes 6hp of area of effect damage. <Div, VS, 1StdAct, Personal, 1min/lvl> subtype and 2x the default hit-points, but has
– The caster may communicate with Animals, Hardness 0.
though the spell does not change their
intelligence or attitude.

Druid Spell List – 1st level Page 3


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Animate Wood(CArc p96) Longstrider(PH p249) Silvered Claws(BoED p107)


<Trans, VSM(powdered cinnabar, ground peach pit), <Trans, VSM(dirt), 1StdAct, Personal, 1hr/lvl(D)> <Trans, VS/DF, 1StdAct, Touch, 1min/lvl>
1 Round, Touch, Concentration up to 1rnd/lvl> – The caster gains a +10’ Enhancement bonus to – All of the living subject’s natural attacks are
– Transform one unattended wooden object of his/her land movement. Does not effect the considered to be Silver for purposes of
up to Small size into a Small Animated speed of burrowing, climbing, flying, or overcoming Damage Reduction.
Object with Hardness 5. swimming. Slow Burn(DR314 p21)
Camouflage(Und p56) (CDiv p157) Magic Fang(PH p250) <Trans[fire], VS/AM(oil-filled hourglass)/DF, 1StdAct,
<Trans, VS, 1StdAct, Personal, 10min/lvl> <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> Medium-range, Instantaneous, no save, no SR>
– +10 Circumstance bonus on Hide checks. – One natural weapon of touched creature – All non-magical fires in a 30’ Burst are
Claws of the Beast(PGF p101) (including Humanoids) gets +1 Enhancement magically fueled:
<Trans, VS, 1StdAct, Personal, 1rnd/lvl> bonus to attack and damage. a) burn twice as long while consuming the
– The caster’s hands become 1d8 weapons that Magic Stone(PH p251) same amount of fuel (a torch would burn
make ‘armed attacks’. <Trans, VS/DF, 1StdAct, Touch, until discharged up to for 2 hours while giving normal light);
Entangle(PH p227) 30min> b) twice as hard to put out (if a roll is needed
<Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, – Up to 3 pebbles gain a +1 Enhancement bonus to put a fire out, roll twice & take the
RefNeg, no SR> to attack & deal 1d6 +1 damage (double vs. worst roll).
– All plants in a 40’ radius Spread Entangle & Undead). Range increment is 20’. This spell Counters and Dispels Raging Flame.
anchor everyone in the target area who fails a Pass without Trace(PH p259) Speed Swim(MoF p121)
Reflex save. To become unentangled <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl(D)> <Trans, VSF(tiny wooden paddle), 1StdAct, Close-
requires a Full-Round Strength or Escape – One subject/lvl leaves no tracks or scent trail. range, 1min/lvl(D)>
Artist check vs. DC 20. Anyone not Raging Flame(DR314 p21) – Subject gains a swim speed of 30’ without
entangled (including a target that has just <Trans[fire], VS/AM(alchemist’s fire)/DF, 1StdAct, needing to make a Swim check.
broken free) may move ½ speed through the Medium-range, Instantaneous, no save, no SR> Stonemantle(DR314 p29)
area of effect. On the caster’s action, anyone – All non-magical fires in a 30’ Burst flare up: <Trans[earth], VSM(powdered marble), 1StdAct, Close-
in the area of effect who is not entangled a) burn twice as bright & give off light in 2x range, 10min/lvl>
must make a new Reflex save to avoid being the normal radius; – One or more target objects within range gain
entangled again. b) burn twice as hot & deal 2x damage (i.e., a the resilience of stone (i.e., Hardness 8, 15 hp
Goodberry(PH p237) creature who has Caught Fire takes 2d6 per inch). The caster can effect 1 Tiny-sized
<Trans, VS/DF, 1StdAct, Touch, 1day/lvl> damage per round if caught in the area of object per level or the Object Equivalence.
– When cast on a handful of freshly picked effect); All effected object have a dull-gray tint for
berries, 2d4 become ‘good berries’. Each can c) consumes its fuel twice as quickly (an the spell’s duration.
cure 1 hp (max 8 hp per 24 hours) & is as effected torch would only last 30 minutes). Traveler’s Mount(CDiv p184)
nourishing as a normal meal. This spell Counters and Dispels Slow Burn. <Trans, VS, 1StdAct, Touch, 1hr/lvl>
Hawkeye(CDiv p166) Shillelagh(PH p278) – The touched Animal or Magical Beast
<Trans, V, 1StdAct, Personal, 10min/lvl> <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> receives the following benefits:
– Gain a +5 Competence bonus on Spot checks – A touched, non-magical club or staff made a) +10’ Enhancement bonus to movement;
and all projectile weapon range increments entirely from oak gains a +1 Enhancement b) can Hustle without taking damage or
are increased by 50%. bonus to attack & damage, and its base becoming Fatigued;
Jump(PH p246) damage improves as if the weapon was two c) cannot make attack rolls.
<Trans, VSM(grasshopper leg), 1StdAct, Touch, size categories larger (i.e., Small ‘shillelagh’
1min/lvl(D)> does 1d8, a Medium one does 2d6, and a
– Touched subject gains an Enhancement bonus Large does 3d6).
on Jump checks: A quarterstaff targeted by this spell gains the
Lvl Bonus Lvl Bonus Lvl Bonus bonus on both striking surfaces.
1 +10 5 +20 9 +30 The target weapons only gains its bonuses
when wielded by the caster.

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Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

2nd Level
Abjuration Summon Nature’s Ally II(PH p288) all the water disappears, so it cannot be used
Earthen Grace(DR314 p28) <Conj(sum), VS/DF, 1Round, Close-range, for plants or drinking.
<Abj[earth], VSM(1 pound granite, 100gp powdered 1rnd/lvl(D)> Flame Blade(PH p231)
gems), 1StdAct, Touch, 1min/lvl> – Summons one or more creatures to fight the <Evoc[fire], VS/DF, 1StdAct, Personal, 1min/lvl(D),
– The touched creature take nonlethal damage caster’s enemies. The creatures can attack on no save, SR applies>
from the natural attacks from creatures made the caster’s initiative starting their first round. – A scimitar made of flames appears in the
of earth or stone, creatures with the [earth] Table # caster’s hand which does touch attacks that
subtype, falling damage into the ground, Summon Nature’s Ally II 1 deals 1d8 + 1 per 2 levels Fire damage (max
weapons with stone heads, etc. Summon Nature’s Ally I 1d3 +10), but no Strength modifier.
If the target’s nonlethal damage ever becomes Summon Swarm(PH p289) Flaming Sphere(PH p232)
equal to its current hit-points, the spell ends. <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close- <Evoc[fire], VS/AM(tallow, brimstone, iron dust)/DF,
range, Concentration+2rnds, no save, no SR> 1StdAct, Medium-range, 1rnd/lvl, RefNeg, SR
Easy Trail(MoF p91)
– Summons either a Swarm of Bats(MM p237), a applies>
<Abj, VS, 1StdAct, Personal, 1hr/lvl(D)>
Swarm of Rats(MM p239), or a Swarm of – Creates a 5’ diameter ball of fire, which can
– The plants around the caster and in a 30’ Cone
Spiders(MM p239). The swarm attacks any roll/jump 30’ per round. If the sphere enters
behind the caster are pushed aside, creating a
creatures that are within its area. If there is a hex per a creature, it stops for that round &
“trail”. This improves the overland
no creature to attack, the swarm moves to the does 2d6 Fire damage, unless the target
movement rate. Since the plants move back
nearest creature. The caster has no control makes a Reflex save for no damage.
after the caster passes, the tracks are “hidden”
over the swarm’s movement or target. The caster can move the sphere as a Move
(+5 DC to follow them).
Divination Action & it can go over barriers no more than
Fire Trap(PH p231) 4’ high.
<Abj[fire], VSM(25gp gold), 10Minutes, Touch, until Locate Node(Und p58)
discharged(D), Ref½, SR applies> <Div[earth], VSF(pebble from an earth node)/DF, Gust of Wind(PH p238)
– Sets a one-time trap on a closable item. If 1StdAct, 1min/lvl> <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd,
– The caster may detect the distance and FortNeg, no SR>
anyone besides the caster & those who know
direction all Earth Nodes(Und p49) within – Creates a powerful Line of air 10’ wide by 10’
its password open the item, it explodes with a
1 mile per level –or– the distance and high by 60’ long starting at the caster. All
5’ radius, doing 1d4 + 1/level (max +20) Fire
direction to a specific, previously visited Listen checks & ranged attacks within the
damage. The item itself is unharmed.
Earth Node within 2 miles per level. area of the spell receive a –4 penalty, and
Resist Energy(PH p272) open flames are extinguished.
<Abj, VS/DF, 1StdAct, Touch, 10min/lvl> This spell cannot detect Earth Nodes warded by
lead or the spell Node Lock. The effect of the wind on creatures & objects is
– The touched subject & his/her equipment are
based on their size.
protected from one Energy Type. Each attack Share Husk(MoF p116)
<Div, VSM(food for the subject animal), 1StdAct, Size Flying? Blown Back Subdual
doing damage of that type has the hp of
Touch, Concentration> up to Tiny Yes 2d6 x 10’ 2d6
damage reduced by the amount listed below.
– The caster can use the subject animal’s sense up to Tiny No 1d4 x 10’ 1d4 per 10’
Lvl # Lvl # Lvl #
of sight, hearing, & smell, including making Small Yes 1d6 x 10’ —
up to 6th 10 7th – 10th 20 11th + 30
Spot & Listen checks, as a Free Action. Small No Prone —
Conjuration Medium Yes 1d6 x 5’ —
Delay Poison(PH p217) Enchantment
Medium No 0’, but can’t advance
<Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> Animal Messenger(PH p198)
<Ench(comp)[mind], VSM(food), 1StdAct, Close-
Large + — No effect
– Touched creature suppresses the effects of
range, 1day/lvl> Heartfire(DR314 p20)
current or new poisons in its body until the <Evoc[light][fire], VS/DF, 1StdAct, Close-range,
spell ends. – Sends a Tiny animal to a specific place
1rnd/lvl, SR applies>
known to the caster. Once there, the animal
Estanna’s Stew(BoED p99) – Intelligent creatures in a 5’ radius Burst are
<Conj(heal), VSF(50gp engraved stew pot), 1Round>
waits until the end of the duration. This spell
cannot target an animal trained or under the outlined with red fire, with the following
– The held stew pot if filled with one serving effects:
per two levels (max 5 servings) of healing control of someone else (such as a Familiar).
Typically used to carry a written message. a) gives off light as a Torch;
stew, which disappears after 1 hour. Each b) does not benefit from Concealment unless
creature who consumes a serving (as a Animal Trance(PH p198)
<Ench(comp)[mind][sonic], VS, 1StdAct, Close-range,
it is generated by a [darkness] effect of 3rd
Standard Action) is healed 1d6+1 hp. level or higher;
Concentration, WillNeg (see below)>
An Undead within 10’ that is splashed with the c) does not benefit from Blur, Displacement,
– 2d6 HD of Animals or Magical Beasts with
stew takes 1d6+1 Positive damage per Invisibility, etc.
Intelligence of 1 or 2 stop what they are
serving still in the pot (Will½, SR applies). d) takes 1d4 Fire damage each round (Fort½);
doing and watch the caster for the spell’s
Fog Cloud(PH p232) duration. Animals not trained to guard or e) casting a spell requires a Concentration
<Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> check vs. continuous damage.
attack do not get a save, though all other
– Creates a 20’ radius Spread by 20’ high Cloud The fire can be extinguished by normal means,
effected creatures do. An effected creature is
of fog. which ends the spell.
treated as Fascinated.
The cloud can be dispersed by Moderate Wind
Hold Animal(PH p241) Illusion
in 4 rounds & a Strong Wind in 1 round.
<Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, Chameleon(CArc p100)
Remedy Moderate Wounds(MoF p113)(MoFe)+ Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR <Ill(glamer), VSM(skin shed by a lizard), 1Round,
<Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd/lvl> applies> Touch, 1hr/lvl>
– The living subject gains Fast Healing 2. – One Animal is Held. It gets a new Will save – Touched subject gains a +10 Circumstance
Remove Addiction(BoED p105) each round to end the spell. bonus on Hide checks as long as he/she is not
<Conj(heal), VS, 1StdAct, Touch, Instantaneous> moving faster than half speed. A sudden
Evocation
– The touched subject is cured of all addictions. change in background will negated the bonus
Cloudburst(CDiv p158)(MoF p84)(MoFe)+
Restoration, Lesser(PH p272) <Evoc, VS, 1StdAct, Long-range, 100’ radius, for one round.
<Conj(heal), VS, 3Rounds, Touch, Instantaneous> 10min/lvl(D)>
– Touched creature has penalties on one ability Necromancy
– This spell only functions outdoors & not in Decomposition(CDiv p161)
score removed -or- has 1d4 ability Damage deserts. Falling rain produces many <Necro, VS/DF, 1StdAct, 1rnd/lvl, no save, SR applies>
cured from one ability score. penalties: ½ visibility; –4 penalty on Sport, – Any enemy within 50’ of the caster who takes
Also, the subject has Fatigue removed or has Search, & Listen checks; –4 penalty on
Exhaustion upgraded to Fatigue. any lethal damage looses 1hp per round for
ranged weapon attacks; & flames are the spell’s duration. The damage can be
This spell cannot heal permanent ability Drain. extinguished. 10 minutes after the spell ends, canceled with a Heal check vs. DC 15 or
magical healing.

Druid Spell List – 2nd level Page 5


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Transmutation Chill Metal(PH p209) Master Air(MoF p107)


Animate Fire(CArc p96) <Trans[cold], VS/DF, 1StdAct, Close-range, 7rnds, SR <Trans, VSF(feather or wing bone)/DF, 1StdAct,
<Trans[fire], VSM(ash,sulfur), 1 Round, Close-range, applies> Personal, 1rnd/lvl>
Concentration up to 1rnd/lvl> – The caster causes targeted metal to become – The caster grows insubstantial wings & flies at
– Transform up to a 5’ cube of fire into a Small freezing cold, after which it thaws. The metal a speed of 90’ (60’ if in medium or heavy
Animated Object with the [fire] subtype, of 1 creature per 2 levels may be targeted as armor) with Good maneuverability. ½ speed
Hardness 0, and the ‘burn’ special attack of a long as they are within 30’, or the caster may going up, 2x speed going down. If spells
Fire Elemental. target 25 lbs. per level. Magic or attended expires/is dispelled, subject descends at 60’
Barkskin(PH p202) metal get a Will saves to negate. Damage is per round for 1d6 rounds before falling.
<Trans, VS/DF, 1StdAct, Touch, 10min/lvl> determined by the round & the amount of Mountain Stance(DR314 p28)
– Touched living subject gains Natural Armor contact (min damage for just touching, <Trans, VS, 1StdAct, Touch, 1min/lvl>
bonus to AC of 2 + 1 per 3 levels after 3rd normal damage for wearing): – The touched creature can ‘root’ itself to the
(max +5). Bonus stacks with a creatures Rnd 1 – none Rnd 6 – 1d4 ground as Free-Action. When rooted, any
normal Natural Armor bonus. Rnd 2 – 1d4 Rnd 7 – none attempt to move the subject must overcome a
Bear’s Endurance(PH p203) Rnd 3-5 – 2d4 DC of (12 + Caster level). This include
<Trans, VS/DF, 1StdAct, Touch, 1min/lvl> This spell Counters and Dispels Heat Metal. checks to Grapple, Lift, Push, Bull Rush,
– +4 Enhancement bonus to Constitution. Cold Fire(DR312 p62) Overrun, Throw, Trip, etc.
Blinding Spittle(PGF p100)(MoF p82) <Trans[cold], VS/DF, 1StdAct, Close-range, If the subject is moved against his/her will, the
<Trans[sight], VS, 1StdAct, Close-range, no save, SR 1min/lvl(D)> spell ends.
applies> – Change a fire source (including magical fires) The subject can voluntarily move, though
– Ranged touch attack at a –4 penalty that up to a 20’ cube into ‘Cold Fire’, which is he/she is then no longer rooted. The subject
Blinds the target’s eyes until they can be blue & white and does Cold damage. can still ‘re-root’ as a Free-Action.
washed out. -or- One with the Land(MoF p111)
Blindsight(PGF p100)(Und p56) <Trans[cold], VS/DF, 1StdAct, Close-range, <Trans, VS, 1StdAct, Personal, 1hr/lvl>
<Trans, VS, 1StdAct, Touch, 1min/lvl> Instantaneous, Fort½, SR applies>
– Link with nature gives a +2 Competence
– Touched subject gains the Blindsight quality, – The targeted creature with either the ‘Fire’
bonus on Animal Empathy, Handle Animal,
allowing it to sense creatures within 30’ even subtype or Cold Vulnerability takes 1d6
Hide, Intuit Direction, Move Silently, Search,
if they are Invisible or cloaked in darkness. damage per two levels (max 5d6).
and Wilderness Lore checks.
Blood Frenzy(MoF p82) Creeping Cold(CDiv p159)
<Trans[cold], VSF(25gp bottle with water), 1StdAct,
Owl’s Wisdom(PH p259)
<Trans, VS, 1StdAct, Personal, 1rnd/lvl> <Trans, VSM(owl feather)/DF, 1StdAct, Touch,
Close-range, 3rnds, Fort½, SR applies>
– Rage gives +2 to Strength and Constitution, 1min/lvl>
– Turns the target’s skin ice-cold for 3 rounds.
+1 on Will saves, and –1 to AC. – +4 Enhancement bonus to Wisdom.
If the target makes the initial save, it takes ½
Body of the Sun(CDiv p155) Reduce Animal(PH p269)
damage for all the rounds.
<Trans[fire], VS/DF, 1StdAct, Personal, 1rnd/lvl> <Trans, VS, 1StdAct, Touch, 1hr/lvl(D)>
Rnd 1 – 1d6 damage
– All creatures within 5’ of the caster take – One willing Animal of whose size is between
1d4+1 Fire damage (Ref½ ) each round. Rnd 2 – 2d6 damage
Small & Huge becomes 1 Size category
Rnd 3 – 2d6 damage
Brambles(CDiv p156) smaller. Subject gains +2 Size bonus to
<Trans, VSM(thorn), 1StdAct, Touch, 1rnd/lvl> Earthfast(MoF p90) Dexterity, –2 Size penalty to Strength, and +1
<Trans, VS, 1StdAct, Close-range, 10min/lvl(D)>
– Touched wooden Bludgeoning melee weapon bonus on attacks & AC. A subject who
gains +1 Enhancement bonus to attack rolls – One stone structure or rock formation (but not
becomes Tiny-size have a reach of 0’ & must
& +1 damage per level (max +10). Its a Construct) of up to 25 cubic feet per level
enter an opponent’s hex to attack.
has its Hardness & hit-points doubled. The
damage is the better of Bludgeoning or Scent(CDiv p178) (CDivErrata)+
spell ends if the caster moves out of range.
Piercing. <Trans, VSM(mustard, pepper, sweat), 1StdAct,
Briar Web(CDiv p156) Eyes of the Avoral(BoED p99) Touch, 10min/lvl>
<Trans, S, 1StdAct, Touch, 10min/lvl> – The subject gains the Scent Ability.
<Trans, VS/DF, 1StdAct, Long-range, 1min/lvl,
RefNeg, no SR> – Subject gains +8 Racial bonus on Spot checks.
Snowshoes, Mass(DR312 p65)
– Plants Entangle everyone in 20’ radius Spread Heat Metal(PH p239) <Trans, VS, 1StdAct, Close-range, 1hr/lvl(D)>
who fails a Reflex save. An entangled target <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR – One subject per level within a 30’ area
applies>
may spend a Full Round Action to gain a new receives the following benefits:
– The caster causes targeted metal to become
Reflex save to become unentangled (though a) Can walk on ice without a speed reduction;
burning hot, after which it cools. The metal
failing the save results in the target taking b) +5 bonus on Balance checks ore Reflex
of 1 creature per 2 levels may be targeted as
2d6 Piercing damage). saves to walk on ice and/or snow & avoid
long as they are within 30’, or the caster may
An entangled target to takes any action except falling through it;
target 25 lbs. per level. Magic or attended
trying to get free or holding still takes 2d6 c) Does not leave trails any more noticeable
metal get a Will saves to negate. Damage is
Piercing damage each round. than ‘solid ground’ for purposes of
determined by the round & the amount of
Anyone not entangled may move at ½ speed tracking.
contact (min damage for just touching,
through the area of effect (taking no damage). Soften Earth and Stone(PH p280)
normal damage for wearing):
Plants provide Cover 5’, and Full Cover at 20’. <Trans[earth], VS/DF, 1StdAct, Close-range,
Rnd 1 – none Rnd 6 – 1d4 Instantaneous, no SR>
Bull’s Strength(PH p207)
Rnd 2 – 1d4 Rnd 7 – none – Softens one 10’ square per level of earth or
<Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl>
Rnd 3-5 – 2d4 unworked stone to a depth of 1’-4’.
– +4 Enhancement bonus to Strength.
This spell Counters and Dispels Chill Metal. Wet Earth → Mud: Ref save or stuck for 1d2
Burrow(Und p56)
<Trans, VS/AF(claw from burrowing creature)/DF, Mark of the Outcast(Und p59) rounds (unable to move, attack, or cast
<Necro, VS/DF, 1StdAct, Close-range, Permanent,
1StdAct, Touch, 1min/lvl(D)> spells). Those who save can move through
WillNeg, SR applies>
– Touched subject gains claws that do 1d6 the area at ½ speed & can’t run or charge.
– The target’s face is marred by a mark visible
damage and are treated as an armed attack. Dry Earth → Loose Dirt: ½ speed & cannot
to normal, low-light, and dark vision. The
The subject gains a Burrow speed of 10’ run or charge through the effected area.
through earth, sand, clay, & gravel , but not target receives a –5 Circumstance penalty on
Bluff and Diplomacy checks and a –2 penalty Unworked Stone → Clay: does not effect
solid stone. movement, but is easier to work / destroy.
to AC.
Cat’s Grace(PH p208)
This spell cannot be dispelled. It can only be
<Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl>
– +4 Enhancement bonus to Dexterity. removed by Break Enchantment, Limited
Wish, Miracle, Remove Curse, or Wish.

Druid Spell List – 2nd level Page 6


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Spider Climb(PH p283) Tree Shape(PH p296)


<Trans, VSM(live spider, drop of bitumen), 1StdAct, <Trans, VS/DF, 1StdAct, Personal, 1hr/lvl(D)>
Touch, 10min/lvl> – The caster becomes a Large-sized tree, shrub,
– Touched creature can travel along walls & or even a dead log. While in this form, the
ceilings like a spider (20’ movement). The caster continues to have all his/her senses,
subject does not loose his/her Dex bonus to gains a +10 Natural Armor bonus to AC, is
AC while climbing, nor do opponents gain a immune to criticals, has an effective
bonus to attack the subject. Dexterity of 0 & a movement of 0’.
The subject must have bare hands & feet. This spell may be dismissed as a Free Action.
Swim(CArc p125) Warp Wood(PH p300)
<Trans[water], VSM(goldfish scale), 1Round, Close- <Trans, VS, 1StdAct, Close-range, Instantaneous>
range, 10min/lvl(D)> – One Small-sized wooden object per level (or
– The subject gains swimming ability: the Object Equivalent) in a 20’ radius may be
a) can swim at his/her normal land speed; either
b) gains a +8 Competence bonus on Swim a) ruined by warping (melee weapons have a
checks to perform special actions or avoid –4 attack penalty, etc.); or
hazards, with standard penalties; b) straighten wood that was warped
c) can “Take 10” on Swim checks under magically or naturally.
rushed or threatened conditions; & Wood Shape(PH p303)
d) can take a “Run” action while swimming. <Trans, VS/DF, 1StdAct, Touch, Instantaneous>
Limitations: – Permanently reshapes a single piece of wood
a) this spell does not grant water breathing; & of up to 10 cubic feet + 1 cubic foot per level
b) if carrying more than a Light Load, the into a shape of the caster’s choosing, though
subject must make a Swim check to move fine detail is not possible.
at his/her normal land speed.

Druid Spell List – 2nd level Page 7


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

3rd Level
Abjuration requires a Balance check vs. DC 10. Success Evocation
Protection from Energy(PH p266) allows ½ movement, while failing by 5 or Call Lightning(PH p207)
<Abj, VS/DF, 1StdAct, Touch, until depleted up to more causes the target to fall down. <Evoc[electricity], VS, 1Round, Medium-range,
10min/lvl> Summon Nature’s Ally III(PH p288) 1min/lvl, Ref½, SR applies>
– Touched creature is immune to a total of 12 <Conj(sum)[variable alignment/element], VS/DF, – The caster can call down one 5’ wide by 30’
damage per level (max 120 hp) from one 1Round, Close-range, 1rnd/lvl(D)> tall bolt of lightning per level (max 10 bolts).
Energy Type. Once all the damage has been – Summons one or more creatures to fight the The caster has the option of calling the first
taken, the spell ends. caster’s enemies. The creatures can attack on bolt as part of the spell’s casting. After that,
Note: This spell takes precedence over Resist the caster’s initiative starting their first round. the caster must use a Standard Action to
Energy. Only when this spell is depleted will Table # create the bolt. The bolts can be called down
Resist Energy be applied. Summon Nature’s Ally III 1 any time within the spell’s duration. In
Tortoise Shell(MoF p127) Summon Nature’s Ally II 1d3 between bolts, the caster can take other
<Abj, VSF(tortoise shell), 1StdAct, Close-range, Summon Nature’s Ally I 1d4+1 actions, including casting other spells.
10min/lvl> Updraft(DR314 p40) If cast outside during a storm (or even a Large
– Creates a 5’ diameter ‘tortoise shell’ made <Conj(creat)[air], VSM(tiny propeller), 1Free-Action, Air Elemental or Djinni’s whirlwind), each
from mystic energy. The caster can have it Personal, 1min/lvl(D)> bolt does 3d10 Electricity damage.
stand vertically, thus providing Cover from – The caster creates a column of upward moving Otherwise each bolt does 3d6 Electricity
half the battle field, hide under it (up to 2 air beneath himself/herself. On the first damage. This spell may be used indoors.
Medium-sized creatures will fit), or even use round, the caster can move up 30’. On the
Capricious Zephyr(DR314 p38)
it as a small boat. The ‘shell’ has Hardness subsequent rounds, the caster (as a Move <Evoc[air], VS, 1StdAct, Medium-range, 1rnd/lvl, SR
10, 100hp, & weights 500 pounds (though the Action) has the option of moving up 30’ (to a applies>
caster can carry it as if it weighed 10 pounds). maximum of 90’), moving down 30’, or – Creates a 5’ diameter sphere of powerful wind
Resist Energy, Mass(CArc p120) moving horizontally up to 30’. If the caster that the caster can move up to 30’ per round
<Abj, VS/DF, 1StdAct, Close-range, 10min/lvl> chooses to move horizontally more than 10’, as a Move Action. If it comes in contact with
– The one subject (& his/her equipment) per he/she must make a Reflex save with a DC a creature, its movement for that round end.
level within a 30’ area are protected from one equal to the feet moved at the end of the The Medium-size or smaller target is
Energy Type. Each attack doing damage of Move Action. Failure means the caster falls subjected to a Bull Rush action at +6 in a
that type has the hp of damage reduced by the off the column of air. random direction (FortNeg) –and– a Trip at
amount listed below. If the caster fall off, dismisses the spell, or has +4 (no save).
Lvl # Lvl # Lvl # it dispelled, he/she sinks at a rate of 60’ per Daylight(PH p216)
up to 6th 10 7th – 10th 20 11th + 30 round and take no damage. <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR>
Conjuration Attacking from the top of the column results in – Touched object gives off bright light in a 60’
a cumulative –1 penalty, up to a maximum of radius & dim light for another 60’. The light
Cure Moderate Wounds(PH p216)
<Conj(heal), VS, 1StdAct, Touch>
–5. A Full Round action can be use to may be blocked by putting the object in a
– Cures 2d8 +1/level damage (max +10) with rebalance, decreasing the penalty back to –1. container.
Positive Energy. Vigor(CDiv p186)(DR324 p103)+ Treated as ‘sunlight’ for creatures who receive
<Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per penalties in those conditions, but is not real
Neutralize Poison(PH p257) level (max 25rnds total)>
<Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, sunlight so certain Undead are not destroyed.
10min/lvl>
– Touched living creature gains Fast Healing 2. This spell Suppresses Deeper Darkness and is
– The touched subject or object has all poison Vigor, Mass Lesser(CDiv p186)(DR324 p103)+ suppressed by it, leaving only the natural
<Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per illumination in the overlapping area.
removed from it immediately. If a creature
level (max 25rnds total)>
was poisoned, it does not need to make any This spell Counters and Dispels spells with the
– One living creature per two Caster levels in a
further saving throws. This spell does not [darkness] category of equal or lower level.
30’ area gains Fast Healing 1.
heal ability damage or drain taken from Greenfire(UE p50)
earlier failed saves. Divination <Evoc[acid], VS/DF, 1StdAct, Medium-range, 1rnd>
In addition, the subject cannot be poisoned for Circle Dance(MoF p84) – One contiguous 5’ cube per level is filled with
10 minutes per level. If the subject is a <Div, VS, 1Min, Personal> green energy that churns up from the earth for
poisonous creature, it cannot poison anyone – Indicates direction to known target & if that 1 round. Any creature in the area when the
for the spell’s duration (WillNeg, SR applies) person is unharmed, wounded, dying, etc. spell is cast takes 2d6 + 1/lvl (max +10) acid
Remove Disease(PH p271) Speak with Plants(PH p282) damage (Ref½). A creature that travels
<Conj(heal), VS, 1StdAct, Touch, Instantaneous> <Div, VS, 1StdAct, Personal, 1min/lvl> through the area of effect during the round
– Cures all diseases affecting subject, as well as – The caster may communicate with plants & also takes damage, but gets no saving throw.
parasites, Green Slime, etc. Plant Creatures, though the spell does not The caster has the option of doing no damage to
Rogue Wave(DR314 p46) change their attitude towards the caster. natural vegetation, ground cover, & plant
<Conj(creat)[water], VS/DF, 1StdAct, Medium-range, Weather Eye(CDiv p189) creatures.
Instantaneous, Fort½, no SR> <Div, VSM(incense)F(scrying device)/ DF, 1Hour, Frost Breath(DR312 p64)
– The caster creates a wave of water that has its Instantaneous>
<Evoc[cold], VSM(water), 1StdAct, Ref½, SR applies>
starting point anywhere within range and then – Accurately predict natural weather in a 1 mile – All creatures in a Close-range Cone take 1d4
moves is a direction the caster chooses. All + 1 mile per level radius around the caster for per 2 levels Cold damage (max 5d4) (Ref½)
creatures struck by the wave take 1d6 per two the next 7 days. and becomes Dazed for 1 round (RefNeg).
levels (max 10d6) bludgeoning damage If the weather is currently under the effect of
Nature’s Favor(CDiv p170) (CDivErrata)+
(Fort½). If a creature of up to Large-size magic, this spell identifies that fact in the <Evoc, VS/DF, 1StdAct, Touch, 1min/lvl>
fails its save, it is knocked Prone. same way as Detect Magic. – The touched animal gains a Luck bonus of +1
If cast on dry land, the wave is 20’ wide, 10’ Enchantment per 2 levels to attacks & damage (max +3).
long, & 10’ high and moves 60’. Dominate Animal(PH p224) Phantom Plow(LoD p187)
If cast in the water, the wave is 40’ wide, 10’ <Ench(comp)[mind], VS, 1Round, Close-range, <Evoc[earth], VSM(dried corn), 1StdAct>
long, & 10’ high and moves 120’. Also, all 1rnd/lvl, WillNeg, SR applies> – “Plows” a straight furrow in raw earth that is
creatures receive a –4 penalty on their save. – Telepathically control one Animal with simple 20’/lvl long by 1’ deep by 6” wide. The
Sleet Storm(PH p280) commands. Self-destructive orders are furrow is ended if it hits a wall, rock, etc.,
<Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, ignored. The caster can mentally command that is more than 6” wide. Anyone standing
Long-range, 1rnd/lvl, no save, no SR> the target as a Move Action provided they are in its path must make a Balance check to
– Blocks all vision in a 40’ radius Spread by 20’ within Close-range of each other. avoid falling. Underground creatures in the
high cylinder. Moving in the area of effect spell’s path take 4d4 damage.

Druid Spell List – 3rd level Page 8


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Tremor(DR314 p29) Plague Carrier(RoF p190) Meld into Stone(PH p252)


<Evoc[earth], VS/DF, 1StdAct, Medium-range, 1rnd, no <Necro[touch attack], VS, 1StdAct, Touch, FortNeg> <Trans[earth], VS/DF, 1StdAct, Personal, 10min/lvl>
SR> – Infects touched subject with chosen disease – The caster (& up to 100 pounds of gear) can
– The ground in a 40’ radius Spread shakes for which takes effect after the incubation period. step into a block of stone that can entirely
one round. All creatures in the area must During the incubation period, the target does contains his/her body & equipment. The
make a Reflex save or fall Prone & become not present symptoms, but is transmitting the caster remains just under the surface that was
Stunned for 1 round. Casters must make disease to those who come in contact. entered & is able to hear what is going on
Concentration checks vs. DC 15 + spell level, Disease choices are Blinding Sickness, Cackle outside the stone (but not see). While in the
and any skill check that generates an Attack Fever, Filth Fever, Mind Fire, Red Ache, The stone, the caster can target himself/herself
of Opportunity requires a Concentration Shakes, or Slimy Doom. with spells. The caster may exit the surface
check vs. DC 15 or it will automatically fail. Poison(PH p262) that was entered at any time.
Structures are not damaged by this spell. <Necro[touch attack], VS/DF, 1StdAct, Touch, The following effect is inflicted on the caster if
Wind Wall(PH p302) Instantaneous, FortNeg, SR applies> the target stone is damaged as listed:
<Evoc[air], VSM(tiny fan, exotic feather)/DF, 1StdAct, – Touch deals 1d10 Constitution damage, - Stone Shape: Take 3d6 damage.
Medium-range, 1rnd/lvl> repeats in 1 minute. DC is 10 + ½ caster - Passwall: Expelled.
– An Invisible wall of air 2’ wide is created in level + caster’s Wisdom modifier. - Stone to Flesh –or– not exiting before the
any continuous shape desired by the caster up Transmutation duration ends –or– the spell is Dispelled
to 10’ long per level & 5’ high per level. –or– the stone is broken so that the caster
Beast Claws(CDiv p151)
The wall is total protection from gases <Trans, VSM(bird claw), 1StdAct, Personal, 1rnd/lvl> can no longer fit within it: Expelled & take
(including some breath weapons), gaseous – The caster’s hands become 1d6 Slashing 5d6 damage.
forms, flying creatures up to Small-size, etc. weapons (critical threat 19-20/x2) & are an - Transmute Rock to Mud –or– the stone is
Arrows & bolts are blocked by the wall, & armed attack. The claws do not interfere with totally destroyed: Expelled & Fort save
other ranged weapons have a 30% miss spell casting. vs. DC 18 or die.
chance. Large ranged weapons, such as a Diminish Plants(PH p221) Plant Growth(PH p262)
giant’s boulders, are not effected. <Trans, VS/DF, 1StdAct, Instantaneous> <Trans, VS/DF, 1StdAct, Instantaneous>
The wall may be walked through normally. – This spell either – This spell either
Necromancy a) “prunes” vegetation to 1/3 its normal size in a) causes vegetation to grow thick &
Affliction(BoED p89) a 100’ radius circle, a 150’ radius half- overgrown in a 100’ radius circle, a 150’
<Necro[good], VS, 1StdAct, Touch, FortNeg, SR circle, or a 200’ radius quarter circle radius half-circle, or a 200’ radius quarter
applies> (caster may choose plants to be excluded). circle (caster may choose plants to be
– Infects touched Evil target with chosen The area of effect must be within Long- excluded). The area of effect must be
Affliction(BoED p34) which takes effect range; or within Long-range. Movement through
without an incubation period. b) blights vegetation within ½ mile to produce the overgrown area is reduced to 5’ (or 10’
Name DC Base Damage 1
/3 of its normal output in the next year. for creatures of at least Large size); or
Depraved Decadence 18 1d4 Str Neither use effects Plant Creatures in any way. b) enhances vegetation within ½ mile to
Eternal Torpor 14 1d6 Dex produce exceed its normal production by
This spell Counters Plant Growth.
Raging Desire 15 1d3 Con 1
/3 in the next year.
Energize Potion(BoED p98)
Consuming Passion 17 1d4 Int This spell Counters Diminish Plants.
<Trans, VSM(a magic potion), 1StdAct, Ref½, SR
Haunting Conscience 16 1d4 Wis applies> Quench(PH p267)
Pride in Vain 20 1d6 Cha – A touched magical potion can be launched to a <Trans, VS/DF, 1StdAct, Medium-range>
The Base Damage has the target’s Charisma spot within Close-range, where it explodes in – This spell extinguishes fires, which can be
modifier added to it. If it is an Evil a 10’ radius Burst, doing 1d6 damage per used in several ways:
Elemental or Evil Undead, it takes +1 damage Spell level of the potion. The damage is of a) Put out fires in a one contiguous 20’ cube
If it is an Evil Outsider or an Evil Cleric of an an Energy Type designated at casting time. per level. Normal fire is automatically
Evil Deity, it takes +2 damage. Fire Wings(CDiv p165) extinguished, fire spells are put out with a
Contagion(PH p213) <Evoc[fire], VSM(bird feather)F(gold phoenix amulet), Dispel Check (max +15), and Elemental
<Necro[evil][touch attack], VS, 1StdAct, Touch, 1Round, Personal, 1min/lvl> (fire) creatures 1d6 per caster level (max
FortNeg, SR applies> – The caster’s arms become fiery wings, with 15d6) (no save, SR applies).
– Infects touched subject with chosen disease the following effects: b) A targeted magic item that creates /
which takes effect without an incubation a) The caster gains a Flying speed of 60’ (40’ controls flames (including a Wand of
period. if in Medium or Heavy Armor) with Good Fireball or a Flaming Weapon) has all its
Name DC Dmg maneuverability. ½ speed going up, 2x fire ability Suppressed for 1d4 hours
Cackle Fever 16 1d6 Wis speed going down. Able to Charge. Can unless the object makes a Will save.
Filth Fever 12 1d3 Dex & 1d3 Con only carry a Light load. Quillfire(MoF p112)
Mindfire 12 1d4 Int b) Any worn magic items are still in effect, <Trans, VS, 1StdAct, Personal, 1rnd>
Red Ache 15 1d6 Str but the caster cannot hold anything in – The caster’s hands grow poisonous quills that
Shakes 13 1d8 Dex his/her ‘hands’ & cannot cast spells with can be used either for a melee or ranged
Slimy Doom 14 1d4 Con somatic components. attack (10’ range increment). The quills do
Blinding Sickness 16 1d4 Str & if the c) The caster may make an Unarmed Attack 1d8 + 1/2lvls (max +5) & are coated with
victim takes 2+ Str dmg, must make an with the wings at a –4 penalty. The wings poison (1d6 Str / 1d6 Str DC18).
additional save or go permanently Blind. do the caster’s normal Unarmed Strike Snakebite(MoF p120)
Healing Sting(MoF p100) damage +2d6 Fire damage. <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)>
<Necro[touch attack], VSM(dried wasps), 1StdAct, If spells expires/is dispelled, the caster – Your arm turns into poisonous snake that you
Touch, FortNeg> can use as a weapon. The snake does 1d3
descends at 60’ per round for 1d6 rounds
– Touched living creature takes 1d6 + 1/lvl dmg. damage and has a (1d6Con+1d4rnd
before falling
The caster healed the same number of hp. Paralysis)/ (1d6Con+1d4rnd Paralysis)
Magic Fang, Greater(PH p250)
Infestation of Maggots(CDiv p166)(MoF p102) <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl> poison whose DC is (10 + ½ caster level +
<Necro[touch attack], VSM(dried flies), 1StdAct,
– One living creature (including a Humanoid) caster’s Wisdom modifier).
Touch, up to 1 round per 2 levels, FortNeg(retry),
SR applies> gains one of the following:
– The touched target must make a Fortitude save a) one natural weapon gets an Enhancement
each round or take 1d4 Constitution damage. bonus to attack and damage of +1 per 4
Once the target makes a single saving throw, levels (max +5); or
the spell ends. b) all natural weapons get a +1 Enhancement
Dispelled by Cure Disease or Heal. bonus on attacks and damage.

Druid Spell List – 3rd level Page 9


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Snare(PH p280) Spikes(CDiv p181) Stone Shape(PH p284)(PHe)+


<Trans, VS/DF, 3Rounds, Touch, until triggered, no <Trans, VSM(thorn), 1StdAct, Touch, 1hr/lvl> <Trans[earth], VS/AM(clay sculpted into the new
save, no SR> – Touched wooden Bludgeoning melee weapon shape)/DF, 1StdAct, Touch>
– Creates a magical booby trap out of a rope, gains a +2 Enhancement bonus to attack rolls, – Permanently reshapes a single piece of stone
vine, etc. (Search vs. DC 23 for a Rogue to +1 damage per level (max +10), and has its of up to 10 cubic feet + 1 cubic foot per level
locate). Anyone who puts a limb into the critical hit threat range doubled. Its damage into a shape of the caster’s choosing, though
snare’s loop is Entangled. is the better of Bludgeoning or Piercing. fine detail is not possible.
If attached to a supple tree, the person is also Standing Wave(CDiv p182) Thornskin(CArc p127)
lifted off the ground & takes 1d6 damage. <Trans, VS/DF, 1StdAct, Close-range, 10min/lvl, <Trans, VSM(thorn), 1StdAct, Personal, 1rnd/lvl>
To escape, make a Strength or Escape Artist RefNeg, SR applies> – The caster’s skin grows thorns:
check vs. DC 23 or do 5hp damage to the – The targeted water lifts and moves any a) the caster’s Unarmed Strike’s damage is
snare (AC 7). creature or object within it along the surface lethal and does a +1d6 Piercing;
Spiderskin(Und p61) at 60’ per round in a direction designated at b) if an opponent strikes the caster with a
<Trans, VSM(bit of spider)/DF, 1StdAct, Touch, cast time for the spell’s duration. If the water Natural Weapon, an Unarmed Strike, or a
10min/lvl> comes in contact with land, it lowers what it Grapple, the opponent takes 5hp of
– Touched subject’s skin becomes tougher. is carrying onto the shore gently. Piercing damage.
This grants a ‘+n’ bonus to the following, The limit of what the wave can carry is Water Breathing(PH p300)
where ‘+n’ is +1 at 3rd level, +2 at 6th level, determined by Caster level: <Trans, VSM(straw)/DF, 1StdAct, Touch>
up to +5 at 12th level: Lvl Max Size Carried Lvl Max Size – The touched subjects of the spell can breathe
a) +n Enhancement bonus to the subject’s 5th up to Medium 11th Gargantuan underwater. 2hrs/lvl duration is evenly split
Natural Armor; 7th Large 13th Colossal between all the subjects.
b) +n Racial bonus on saves vs. poison; & 9th Huge
c) +n Racial bonus on Hide checks.
Spike Growth(PH p283)
<Trans, VS/DF, 1StdAct, Medium-range, 1hr/lvl(D),
Ref½, SR applies>
– The ground vegetation (roots, grasses, etc.) in
one 20’ square per level becomes magically
sharp. For each 5’ that a creature walks /
runs through the area of effect, it takes 1d4
damage (no save) & have its movement
reduced to ½ due to foot injuries (RefNeg).
The movement penalty lasts until a) the target
receives healing magics; b) a Heal check vs.
the spell’s DC; or c) 24 hours go by.

Druid Spell List – 3rd level Page 10


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

4th Level
Abjuration Repel Vermin(PH p271) Wall of Water(DR314 p47)
Antiplant Shell(PH p200) <Abj, VS/DF, 1StdAct, 10min/lvl(D), SR applies> <Conj(creat)[water], VSM(sponge), 1StdAct, Medium-
<Abj, VS/DF, 1StdAct, 10min/lvl(D), no save, SR – Creates a 10’ radius area around the caster that range, 10min/lvl, no SR>
applies> causes insects & other vermin to stay away. – The caster creates a transparent wall of fresh
– Creates a 10’ radius, mobile, invisible sphere Vermin whose HD are 1/3rd of the caster level or sea water of up to one 10’ cube per level,
around the caster that cannot be entered by or greater are allowed a Will save to enter the shaped as the caster desires. The water forms
Plant creatures or animated plants. area, but even then they take 2d6 damage. around creatures, who are allowed a Reflex
Dispel Magic(PH p223)(PHe)+ Conjuration save to get out of the area of effect before the
<Abj, VS, 1StdAct, Medium-range, no SR> wall finishes forming.
Arc of Lightning(CArc p97)
– Cancels magical spells and effects on a <Conj(create)[electricity], VSM(2 small iron rods), The wall has the following properties:
successful Dispel Check (max +10). This 1StdAct, Close-range, Instantaneous, Ref½, no SR> a) cannot be destroyed or drained (any water
spell can be used in one of three ways: – Two creatures within range, and all creatures taken from the wall disappears & is
a) Counterspell – Acts like a standard in a Line between them, take 1d6 Electricity instantly replaced);
counterspell except it works against any damage per level (max 15d6). b) creatures can move through the wall by
spell, but a Dispel Check must be made. Bottle of Smoke(CDiv p155) making a Swim check as if swimming
b) Targeted Dispel – Each ongoing spell <Conj(creat), VSF(50gp bottle)M(smoke), 10Minutes, through calm water;
effect on one target gets a separate Dispel 1hr/lvl of riding time within 24 hours> c) any creature with the [fire] subtype takes
Check. If successful, the spell effect is – Smoke stored in the bottle can be released as a 2d6 + 1/lvl damage each round he/she is
ended (except for those caused by magic Standard Action to form an immaterial partially or entirely within the wall;
items, which are only suppressed for 1d4 ‘horse’. Only the person holding the bottle d) creatures within the wall have Cover with
rounds). can touch the ‘horse’. It cannot be attacked respect to those outside of the wall.
c) Area Dispel – Each target in a 20’ radius or hurt, except by magical wind, which Divination
Burst gets a Dispel Check against each destroys it. The bottle-holder must make a Chain of Eyes(CDiv p158)
spell in turn (highest caster level spell Ride check vs. DC 10 to mount it. The <Div, VS, 1StdAct, Touch, 1hr/lvl, WillNeg, SR
checked first) until one is dispelled or all ‘horse’ has a movement of 20’/lvl (240’ applies>
checks fail. Items are not effected. max). At the rider’s option, the ‘horse’ – As a Free Action, the caster may choose to
A caster does not need to make a Dispel Check leaves a 20’ tall by 5’ wide trail of smoke that look though the touched target’s eyes instead
to end a spell he/she cast. lasts for 10 minutes (unless blown away) of his/her own. Note that the caster has no
Eye of the Hurricane(DR314 p38) which provides Concealment. control over the target. Each time the target
<Abj[air], VS, 1StdAct, Personal, 1rnd/lvl, SR applies> The ‘horse’ remains for 1hr/lvl, but time the touches another creature, the caster has the
– Creates a 40’ radius sphere-shaped Emanation horse spends in the bottle does not count. option of moving the ‘sensor’ to the new
storm centered on the caster with a 10’ radius The spell ends 24 hours after cast whether all creature (thereby seeing through its eyes
“quiet area” around the caster. The area of the riding time is use up. instead).
effect stays centered on the caster while Cure Serious Wounds(PH p216) Scrying(PH p274)(PHe)+
he/she moves. <Conj(heal), VS, 1StdAct, Touch> <Div(scry), VSF(see below)/AM(eye of an eagle, nitric
The winds are Hurricane-force, making normal – Cures 3d8 +1/level damage (max +15) with acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg,
ranged attack into the area of effect Positive Energy. SR applies>
impossible. Even siege weapons & giant Freeze(DR312 p63) – Sends a Magical Sensor to watch & listen to a
boulders receive a –8 attack penalty. <Conj(create)[cold][ray], VS/DF, 1StdAct, 1rnd per target creature. This spell’s DC is adjusted
Any creature in the area of effect (either from 2levels, Ref½, SR applies> by the caster’s knowledge and connection to
the outside or from the “quiet area” inside) on – Target takes 1d6 + (1 per 2 levels) Cold the target.
their round must make a Fortitude save or damage (no save) and becomes incased in a 5 Knowledge DC
take the following effects: inch thick sheath of ice (RefNeg). None (must have a Connection) –10
Size Flying? Effect If encased, the target has the following penalties: Heard of the target –5
up to Med. No Blown back 1d4x10’, a) Takes 1d6 + (1 per 2 levels) Cold damage Met the target +0
1d4 nonlethal dmg/10’, each round (no save); Know the target well +5
Prone. b) Cannot move except to make Strength Connection DC
up to Med. Yes Blown back 2d6x10’, checks vs. DC 26 to break the ice; Likeness or picture +2
2d6 nonlethal dmg. c) Cannot speak or cast spells with Verbal or Possession or garment +5
Large No Prone. Somatic components; Lock of hair, bit of fingernail, etc. +10
Large Yes Blown back 1d6x10’. d) If underwater, the target rises to the If the spell is successful, the caster can see in a
Huge No No movement. surface in the block of ice; 10’ radius around the target & the Sensor
Huge Yes Blown back 1d6x5’. e) The ice blocks ‘Line of Effect’, so the follows the target up to a rate of 150’.
Gargantuan — n/a target cannot be targeted with spells; If the spell is resisted, the caster may not
Freedom of Movement(PH p233) f) The ice allows the target to breath; attempt to scry on the target again for 1day.
<Abj, VSM(leather cord)/DF, 1StdAct, Touch, It takes 15 points of damage to break the ice. Spells that improve the caster’s vision (such as
10min/lvl> At the end of the spell’s duration, it melts Darkvision) apply when he/she is looking
– Subject moves normally despite magical instantly. through the Sensor.
impediments (Web, Hold Person, etc.). Summon Nature’s Ally IV(PH p288) The following spells have a 5%/lvl chance of
The subject automatically succeeds on any <Conj(sum)[variable alignment/element], VS/DF, working through the ‘sensor’: Detect Chaos,
Grapple check to resist being grappled, plus 1Round, Close-range, 1rnd/lvl(D)>
Detect Evil, Detect Good, Detect Law, Detect
any Grapple check or Escape Artist check to – Summons one or more creatures to fight the
Magic, & Message.
escape a grapple and/or a pin. caster’s enemies. The creatures can attack on
Focus is determined by class – Clerics use a
While under the effect of this spell, the subject the caster’s initiative starting their first round.
Holy Water font (min 100gp), Druids use a
can fight underwater. Table #
natural pool of water, all others uses a 2’x4’
Land Womb(MoF p104) Summon Nature’s Ally IV 1
silver mirror (min 1,000gp).
<Abj, VS, 1StdAct, Touch, 10min/lvl(D)> Summon Nature’s Ally III 1d3
– The caster and one creature/level sink into Summon Nature’s Ally II (or less) 1d4+1
natural earth, stopping 10’ below the ground.
There is enough air for the duration, but
spells with Somatic components cannot be
cast. Only Divinations of 5th level or higher
can detect the “womb”.

Druid Spell List – 4th level Page 11


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Evocation Wind at Back(MoF p134) Forestfold(CDiv p166)


<Evoc, VS, 1StdAct, Medium-range, 1day> <Trans, VS, 1StdAct, Personal, 10min/lvl>
Corona of Cold(DR312 p63)
<Evoc[cold], VS/DF, 1StdAct, 1rnd/lvl(D)> – Two targets per level within a 50’ area have – +20 Competence bonus on Hide & Move
– The caster is surrounded by a 10’ radius their overland (but not tactical) movement Silently checks.
Emanation of cold: rate doubled. All target must be traveling in If the caster moves more than 10’ from his/her
a) Negates 5 + 1 per level Fire or Heat the same direction. location when the spell was cast, the spell ends.
damage each round; Necromancy Giant Vermin(PH p235)
b) All creatures (except the caster) within the <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl>
Blight(PH p206)
area of effect take 1d6 non-lethal Cold <Necro, VS/DF, 1StdAct, Touch, SR applies> – Enlarge either 3 normal centipedes, 2 normal
damage each round (FortNeg, SR applies). – The touched Plant Creature takes 1d6 damage spiders, or 1 normal scorpion in a 30’ area
If a creature takes damage, it ‘shivers’, per level (max 15d6), Fortitude save for ½. If (all subjects must be the same type). The
receiving a –2 penalty to Strength and a plant or tree that isn’t considered a creature target vermin will follow the caster’s
Dexterity as long as he/she remains in the is targeted by this spell, it dies immediately. extremely simple commands (i.e., “Attack”).
area of effect. Last Breath(CDiv p167) Lvl Size Lvl Size
<Necro, VS, 1StdAct, Touch, Instantaneous> up to 9th Medium 18th – 19th Gargantuan
Energy Vortex(CDiv p164)
<Evoc[variable energy], VS, 1StdAct, Instantaneous, – Touched creature killed within 1 round returns 10th – 13th Large 20th+ Colossal
Ref½, SR applies> to 0 hp. The caster takes 1d4 damage per HD 14th – 17th Huge
– All creatures within a 20’ radius Burst of the of the creature revived. The touched body Icelance(PGF p105)
caster take damage from one Energy Type must be whole, though this spell will heal <Trans, VSM(10 pounds of ice or snow), 1StdAct,
chosen at casting time. There are two options: Medium-range, Instantaneous, SR applies>
ability damage up to 1, cures normal poisons
a) The caster takes no damage and all – The material component ice/show becomes a
& diseases. Creatures killed by [death]
creatures in the area of effect take 1d8 + 1 spear made from ice, which is magically
effects cannot be brought back by this spell.
per caster level (max 1d8+20); or launched at a target. The caster must make a
The subject looses 1 level and must want &
b) The caster and all creatures in the area of ranged attack roll (with a +4 bonus). If
be able to return.
effect take 2d8 + 2 per caster level (max successful, the target takes 5d6 damage (½
Transmutation Piercing damage, ½ Cold damage) and
2d8+20). In this case, the caster does not Air Walk(PH p196)
get a Reflex save, but SR applies. becomes Stunned for 1d4 rounds (FortNeg).
<Trans[air], VS/DF, 1StdAct, Touch, 10min/lvl> The spell Ice Storm can be used to create this
Flame Strike(PH p231) – The touched subject (up to Gargantuan size)
<Evoc[fire], VS/DF, 1StdAct, Medium-range, Ref½, spell’s material component.
walks on air as if it were solid. Walking
SR applies> Jaws of the Wolf(MoF p102)
“uphill” is limited to 45 degrees at half- <Trans, VSF(wood carvings), 1StdAct, Close-range,
– A 40’ tall column of fire with a 10’ radius
movement. Strong winds can aid or hinder 1rnd/lvl(D)>
appears. 1d6 damage per level (max 15d6),
the subject depending on their directions. – Transforms one wooden carving per 2 levels
half of which is Fire damage & the other half
At the end of this spell, a subject who is still into a wolf that obeys the caster’s mental
is Untyped Damage.
airborne will descend gently at a rate of 60’ commands. In addition to their standard
Frost Bite(DR312 p64) per round for 1d6 rounds. After that, the
<Evoc[cold], VS, 1StdAct, Close-range, Fort½, SR abilities, the wolves have Spell Resistance 13
spell is over & a subject not on the ground & the Frightful Presence special ability.
applies>
– The target creature becomes extremely cold: will fall normally. Languor(CDiv p167)
a) 1d6 per 2 levels lethal Cold damage (max A mount that knows the Air Walk Trick will <Trans[ray], VS, 1StdAct, Close-range, 1rnd/lvl,
10d6) (no save); not panic under the effect of this spell. WillNeg, SR applies>
b) 1d4 per 2 levels non-lethal Cold damage Blinding Beauty(BoED p92) – The target is slowed and weakened:
(max 10d4) (FortNeg); <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> a) may only take one Standard Action or
c) becomes Fatigued (FortNeg). – The caster gains the beauty of a Nymph. Any Move Action each round;
Humanoid within 60’ that looks at the caster b) suffers a –1 penalty to AC, attacks, &
Ice Storm(PH p243)
becomes permanently Blind (FortNeg). The Reflex saves;
<Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
range, Instantaneous, no save, SR applies> caster can suppress & unsuppress this ability c) has its movement halved.
– Hail deals 3d6 Bludgeoning damage + 2d6 as a Free Action. d) Enhancement penalty to Strength of (1d6-
Cold damage in a 20’ radius by 40’ high Note: The caster must abstain from sexual 1) per 2 levels (min 0, max –10). If the
cylinder. Listen checks receive a –4 penalty intercourse of one week in order to be able to target’s Strength is below 1, it is Helpless.
during the round of hail & movement through cast this spell. This spell counters Haste.
the target area is halved. Command Plants(PH p211) Effects a) – c) are countered by Haste.
Murderous Mist(CDiv p169)(MoF p109)(MoFe)+ <Trans, V, 1StdAct, Close-range, 1day/lvl, WillNeg, Slow(PH p280)
SR applies> <Trans, VSM(molasses), 1StdAct, Close-range,
<Evoc, VS, 1StdAct, Close-range, 1rnd/lvl>
– Create a scalding hot cloud of steam that has a – Up to (2 * Caster level) HD of plant creatures 1rnd/lvl, WillNeg, SR applies>
30’ radius & is 20’ high. The cloud moves in in a 30’ area become friendly towards the – One subject per level within a 30’ area:
a straight line away from the caster at a rate caster and will not attack him/her. Any This spell Counters & Dispels Haste.
of 10’ per round. attempt to give the creatures orders requires a Nature’s Balance(PGF p107)
Anyone within the steam takes 2d6 Fire dmg successful Charisma check. <Trans, VS, 1StdAct, Touch, 10min/lvl>
(Ref½) & is permanently Blind (RefNeg). Camouflage, Mass(CDiv p157) (MoF p106)(MoFe)+ – The caster takes a –4 penalty to an ability
The steam provides Concealment for any <Trans, VS, 1StdAct, Medium-range, 10min/lvl> score of his/her choice and the touched
creature within it. – +10 Circumstance bonus on Hide checks for subject receives a +4 Enhancement bonus to
any number of creatures, no two of which can the same ability score. Each time this spell is
Stars of Arvandor(BoED p108)
<Evoc[good][force][energy missile], VS, 1StdAct,
be more than 60’ apart. If a subject leaves cast (after the first) within 1 hour, the caster
Close-range, 1min/lvl(D)> the “pack”, then the spell ends for that person takes 2d20 damage.
– One twinkling star per level (max 10) floats Control Water(PH p214)
around the caster’s head. <Trans[water], VSM(dust (to lower) -or- water (to
raise))/DF, 1StdAct, Long-range, 10min/lvl(D)>
Once per round, the caster may either take a
Free Action to launch one star –or– take a – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of
Standard Action to launch up to three stars. water by either:
Each star can have a separate target, requires a a) lowering the water by 2’/lvl (min of 1”).
Ranged Touch attack to hit, & does 1d8 In large / deep bodies of water, this forms
damage (no save, SR applies). If the target is a whirlpool. This effect will Slow water-
non-Evil, half the damage is non-lethal. based creatures / elementals (WillNeg); or,
b) raising the water by 2’/lvl. Boats will slide
off the “hump” of the water.

Druid Spell List – 4th level Page 12


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Reincarnate(PH p270) Rusting Grasp(PH p273) Spike Stones(PH p283)


<Trans, VSM(1,000 rare oils & unguents)/DF, <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl, <Trans[earth], VS/DF, 1StdAct, Medium-range,
Instantaneous, Touch> no save, no SR> 1hr/lvl(D), Ref½, SR applies>
– If cast on a body dead up to one week whose – The caster’s touch corrodes non-magic iron – One 20’ square per level of rocky ground (or a
soul is willing & able to return, then a new and alloys, causing one of the following stone floor) does damage to those walking
Humanoid body of a random type is effects per round: across it. For each 5’ that a creature walks /
mystically created for the soul to enter. The a) a touch attack on a ferrous creature does runs through the area of effect, it takes 1d8
target retains his/her Intelligence, Wisdom, 3d6+ 1/lvl (max +15); damage (no save) & have its movement
Charisma, and memories. The target loose b) a melee touch attack vs. a non-magic metal reduced to ½ due to foot injuries (RefNeg).
one class level, but retains all other level- weapon destroys the weapon; The movement penalty lasts until a) the target
based advantages (including skill ranks, base c) a melee touch vs. non-magic metal armor receives healing magics; b) a Heal check vs.
attack bonus, base hit points, etc.). The new destroys 1d6 of its AC bonus; or the spell’s DC; or c) 24 hours go by.
body’s Strength, Dexterity, & Constitution is d) up to a 3’ radius of a non-magic metal Stone Metamorphosis(Und p61)(Und p103)+
determined by removing any previous Racial touched is destroyed. <Trans[earth], VSM(grain of talc, chip of obsidian),
Modifiers & applying the new body’s Racial 1StdAct, Touch, Instantaneous>
Modifiers (see the Reincarnation Forms – 10 cubic feet + 1 cubic foot per level of
Table in the Creature Index). touched stone is permanently changed into
another type of stone. Typically this means
changing the stone’s Hardness anywhere
from 6 to 9 (see Underdark page 103 for
examples).
This spell cannot create gems and does not
change the value of stone objects.

Druid Spell List – 4th level Page 13


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

5th Level
Abjuration Insect Plague(PH p244) Spore Cloak(RoF p191)
Atonement(PH p201) <Conj(sum), VS/DF, 1Round, Long-range, 1min/lvl, <Conj(create), VS, 1StdAct, Personal, 1min/lvl>
<Abj, VSM(incense)F(500gp prayer beads)X(up to no save, no SR> – The caster is surrounded by a cloud of Yellow
500)/DF, 1Hour, Touch, no save, SR applies> – Summons 1 Locust Swarm(PH p239) per three Mold spores.
– Removes burden of misdeeds from a truly levels (max 6 swarms). The swarms must be a) Gain Concealment.
repentant touched subject. If the misdeeds contiguous, but not overlapping. Any b) Anyone who enters the caster’s hex (due to
were committed willingly & knowingly, then creature within a swarm is attacked. The a Grapple attack, an Overrun attack, etc.)
the caster must expend 500XP. Uses include: swarms are immobile. is affected by 1d6 Con / 2d6 Con Poison.
a) removing magical alignment changes; Phantom Stag(CDiv p174) Direct sunlight ends this effect.
b) restoring a paladin, cleric, or druid who <Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)> c) The caster is immune to the spore attacks
had lost his/her class abilities. – The caster conjures a quasi-real stag-like of Yellow Mold, Brown Mold, & the
c) a fully willing & understanding subject can creature that can be used for riding or rotting touch of Violet Fungus. Direct
redeemed/tempted into taking the same combat. The stag has the following stats: sunlight ends this effect.
alignment as the caster. No duress, a) AC 20; If the caster fails a saving throw against a ‘fire’
compulsion, or magical influence can be b) 40 + 5/lvl hp; spell or effect, this spell ends.
involved in making the subject want to be c) moves at 20’/lvl (max 300’). Its hooves Summon Nature’s Ally V(PH p289)
redeemed. hover above the ground, so it is not slowed <Conj(sum)[variable alignment/element], VS/DF,
Dance of the Unicorn(CDiv p161) by terrain such as undergrowth, rubble, etc.; 1Round, Close-range, 1rnd/lvl(D)>
<Abj, VS, 1StdAct, Personal, 1min/lvl(D)> d) attacks with its antlers with a +10 bonus & – Summons one or more creatures to fight the
– The caster is surrounded by a purifying does 1d8+9 damage (x2 on a Charge); caster’s enemies. The creatures can attack on
transparent mist that extends out in a radius e) can Trample foes of up to Medium-size by the caster’s initiative starting their first round.
of 5’ per level. passing through the hex. The foe takes Table #
Within this radius, all nonmagical contaminants 1d6+9 damage (RefNeg); Summon Nature’s Ally V 1
(including inhaled poison) are negated. f) able to carry its rider plus 10 lbs./lvl. Summon Nature’s Ally IV 1d3
Magical effects, including the breath of a The stag gains additional abilities at higher Summon Nature’s Ally III (or less) 1d4+1
Green Dragon, Acid Fog, Cloudkill, etc., are caster levels (abilities are cumulative): Tree Stride(PH p296)
either negated (if their caster level is less than 12th Air Walk, at will for 1 round at a time & <Conj[teleport], VS/DF, 1StdAct, Personal, until
or equal to this spell’s caster level) or all gains a +2 Deflection bonus to AC. depleted up to 1hr/lvl>
target receive a +4 bonus on their saving 14th Movement is now Flying with Average – The caster may enter a living tree large
throw (if the effect’s caster level is higher). maneuverability & gains a +4 enough to fully contains his/her body. The
Deflection bonus to AC. caster then knows the location of all trees of
Stoneskin(PH p284)
<Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 16th Antlers gain the ‘Ghost Touch’ and the same type within range.
until discharged up to 10min/lvl> ‘Wounding’ weapon abilities & gains a As a Full-Round action, the caster has the
– Touched creature gains Damage Reduction +6 Deflection bonus to AC. option of teleporting to one of those trees,
10/adamantine. When 10 hp per level (max 18th Etherealness & gains a +8 Deflection which counts as one ‘stride’. The spell is
150 hp) have been prevented, the spell is bonus to AC. depleted when the caster has made 1 ‘stride’
discharged. Quill Blast(CDiv p176) per level.
Wall of Dispel Magic(Und p63) <Conj(creat), VSM(porcupine quill), 1StdAct, Type of Tree Range Type of Tree Range
<Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> Instantaneous, Ref½, SR applies> oak, ash, yew 3,000’ other Deciduous 1,500’
– Creates an transparent wall whose area is one – Needle-sharp quills strike all creatures in a 20’ elm, linden 2,000’ any other Tree 500’
10’ square per level. radius Spread around the caster. Each While the spell has duration remaining & has
When a creature passes through the wall, each creature is struck by a number of quills not been depleted, the caster may enter &
ongoing spell effect on the target gets a determined by its size (a successful reflex leave trees at will.
separate Dispel Check (max +10). If save results in ½ as many quills). Vigor, Greater(CDiv p186)(DR324 p103)+
successful, the spell effect is ended (except Size #Quills Size #Quills <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per
for those caused by magic items, which are Up to Tiny 1 Large 3d6 level (max 35rnds total)>
only suppressed for 1d4 rounds). Small 1d4 Huge+ 4d6 – Touched living creature gains Fast Healing 4.
The wall cannot be seen with See Invisibility, Medium 2d6 Vine Mine(MoF p130)
but it can be detected with Detect Magic and Each quill does 1d6 Piercing damage and <Conj(creat), VSF(crown of ivy leaves), 1StdAct,
lodges in the flesh of its living target. The Medium-range, 10min/lvl>
True Seeing.
target takes a –1 cumulative penalty to – Creates & controls vines in a 10’ radius per
Conjuration level spread. The vines are ‘assigned’ one of
attacks, saves, & checks for each quill
Cure Critical Wounds(PH p215) the following effects (the caster can ‘assign’ a
<Conj(heal), VS, 1StdAct, Touch>
embedded in it. One quill can be pulled out
as a Standard Action, causing 1d6 damage if new effect as a Standard Action):
– Cures 4d8 +1/level damage (max +20) with a) the vines Entangle & anchor everyone in
Positive Energy. the extractor fails on a Heal check vs. DC 20.
Rejuvenation Cocoon(CDiv p177) the target area who fails a Reflex save. To
Energetic Healing(BoED p98) become unentangled requires a full-round
<Conj(heal), VSM(butterfly cocoon), 1StdAct, Touch,
<Conj(heal), VS/DF, 1StdAct, Touch, until discharged Strength or Escape Artist check vs. DC 20.
2 rounds>
up to 10min/lvl>
– The willing subject of this spell is surrounded Anyone not entangled may move ½ speed
– The touched subject gains immunity from
by a yellow-green cocoon of force. The through the area of effect. On the caster’s
magical damage caused by one Energy Type.
cocoon allows the subject to move his/her action, anyone in the area of effect who is
In addition, 10% of the energy’s damage is
limbs, cast a spell with a somatic component, not entangled must make a new Reflex
converted into healing, up to a total of 2hp
draw a weapon, reach into a backpack, etc. save to avoid being entangled again;
per Caster level (max 30hp). Once the spell
The subject cannot leave his/her current b) make the vines climbable (equivalent to
has healed its maximum amount, the spell is
location before the two round duration ends knotted rope);
discharged.
unless the cocoon being destroyed (Hardness c) binds Helpless targets (DC 25 to escape);
10 & 10hp/lvl) or the subject can teleport. d) slows movement as ‘heavy undergrowth’;
One round after the cocoon forms, the subject e) camouflage (+4 Competence bonus to
heals 10hp per caster level and is cured of Hide checks).
poisons & diseases. At the end of the second
round, the cocoon dissipates & the spell ends.

Druid Spell List – 5th level Page 14


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Wall of Sand(PGF p118) Evocation f) If cast by a Cleric, all Charisma checks to


<Conj(creat)[earth], VSM(sand)/DF, 1StdAct, Binding Winds(MoF p80)(CDiv p153) Turn / Destroy Undead gain a +4 Sacred
Medium-range, Concentration + 1rnd/lvl, no save, <Evoc, VS, 1StdAct, Medium-range, Concentration, bonus & all Charisma checks to Rebuke /
no SR> RefNeg, SR applies> Command Undead receive a –4 Sacred
– Creates an opaque wall made from sand, up to – Creates an immobile barrier of wind that has penalty (no SR).
one contiguous 5’ square per level, arranged the following effects on the target: This spell Counters Unhallow.
as the caster wishes. The wall has the a) the target cannot move through the wind Memory Rot(MoF p108)
following properties: barrier. A flying target is held in mid-air; <Evoc, VS, 1StdAct, Close-range, Instantaneous,
a) Blocks ranged attacks; b) sonic & language-dependant spells & FortNeg, SR applies>
b) May be moved through by taking a Full- effects cannot cross in or out of the barrier; – The brain of a living target is infested by
Round Action to make a Strength check. c) no sounds of any type can cross the barrier; spores, causing Intelligence Drain (1d6 the
For each 5 points the check exceeds 15, d) ranged attacks in or out of the barrier first round, 1 each round following). Each
the target may move 5’. receive a –2 penalty to hit. round, the target is allowed a new Fortitude
c) Any creature within the wall is considered Call Lightning Storm(PH p207) save. Once a single save is made, the effect
Blind, Deaf, cannot speak or breath, and <Evoc[electricity], VS, 1Round, Long-range, 1min/lvl, ends.
must hold its breath or start to suffocate. Ref½, SR applies> Unhallow(PH p297)
d) It is possible to attack with a melee – The caster can call down one 5’ wide by 30’ <Evoc[evil], VSM(herbs & incense worth 1,000gp +
weapon at a creature within the wall, but tall bolt of lightning per level (max 15 bolts). 1,000gp per level of the included spell)/DF, Touch,
the target has Cover and Total The caster has the option of calling the first 24Hours, Instantaneous>
Concealment. bolt as part of the spell’s casting. After that, – Designates a 40’ radius Emanation from touch
Wall of Thorns(PH p300) the caster must use a Standard Action to spot as Unholy. For 1 year, everyone within
<Conj(creat), VS, 1StdAct, Medium-range, create the bolt. The bolts can be called down the Unhallowed area has the following
10min/lvl(D), no save, no SR> any time within the spell’s duration. In benefits:
– Creates one contiguous 10’ cube of brambles between bolts, the caster can take other a) +2 Deflection bonus to AC & +2
per level, shaped as the caster desires. The actions, including casting other spells. Resistance bonus to saves when attacked
wall’s width can be reduced to 5’ in order to If cast outside during a storm (or even a Large by Good creatures;
double the amount of area covered. The Air Elemental or Djinni’s whirlwind), each b) Blocks any mind control;
caster may target the wall to trap creatures bolt does 5d10 Electricity damage. c) Non-Evil Summoned & Conjured
within it. Otherwise each bolt does 5d6 Electricity creatures cannot enter the area unless they
Each round spent moving while in the wall damage. This spell may be used indoors. make a Spell Resistance check;
causes 25hp of damage minus the creature’s Dancing Web(BoED p96) d) One spell from the Hallow / Unhallow
AC (not including Dexterity & Dodge <Evoc[good], VSM(spider’s web)/DF, 1StdAct, Table can be added to the entire
bonuses). A creature may move through the Medium-range, Instantaneous, Ref½, SR applies> Unhallowed area for the full year. The
wall by making a Strength check as a Full- – All creatures in a 20’ radius Burst take 1d6 per spell can be designated to effect only
Round Action. For each 5 points the check level non-lethal damage (max 10d6) (Ref½). followers of the caster’s faith, only those
exceeds 20, the creature may move 5’ (but Evil creatures within the area of effect who do not follow the caster’s faith,
still takes damage). become Entangled for 1d6 rounds (RefNeg). creatures that share the caster’s alignment,
It takes 10 minutes to chop a 1’ safe passage Downdraft(DR314 p40) everyone, etc.
through the wall. The thorns are immune to <Evoc[air], VSM(wooden bird), 1StdAct, Long-range, e) If cast by a Cleric, all Charisma checks to
normal fire, but magic fire will burn down an Instantaneous, Ref½, SR applies> Rebuke / Command Undead gain a +4
area in 10 minutes. – The caster creates a 20’ radius Spread column Profane bonus & all Charisma checks to
Creatures who can pass through overgrown area of downward moving air that is 100’ tall. Turn / Destroy Undead receive a –4
unhindered can walk though the wall at Any flying creature caught in the column is Profane penalty.
normal speed without taking damage. forced down 100’ (Reflex save to only fall This spell Counters Hallow.
Divination 50’). If a creature hit the ground, it takes 1d6 Wall of Fire(PH p298)
damage per 10’ it fell. <Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct,
Commune with Earth(RoF p189)
<Div, VS, 10Minutes, Personal>
Any creature on the ground under the column is Medium-range, Concentrations + 1rnd/lvl, SR
– By becoming “one with the earth”, the caster knocked Prone (RefNeg, save is modified by applies>
x4 the target’s size category bonus/penalty – Creates a opaque 20’ tall wall of violet fire
can know up to 3 facts about the surrounding
(i.e., –4 for Small, +0 for Medium, +4 for that is either 20’ long per level & straight –
hills, mountains, or underground areas (e.g.,
Large, etc.). or– a ring 5’ radius per 2 levels. One side
location of water, animal population,
Hallow(PH p238) (caster’s choice) causes 2d4 fire damage
presence of powerful unnatural creatures).
<Evoc[good], VSM(herbs & incense worth 1,000gp + within 10’ and 1d4 fire damage between 10’
The caster can learn about an area of ½ mile
1,000gp per level of the included spell)/DF, Touch, & 20’. Going through the wall does 2d6 +
per level radius above ground & to a depth of 24Hours, Instantaneous> 1/lvl (max +20) Fire damage (2x to Undead).
¼ mile per level. Construction, including – Designates a 40’ radius Emanation from touch If the wall is created on top of someone, the
towns & dungeons, obstructs this spell. spot as Holy. For 1 year, everyone within the target gets a Reflex save to jump to one side
Commune with Nature(PH p211) Hallowed area has the following benefits: (taking damage if the wrong side is chosen).
<Div, VS, 10Minutes, Personal> a) +2 Deflection bonus to AC & +2 20hp of Cold damage in one round will
– By becoming “one with nature”, the caster can Resistance bonus to saves when attacked extinguish a 5’ length of wall.
know up to 3 facts about the surrounding by Evil creatures;
natural terrain (e.g., location of water, animal Wind Tunnel(MoF p134)
b) Blocks any mind control; <Evoc, VS, 1StdAct, Close-range, 1rnd/lvl>
population, presence of powerful unnatural c) Non-Good Summoned & Conjured – The ranged attacks of 1 subject per level
creatures). The caster can learn about an area creatures cannot enter the area unless they improve due to favorable winds:
of 1 mile/level radius above ground & 100’ make a Spell Resistance check; a) +10 Competence bonus on ranged attacks;
/level below ground. Construction, including d) Dead bodies interred within the area b) the range increment of subject’s weapon
towns & dungeons, obstructs this spell. cannot become Undead; is doubled.
Echo Skull(MoF p91) e) One spell from the Hallow / Unhallow
<Div, VSF(animal skull), 1SdAct, Touch, 1hr/lvl(D)> Necromancy
Table can be added to the entire Hallowed
– The caster may see, hear, & speak through the Contagion, Mass(RoF p190)
area for the full year. The spell can be <Necro, VS, 1StdAct, Close-range, FortNeg, SR applies>
touched animal skull (unlimited range). In designated to effect only followers of the
addition, any spell that has range greater than – Infects one or more targets within a 30’ area
caster’s faith, only those who do not with chosen disease which takes effect
‘touch’ that has no material components or follow the caster’s faith, creatures that
focuses can be cast through the skull at a cost without an incubation period.
share the caster’s alignment, everyone, etc.
of 10 XP per spell level.

Druid Spell List – 5th level Page 15


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Disease choices are Blinding Sickness, Cackle Cold Snap(DR312 p62) 1d4Str/1d4Str damage (DC = 10 + ½ Caster
Fever, Filth Fever, Mind Fire, Red Ache, The <Trans[cold], VS, 1Minute, 2d4 hours, no SR> level + Wisdom modifier).
Shakes, or Slimy Doom. – The temperature in a one mile radius lowers Rushing Waters(Und p61)
Death Ward(PH p217) by 5 degrees Fahrenheit per level (max 50 <Conj(sum)[water], VS/DF, 1StdAct, Medium-range,
<Necro, VS/DF, 1StdAct, Touch, 1min/lvl> degrees), down to –20 degrees maximum. Instantaneous>
– Grants immunity to death spells & effects, See ‘Cold Dangers’ in DMG3.5 p302. – A great wave of water is generated from the
gaining Negative Levels, and Negative If cast by a Druid, the spell effects a two mile spell’s target point out in a 15’ radius Spread.
Energy damage & ability loss. radius area & the duration is doubled. All creatures in the area of effect are targeted
Transmutation Control Winds(PH p214) with a Bull Rush with a +30 bonus. Each
<Trans[air], VS, 1StdAct, 10min/lvl, FortNeg> target that looses its Strength check moves 5’
Animal Growth(PH p198)
<Trans, VS, 1StdAct, Medium-range, 1min/lvl, – The caster gains control of the direction & + 5’ per 5 points which it lost the check. Any
FortNeg, SR applies> strength of the winds in up to a 40’ per level creature moved 5’ or more must make a
– One animal per two levels in a 30’ area is radius around him. The caster has the option Reflex save or fall prone.
increased to the next larger Size Category. of leaving up to a 40’ radius “eye” of calm air Any normal fire in the area of effect, up to a
The targets also gain Damage Reduction around himself. bonfire, is extinguished.
10/magic and a +4 Resistance bonus to Direction Choices: Spear of Valarian(BoED p107)
Saving Throws. - Outward from the caster <Trans, VS, 1StdAct, Touch, 1rnd/lvl(D)>
This spell does not grant the caster special - Inward to the caster, but going up at the – A touched non-magical weapon becomes a +1
influence over the target animals. edge of the “eye”, if any. Silver Magical-Beast-Bane Spear. If the
Auril’s Flowers(DR312 p62) - Clockwise weapon is dropped or sundered, the spell ends
<Trans[cold], VS, 1StdAct, Long-range, Ref½, no SR> - Counter-clockwise. Stone Shape, Greater(Und p62)
– The targeted area of ground freezes & - Straight, from any one side to the other <Trans[earth], VS/AM(clay sculpted into the new
explodes in a 30’ radius Burst, causing 1d6 Strength Choices – increase / decrease by 1 shape)/DF, 1StdAct, Touch, Instantaneous>
per level damage (max 15d6), half of which category for each 3 levels: – Permanently reshapes a single piece of stone
is Cold damage. The targeted area becomes Category mph Effect of up to 10 cubic feet + 10 cubic feet per
Dense Rubble (see DMG3.5 p90). Strong 21+ Difficult sailing level into a shape of the caster’s choosing,
If there is no moisture within 3’ of the surface Severe 31+ Minor ship / building dmg though fine detail is not possible.
(such as desert sand or solid stone), this spell Windstorm51+ Grounds flyers, uproots trees, Transmute Mud to Rock(PH p295)
has no effect. flattens light wood buildings <Trans[earth], VSM(sand, lime, water)/DF, 1StdAct,
Hurricane 75+ Flattens all wood buildings, Medium-range, Permanent, no SR>
Awaken(PH p202) – Transforms two contiguous 10’ cubes per
<Trans, VSF(animal/tree)X(250), 1Day, Touch> ships start taking on water
Tornado 175+ Flattens non-fortified level of mud or quicksand into sandstone.
– The touched animal or tree gains sentience.
buildings, uproots big trees Anyone in the mud is allowed a Reflex save
Animal - The caster must make a Will save
to escape before it hardens.
vs. DC 10 + target’s HD. If successful, the Fireward(PGF p102)
This spell Counters & Dispels Transmute Rock
animal gains the following: <Trans, VS/DF, 1StdAct, Medium-range, 1hr/lvl>
– This spell extinguishes fires, which can be to Mud.
a) an Intelligence of 3d6;
b) +1d3 Charisma; used in several ways: Transmute Rock to Mud(PH p295)
a) Put out fires in a one contiguous 20’ cube <Trans[earth], VSM(clay, water)/DF, 1StdAct,
c) +2HD; Medium-range, Permanent, no SR>
d) the ability to speak 1 language + 1 per per level, connected as the caster desires.
– Transforms two contiguous 10’ cubes per
Intelligence modifier (all languages Normal fire is automatically extinguished.
level of non-magical, unworked stone into
must be known by the caster). Spells with the [fire] subtype are suppressed
mud.
Tree – The caster must make a Will save vs. automatically within the area of effect.
a) If cast on the ground, the depth of mud
DC of the HD the tree will have once b) Elemental (fire) creatures take 1d6 per
cannot exceed 10’. Movement through
awakened. If successful, the tree gains the caster level (max 15d6) (no save, no SR).
the mud is reduced to 5’ & the target
following: c) A targeted magic item that creates /
receives a –2 penalty on attacks & AC.
a) an Intelligence of 3d6; controls flames (including a Wand of
b) If cast on the ceiling, the mud falls (doing
b) a Wisdom of 3d6; Fireball or a Flaming Weapon) has all its
8d6 Ref½, no SR) & pools 5’ deep on the
c) a Charisma of 3d6; fire ability Suppressed for 1d4 hours
floor.
d) gains skill points & feats appropriate for unless the object makes a Will save.
If this spell is not dispelled, the mud dries
an ‘aberration’ of its HD; Inferno(PGF p105) naturally into dirt.
e) gains the ability to speak 1 language + 1 <Trans[fire], VSM(bee’s wax), 1StdAct, Close-range,
This spell Counters & Dispels Transmute Mud
per Intelligence modifier (all languages up to 1rnd/lvl(D), FortNeg, SR applies>
– The target & its non-magical equipment take to Rock.
must be known by the caster).
6d6 Fire damage the first round, 5d6 Fire Wood Rot(CArc p130)
f) other ability scores appropriate for an <Trans, VSM(live termite), 1StdAct, Touch,
animate object of its size; damage the second round, and so on, until the
Instantaneous, no save, no SR>
g) gains the ability to move; target takes 1d6 damage on the sixth and all
– The caster can instantly destroy a touched
h) gains senses similar to a human’s. following rounds. The target’s flammable,
non-magical wooden object. of up to 6’ in
Baleful Polymorph(PH p202) nonmagical equipment automatically fails it
diameter or a 3’ radius of a larger wooden
<Trans, VS, 1StdAct, Close-range, Permanent, save vs. the fire damage.
object (such as a door). The caster may
WillNeg, SR applies> As a Full Round Action, the target can try to
attempt to sunder a wooden weapon, though
– The target is permanently transformed into a put the fire out (Reflex save, +2 bonus if the
this typically generates an attack of
1HD animal of up to Small size (such as a target rolls on the ground). Enough water
opportunity. If a magical wooden weapon is
dog, lizard, monkey, etc.). If the caster also puts out the fire.
touched, the spell is discharged with no
attempts to transform the target into a form Owl’s Insight(MoF p111) effect.
that will be fatal (i.e., a fish on dry land), the <Trans, VS, 1StdAct, Touch, 1hr>
-or-
target receives a +4 bonus on its save. – Subject gains half the caster’s level as an <Trans, VSM(live termite), 1StdAct, Touch, 1rnd/lvl,
If the target is transformed, it must make a Will Enhancement bonus to Wisdom. no save, no SR>
save to resist becoming the target animal Poison Thorns(CDiv p175) – The caster’s touch attack does 3d6 + 1 per
mentally too. <Trans, VM(black rose), 1StdAct, Personal, 1rnd/lvl(D)> level (max 3d6+15) to Plant creatures. The
– Poisonous thorns grow from the caster’s body. touch attack can be used once per round.
Any creature that attacks the caster with a Once used on a Plant creature, the spell
non-reach weapon or whom grapples the cannot be used to destroy a wooden object.
caster takes (1d6 + Strength modifier)
damage and is exposed to Poison that does

Druid Spell List – 5th level Page 16


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

6th Level
Abjuration Fire Seeds(PH p230) stone has a Hardness 8 & each 5’ square has
Antilife Shell(PH p199) <Conj(creat)[fire], VSM(up to 4 acorns –or– up to 8 15 hit points per inch of thickness.
<Abj, VS/DF, 1Round, 10min/lvl(D), no save, SR holly berries), Touch, 1StdAct per acorn/holy berry, The wall can be of any shape & will merge into
applies> until detonated up to 10min/lvl> adjoining stone surfaces.
– Creates a 10’ radius Emanation, mobile, – Create one of the following:
Divination
invisible sphere around the caster that cannot Acorn Grenades: Up to 4 touched acorns
become throwable weapons. Requires a Find the Path(PH p230)
be entered by Animals, Aberrations, Magical <Div, VSF(rune stones), 3Rounds, 10min/lvl>
Beasts, Dragons, Fey, Giants, Humanoids, ranged touch attack with a maximum
– The touched subject knows the shortest, most
Monstrous Humanoids, Oozes, Plants, & range of 100’. The acorns do a total of
direct route to the specified location (not
Vermin. 1d6/lvl Fire damage (max 20d6), divided
objects or people).
The following creature types are immune: up between the acorns as the caster
The subject also knows what actions to take to
Constructs, Elementals, Outsiders, & Undead. desires. If hit, the target does not get a
follow the path, such as the locations of trip
saving throw. Everything within 10’ of
Dispel Magic, Greater(PH p223)(PHe)+ wires & the password to a Glyph of Warding.
<Abj, VS, 1StdAct, Medium-range, no SR> where the acorn hits takes 1hp per die of
It does not predict the actions of guardians.
– Cancels magical spells and effects on a damage that acorn does (Ref½);
This spell will get a subject out of a Maze spell
successful Dispel Check (max +20). This Holly Berry Bombs: Up to 8 touched holly
in 1 round.
spell can be used in one of three ways: berries become voice activated bombs
(200’ range). On command, each berry Stone Tell(PH p284)
a) Counterspell – Acts like a standard <Div, VS/DF, 10Minutes, Personal, 1min/lvl>
counterspell except it works against any does 1d8 + 1/level Fire damage to
– The caster can speak to natural or worked
spell, but a Dispel Check must be made. everything within 5’ (Ref½).
stone about what has come into contact with
b) Targeted Dispel – Each ongoing spell Stonehold(MoF p124) it, what is behind it, etc.
effect on one target gets a separate Dispel <Conj(creat)[earth], VS, 1StdAct, Medium-range,
1day/lvl> Evocation
Check. If successful, the spell effect is
– Creates 1 stone arm per level distributed as the Anger of the Noonday Sun(CDiv p150)
ended (except for those caused by magic <Evoc[light], VS, 1StdAct, 0’, Instantaneous, RefNeg,
caster desires within range. Each arm must
items, which are only suppressed for 1d4 SR applies>
be in its own 10’ x 10’ area, which must
rounds). – All creatures in a 10’ radius Burst around the
contain rock or stone formations. Before
c) Area Dispel – Each target in a 20’ radius caster that can see are Blinded for 1 minute
attacking, each arm hides (Search check vs.
Burst gets a Dispel Check against each per Caster level.
DC 31 to find one). Any creature that comes
spell in turn (highest caster level spell In addition, Undead and Oozes take 1d6 dmg
within an arm’s 10’ x 10’ area is grappled.
checked first) until one is dispelled or all per two Caster levels (max 10d6) (Ref½).
Each arm has the following capabilities:
checks fail. Items are not effected. Undead that take special damage from
a) considered Medium-size with Str 20;
A caster does not need to make a Dispel Check sunlight are destroyed if they fail their save.
b) attack bonus of 1 per Caster level + 5
to end a spell he/she cast. Enveloping Cocoon(CDiv p164)
(Strength modifier);
Energy Immunity(CArc p105) c) AC 18, Hardness 8, & 1hp per Caster level; <Evoc[force], VSM(live caterpillar), 1StdAct,
<Abj, VS, 1StdAct, Touch, 24hrs> Medium-range, 1rnd/lvl(D), RefNeg, SR applies>
d) automatic grapple damage of 1d6+5/rnd;
– The touched creature & his/her possessions – A target creature of up to Large-size is trapped
e) uses its caster’s saving throws; &
becomes immune to one type of Energy in a blue-green cocoon of Force. The target
f) keeps grappling, even if the opponent is
Damage. Non-damage effects, such as being cannot move, cast spells with a somatic
dead.
Deafened by a sonic attack, still apply. component, or attack (except to damage the
Summon Nature’s Ally VI(PH p289) cocoon with a Natural or Light weapon). The
Gate Seal(FR p70)
<Conj(sum)[variable alignment/element], VS/DF,
<Abj, VSM(50gp silver), Close-range, Permanent>
1Round, Close-range, 1rnd/lvl(D)> cocoon has Hardness 10 & 10hp per caster lvl
– The targeted Gate or Portal cannot no longer – Summons one or more creatures to fight the The caster has the option of casting an second
be used unless this spell is dispelled. caster’s enemies. The creatures can attack on spell (from the list below) on the cocoon. If
Conjuration the caster’s initiative starting their first round. the cocoon is Dismissed or the duration ends
Cometfall(CDiv p159) (CDivErrata)+ Table # (but not if the cocoon is destroyed), the target
<Conj(create), VS/DF, 1StdAct, Medium-range, Summon Nature’s Ally VI 1 is effected by the second spell and receives
Instantaneous, Ref½, no SR> Summon Nature’s Ally V 1d3 no saving throw (but SR still applies as usual)
– A 400 pound ball of rock and ice appears 10’ Summon Nature’s Ally IV (or less) 1d4+1 The choice of spell is as follows: Baleful
per level above a 10’ by 10’ target square Polymorph, Blight, Contagion, Dominate
Transport via Plants(PH p295)(PHe)+
(height is limited by the ceiling, if any). <Conj[teleport], VS, 1StdAct, Personal> Animal, Flame Strike, Infestation of Maggots,
Everything in the target square takes 2d6 per – The caster can enter a living plant of at least Languor, Miasma, Phantasmal Disorientation,
10’ that the comet fell (max 20d6) (Ref ½) & Medium-size that is not considered a creature Poison (target still get his/her secondary save).
are targeted by a Trip check at +11 (RefNeg). & teleport to another plant of the same type Fires of Purity(CDiv p165)
In addition, the broken comet fills the target any distance away. The caster either needs to <Evoc[fire], VS/DF, 1StdAct, Touch, 1rnd/lvl, RefNeg,
square with Dense Rubble. SR applies>
be familiar with the target area or provide
Cure Light Wounds, Mass(PH p216) – The touched (usually willing) creature is
directions (i.e., “200 miles north”) and the
<Conj(heal), VS, 1StdAct, Close-range> engulfed in magical flames that do not harm
spell will find the closest appropriate plant.
– Cures 1d8 +1/level damage (max +25) to it and gains the following benefits:
The caster can carry up to his/her Maximum
one creature per level in a 30’ area with a) melee attacks do +1d6 + 1 per caster level
Load, plus one Medium-sized creature per
Positive Energy. (max +1d6+15) Fire damage (no save, SR
three Caster levels (or the Creature
Drown(Und p58) applies) and Catches Fire (RefNeg);
Equivalent).
<Conj(creat)[water], VS/DF, 1StdAct, Close-range, b) any creature that strikes the subject with a
Vigorous Circle(CDiv p187)(DR324 p103)+
Instantaneous, FortNeg, SR applies> non-reach weapon 1d6 + 1/lvl (max
<Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per
– One living target has its lungs filled with level (max 40rnds total)> 1d6+15) Fire damage (no save, SR
water & begins drowning (DMG p304). – One living creature per two Caster levels in a applies) and Catches Fire (RefNeg);
1st round – Target’s hp drop to 0 & he/she is 30’ area gains Fast Healing 3. c) subject takes half damage from Fire-based
Unconscious. attacks. If the attack allows a Reflex save,
Wall of Stone(PH p299)
2nd round – Target’s hp drop to –1 & he/she <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, the subject takes no damage on a
is Dying. Medium-range, Instantaneous, no SR> successful save.
3rd round – Target is Dead. – Creates a wall of stone that is one 5’ square
The water cannot be forced from the target’s per level & 1” thick per 4 levels. The area
lungs, but the target can be Stabilized with a can be doubled by halving the thickness. The
Heal check vs. DC 15.

Druid Spell List – 6th level Page 17


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Miasma(CDiv p168)(CDivErrata)+ Bull’s Strength, Mass(PH p207) Move Earth(PH p257)


<Evoc, VS/DF, 1StdAct, Close-range, 3rnds/lvl, <Trans, VSM(bull hair)/DF, 1StdAct, Close-range, <Trans[earth], VSM(dirt, iron blade), 10Minutes per
FortNeg, SR applies> 1min/lvl> 150’square, Long-range>
– A breathing target has its mouth & throat – One subject per level in a 30’ area gains a – For each 10 minutes of cast time, 150’ square
filled with unbreathable gas if it fails its +4 Enhancement bonus to Strength. (up to 10’ deep) of dirt, sand, etc., if moved,
Fortitude save. Burrow, Mass(Und p56) up to a maximum of 750’ x 750’ (which
To avoid suffocating, it must hold its breath by <Trans, VS/AF(claw from burrowing creature)/DF, would have a casting time of 4hrs 10min).
making a Constitution check vs. DC 10 + 1 1StdAct, Close-range, 1min/lvl(D)> The movement is smooth, so buildings, trees,
per previous success. A creature can only – One subject per level within a 30’ area gains etc. are not toppled by this spell, though they
hold its breath a maximum of 2 rounds per claws that do 1d6 damage and are treated as may be raised or lowered. This spell cannot
Constitution point. On a failed check, the an armed attack. be used to tunnel.
target begins to suffocate: Each subject gains a Burrow speed of 10’ Owl’s Wisdom, Mass(PH p259)
1st round – at 0 hp & Unconscious. through earth, sand, clay, & gravel , but not <Trans, VSM(owl feather)/DF, 1StdAct, Touch,
2nd round – at –1 hp & Dying. solid stone. 1min/lvl>
3rd round – Dead. Cat’s Grace, Mass(PH p208) – One subject per level in a 30’ area gains a +4
Tidal Surge(CDiv p183) (CDivErrata)+ <Trans, VSM(cat hair), 1StdAct, Close-range, Enhancement bonus to Wisdom.
<Evoc[water], VS, 1StdAct, Medium-range, 1min/lvl> Repel Wood(PH p271)
Instantaneous, Ref½, SR applies> – One subject per level in a 30’ area gains a <Trans, VS, 1StdAct, 1min/lvl(D), no save, no SR>
– If the caster is within Medium-range of a +4 Enhancement bonus to Dexterity. – All wooden objects in a 60’ Line are pushed
large, natural source of water, then he/she Cold Snap(DR312 p62) away from the caster. Wooden objects move
creates a wave of water with the following <Trans[cold], VS, 1Minute, 2d4 hours, no SR> 40’ per round. If unable to move, objects less
effects: – The temperature in a one mile radius lowers than 3” in diameter snap. If a creature holds
a) targets all creatures within a 20’ radius by 5 degrees Fahrenheit per level (max 50 onto a wooden object as it is pushed away, it
Burst; degrees), down to –20 degrees maximum. is dragged along.
b) each target takes 1d8 per two caster levels See ‘Cold Dangers’ in DMG3.5 p302. The location & direction of the line of force
(max 7d8); If cast by a Druid, the spell effects a two mile fixed at casting time & cannot be changed.
c) each target receives a Bull Rush at +9. If radius area & the duration is doubled. Stone Metamorphosis, Greater(Und p61)(Und p103)+
successful, the target is moved 5’ + 5’ per Crumble(CDiv p160)(MoF p86) <Trans[earth], VSM(grain of talc, chip of obsidian),
5 points that the wave’s check was greater <Trans, VS, 1StdAct, Medium-range> 1StdAct, Touch, Instantaneous>
than the target’s check. – One manufacture structure or Construct takes – 10 cubic feet + 10 cubic feet per level of
If the caster is not within range of a water 1d6/lvl (max 15d6) that bypasses Hardness. touched stone is permanently changed into
source, the spell has the following effects: Effecting a target larger than Huge-size another type of stone. Typically this means
a) targets a single creature; requires a minimum casting level: changing the stone’s Hardness anywhere
b) the target still takes 1d8 per two caster Size Min Lvl Size Min Lvl from 6 to 9 (see Underdark page 103 for
levels (max 7d8); Gargantuan 16 Colossal 19 examples).
c) the target receives a Bull Rush at +3. If Extract Water Elemental(DR314 p46) This spell cannot create gems and does not
successful, the target is moved 5’ + 5’ per <Trans[water], VS, 1StdAct, Short-range, Instantaneous, change the value of stone objects.
5 points that the wave’s check was greater Fort½, SR applies> Spellstaff(PH p282)
than the target’s check. – The targeted living creature has the water <Trans, VSF(staff), 10Minutes, Touch, until
In either case, all non-magical exposed flames pulled from his/her body, causing 1d6 discharged(D)>
up to Large-size within a 20’ radius Burst are damage per level (max 20d6) (Fort½). – The caster “casts” ones of his/her spells into
put out. Magical fires are dispelled on a If the target is slain, a Water Elemental of the the staff for later use (much like a scroll).
successful Dispel Check (max +10). same size category as the target is formed. Any given caster may have only one spellstaff
The Elemental is free willed and has no at any time.
Illusion
obligation towards the caster. Tortoise Shell(CDiv p184)
Phantasmal Disorientation(CDiv p172) Creatures with the [fire] or [water] subtype <Tans, VS/DF, 1StdAct, Touch, 10min/lvl>
<Ill(phantasm)[mind], VS, 1StdAct, Medium-range,
10min/lvl(D), WillNeg, SR applies>
cannot be targeted by this spell. – The touched living creature receives the armor
– The caster causes one living creature to see its Ironwood(PH p246) plating & thick skin of a tortoise:
surroundings twist and move around. Any <Trans, VS, 1Minute per pound, Touch, 1day/lvl(D)> a) Enhancement bonus to the target’s Natural
attempt to move around requires a Survival – 5 pounds of touched wood per level becomes AC of +6 + (1 per 3 levels above 11th).
check vs. DC 20 to go in the desired direction like iron. Its Hardness increases to 10, it has b) target’s movement slows to its Heavy
(recheck each round). Failure means that the 30hp per inch, & no longer burns. Armor & Armor movement rate, though it does not
target actually moved 90 degrees to the left or weapons made from ‘ironwood’ can be use have any other Heavy Armor penalties.
right of the desired direction. by Druids. Touch of Adamantine(BoED p110)
The target’s ability to fight, cast spells, etc., is If only 2½ pounds of wood per level is targeted, <Trans, VS, 1StdAct, Touch, 1min/lvl>
not effected by this spell. the resulting weapon or armor has a +1 – A single touched weapon is considered to be
Enhancement bonus. Adamantine. It gains a +1 Enhancement
Necromancy bonus on attacks (as if Masterwork), bypasses
Liveoak(PH p248)
Contagious Touch(CDiv p159) <Trans, VS, 10Minutes, Touch, 1day/lvl(D)> Hardness of less than 20, has 30% extra hp,
<Necro[touch attack], VS, 1StdAct, Touch, 1rnd/lvl> – The touched Huge oak tree becomes a Treant & bypasses certain types of Damage
– Infects touched subject (limited to 1 per when triggered. The trigger condition can Reduction. If the weapon is already made
round) with chosen disease which takes effect have up to 1 word per caster level. The from a special material (such as Cold Iron or
without an incubation period (FortNeg). trigger instruction also tell the Treant what to Adamantine), it looses the benefit from the
Disease choices are Blinding Sickness, do (often attacking). original material for the spell’s duration.
Cackle Fever, Filth Fever, Mindfire, Red The caster may only have one pending Liveoak
Ache, The Shakes, or Slimy Doom. spell at a time & can only cast it on a tree that
Transmutation is near his/her dwelling, a location sacred to
Bear’s Endurance, Mass(PH p203) the caster, or within 300’ of something the
<Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> caster wants to guard.
– One subject per level in a 30’ area gains a
+4 Enhancement bonus to Constitution.

Druid Spell List – 6th level Page 18


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

7th Level
Abjuration Poison Vines(CDiv p175) (CDivErrata)+ True Seeing(PH p296)
Storm Tower(CDiv p182)(MoF p125) <Conj(creat), VS/DF, 1StdAct, Long-range, 1min/lvl, <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl>
<Abj, VS, 1FullRound, Long-range, 1rnd/lvl(D)> RefNeg, no SR> – Within 120 unobstructed feet, the subject can
– Creates a 20’ radius Spread by 100’ tall – All plants in a 40’ radius Spread Entangle & see through normal & magical darkness, see
cylinder of swirling clouds: anchor everyone in the target area who fails a magically hidden secret doors, not effected
a) absorbs any electricity; Reflex save. To become unentangled by Blur & Displacement, not effected by
b) negates Magic Missiles cast into, out of, or requires a full-round Strength or Escape Invisibility, sees through illusions, know the
within the tower; Artist check vs. DC 20. Anyone not true form of polymorphed creatures &
c) winds speeds within the tower are 60mph, entangled (including a target that has just objects, and view the Ethereal Plane.
making ranged attacks impossible; broken free) may move ½ speed through the This spell cannot be used in conjunction with
d) moving within the tower is normal, but it area of effect. On the caster’s action, anyone scrying magics, such as Clairaudience /
can only be entered or existed by a in the area of effect who is not entangled Clairvoyance.
creature of at least Gargantuan size; must make a new Reflex save to avoid being Evocation
e) creatures within the tower have entangled again.
Fire Storm(PH p231)
Concealment from those outside the tower; The vines are coated with a Contact Poison that <Evoc[fire], VS, 1Round, Medium-range, Ref½, SR
f) all creatures within 50’ of the tower does 1d6 Dex / 2d6 Dex damage. The caster applies>
receives a –10 penalty on Listen checks. plus up to (caster level) allies are immune to – The caster designates 2 contiguous 10’ cubes
the poison. per level are filled with flame, doing 1d6 fire
Conjuration
Slime Wave(CDiv p180) (CDivErrata)+ damage per level (max 20d6). Natural
Create Crossroads and Backroad(MoF p86) <Conj(sum), VSM(stagnant water), 1StdAct, Close-
<Conj(create), VSX(3,500)/DF, 1Day, Touch> vegetation & any other plant life are not
range, 1rnd/lvl, RefNeg, no SR> effected by the flames, and the caster has the
– Links two locations by magical path & – A 15’ radius Spread is splattered with Green
summons a guardian to maintain them. option of making Plant Creatures immune too.
Slime. Each creature or object receives one
Details are on MoF p44. Rain of Red Roses(BoED p105)
Patch of Green Slime. <Evoc[good], VSM(a red rose), 1StdAct, Long-range,
Creeping Doom(PH p214) A Green Slim Patch does 1d6 Constitution 1rnd/lvl(D), Fort½, SR applies>
<Conj(sum), VS, 1Round, Close-range, 1min/lvl, no damage to flesh –or– 2d6 damage to wood &
save, no SR> – Red roses fall in a 80’ radius by 80’ high
metal (whose Hardness it ignores) each round Cylinder. Each Evil creature in the area of
– Summons one Centipede Swarm(MM p238) per
If not scraped off on its 1st round, the slime effect takes 1d4 Wisdom damage per round
2 Caster levels (max 10 swarms), each of
must be destroyed with heat, cold, sunlight, (no save) and is Sickened (FortNeg) as long
which appears where the caster designates
Remove Disease, or being cut away. as it remains in the area of effect.
within Close-range. The swarms attack any
At the end of the spell’s duration, the Green Sunbeam(PH p289)
creature with which they come in contact
Slime disappears. <Evoc[light], VS/DF, 1StdAct, until depleted up to
(they may even be summoned around a
Summon Nature’s Ally VII(PH p289) 1rnd/lvl, SR applies>
creature).
<Conj(sum)[variable alignment/element], VS/DF, – As a Standard Action, the caster can generate
As a Standard Action, the caster can direct one 1Round, Close-range, 1rnd/lvl(D)> one sunbeam per round, up to a total of 1 per
or more swarms to move towards any – Summons one or more creatures to fight the 3 levels (max 6 sunbeams). The beam is a
opponent within 100’ of the caster. If the caster’s enemies. The creatures can attack on 60’ long Line.
caster is ever more that 100’ away from a the caster’s initiative starting their first round. Damage is based on creature type:
swarm, it will continue to attack any Table # Type Effect
opponent in its area, but will remain Summon Nature’s Ally VII 1 Undead 1d6/lvl (max 20d6) (Ref½) &
stationary until the caster returns. Summon Nature’s Ally VI 1d3 destroyed if vulnerable to sunlight
Cure Moderate Wounds, Mass(PH p216) Summon Nature’s Ally V (or less) 1d4+1 (RefNeg) & Blind (RefNeg).
<Conj(heal), VS, 1StdAct, Close-range>
Divination Oozes 1d6/lvl (max 20d6) (Ref½).
– Cures 2d8 +1/level damage (max +30) to
Scrying, Greater(PH p275)(PHe)+ others 4d6 (Ref½) & Blind (RefNeg).
one creature per level in a 30’ area with
Positive Energy.
<Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> Word of Balance(Und p63)
– Sends a Magical Sensor to watch & listen to a <Evoc[sonic], V, 1StdAct, SR applies>
Heal(PH p239) target creature. This spell’s DC is adjusted – Any Lawful Good, Chaotic Good, Lawful
<Conj(heal), VS, 1StdAct, Touch>
by the caster’s knowledge and connection to Evil, or Chaotic Evil creatures within a 30’
– Touched subject is infused with Positive
the target. radius Spread who hears ‘word of balance’ &
Energy, healing 10hp per level (max 150hp)
Knowledge DC that has no more HD than the caster suffer
and being immediately cured of the
None (must have a Connection) –10 from the following effects (no save):
following: Ability Damage, Blindness,
Heard of the target –5 up to Caster lvl: Nauseated for 1 round.
Confusion, Dazed, Dazzled, Deafened,
Met the target +0 up to Caster lvl - 1: Weakened for 2d4 rnds
Diseased, Exhausted, Fatigued, Feeblemind,
Know the target well +5 & above.
Insanity, Nauseated, Sickened, Stunned, and /
Connection DC up to Caster lvl - 5: Paralyzed for 1d10 min
or being Poisoned.
Likeness or picture +2 & above.
This spells does not remove Negative Levels,
Possession or garment +5 up to Caster lvl - 10: Dead / Destroyed.
ability Drain, & lost levels.
Lock of hair, bit of fingernail, etc. +10 In addition, if the caster is on his/her home
If an Undead is the target of this spell, it takes
plane of existence, any LG, CG, LE, or CE
10hp per level (max 150hp) of Positive If the spell is successful, the caster can see in a
Extraplanar creature in the area of effect
Energy damage (SR applies). On a successful 10’ radius around the target & the Sensor
(even if the ‘word of chaos’ cannot be heard)
save, the target only takes ½ damage and follows the target up to a rate of 150’.
that has no more HD than the caster is driven
cannot be brought to less than 1hp. If the spell is resisted, the caster may not
back to its home plane for at least 1 day
attempt to scry on the target again for 1day.
(WillNeg at a –4 penalty).
Spells that improve the caster’s vision (such as
Darkvision) apply when he/she is looking
through the Sensor. In addition, the caster
can use the following: Detect Chaos, Detect
Evil, Detect Good, Detect Law, Detect Magic,
Message, Read Magic, and Tongues.

Druid Spell List – 7th level Page 19


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Transmutation Cloudwalkers(CDiv p159) Waterspout(FR p75) (CDiv p187)(CDivErrata)+


Animate Plants(PH p199) <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> <Conj(creat), VS/DF, 1Round, Long-range, 1rnd/lvl>
<Trans, V, 1StdAct, Close-range, 1rnd/lvl> – One subject per level within a 30’ area starts – Create a 10’ wide by 80’ tall waterspout.
– One Large-sized plant per three levels is to walk on air. Once the spell is in effect, a) must be cast in a body of water at least 20’
animated & can be directed to attack the each subject may act independently. deep & more than 10’ wide.
caster’s opponents. As a Move Action, the Each subject may “climb” straight up or down at b) can move up to 30’ per round either under
caster can change which plants he/she a movement of 30’. Once a subject is 90’ off the caster’s direction (which requires
animates. the ground, he fly horizontally at a movement Concentration) or following a simple
The caster may animate bigger plants in place of of 60’ with Perfect maneuverability. program (e.g., go in a circle, etc.).
a number of Large plants. A subject may cancel the spell on himself as a Changing the program is a Standard
1 Huge = 2 Large 1 Colossal = 8 Large Standard Action. The caster may dismiss the Action.
1 Gargantuan = 4 Large spell normally, but this effects all subjects. c) creatures & objects touched by the
-or- Control Weather(PH p214) waterspout (or those flying / swimming
<Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR> <Trans, VS, 10Minutes, 4d12hours> within 10’ of it) must make a Reflex save
– All plants within Close-range Entangle & – The caster can modify the weather in a two (SR applies) or take 3d8 damage. In
anchor everyone in the target area who fails a mile radius (if the caster is a Druid, then the addition, Medium-size or smaller targets
Reflex save. To become unentangled spell effects a three mile radius, plus double that fail their save are pulled into the
requires a Full-Round Strength or Escape duration). Once the spell is cast, it takes 10 waterspout for 1d3 rounds (automatically
Artist check vs. DC 20. Anyone not minutes for the desired weather to manifest. taking 2d6 per round) before being ejected
entangled may move ½ speed through the The weather must be seasonally appropriate. 1d8 x 5’ above the waterspout’s base.
area of effect. On the caster’s action, anyone Season Weather Choices Wind Walk(PH p302)
in the area of effect who is not entangled Spring Tornado, Thunderstorm, Hot <Trans[air], VS/DF, 1StdAct, Touch, 1hr/lvl(D)>
must make a new Reflex save to avoid being Summer Rain, Heat Wave, Hailstorm – The caster and one subject per three levels are
entangled again. Autumn Hot, Cold, Fog, Sleet transformed into a gaseous form, which
Aura of Vitality(MoF p78) Winter Frigid Cold, Blizzard, Thaw grants the following:
<Trans, VS, 1StdAct, Close-range, 1rnd/lvl> Any time within the duration, the caster can a) Fly 10’/Perfect;
– One subject per 3 levels in a 30’ area gain +4 change the weather again as a Standard b) able to slip through any opening;
Enhancement bonuses to Strength, Dexterity, Action (followed by another 10 minutes c) gains Damage Reduction 10/magic;
and Constitution. while it manifests). d) immune to poison & criticals;
Brilliant Aura(CDiv p157)(MoF p83)(MoFe)+ Creeping Cold, Greater(CDiv p160) e) has an AC based only on Dexterity, size,
<Trans[light], VS, 1StdAct, Close-range, 1rnd/lvl> <Trans[cold], VSF(25gp bottle with water), 1StdAct, Deflection bonuses, & armor bonuses due
– 1 ally per 2 levels gains a glowing aura: Close-range, Fort½, SR applies> to Force effects;
a) Gives off light as bright as a torch. – Turns the target’s skin ice-cold for at least 4 f) cannot attack
b) All melee & ranged attacks become rounds. At 15th level, the damage lasts for a g) can only cast spells with no Verbal,
Brilliant Energy (ignore non-living matter 5th round & at 20th, the damage lasts for a 6th. Somatic, Material, or Focus components
(such as armor). If the target makes the initial save, it takes ½ (due to Metamagics);
c) Gain an Enhancement bonus to damage of damage for all the rounds. h) if wearing white, most viewers will think
+1 per 2 levels (max +10). Rnd 1 – 1d6 damage the subject is a cloud / mist;
Changestaff(PH p207) Rnd 2 – 2d6 damage i) may invoke a magic wind, which makes
<Trans, VSF(specially carved staff), 1Round, Touch, Rnd 3 – 3d6 damage the subject Fly speed increase to 60mph
1hr/lvl(D)> Rnd 4 – 4d6 damage with Poor maneuverability;
– The caster’s focus staff transforms into a Huge (Rnd 5 – 5d6 damage) j) each subject may independently spends 5
Treant, which follows the caster’s (Rnd 6 – 6d6 damage) rounds to shift back to solid form. At any
instructions (though it cannot animate or Master Earth(MoF p107) time before the end of the duration, the
control other trees). If the Treant is every <Trans, VSF(fossil of an animal), 1StdAct, Personal> subject may spend 5 more rounds shifting
destroyed, the focus staff is destroyed too. – Travel instantly through the earth to any back to the wind walk form.
The caster must personally spend 28 days location the caster can mentally picture. The caster can dismiss the spell for any or all
preparing & carving the focus staff. Transmute Metal to Wood(PH p294) subject at will.
Changestones(Und p57) <Trans, VS/DF, 1StdAct, Long-range, Instantaneous, If the spell is within 1 minute of its duration
<Trans, VSF(prepared stone (see below)), 1Round, no save, SR applies> ending, all remaining subjects automatically
Touch, 1hour/lvl(D)> – All metal objects in a 40’ radius Burst are descend at 60’ per round (or faster if desired)
– One or more specially prepared focus stones turned to wood. Any magic item made from before the spell expires.
(see below) become Liths(Und p93), except metal is considered to have an Spell
they are “stone-born” and have no psionics or Resistance of 20 + its caster level, which
ability to speak. must be overcome for it to be effected.
For the spell’s duration, the Stone-Born Liths Restoring an object can only be done with a
will obey the caster’s commands, including Limited Wish, Wish, or Miracle.
attacking his/her foes. If destroyed, the focus
stone is destroyed too. Otherwise, the focus
can be used over and over again, each time
becoming a Stone-Born Lith with full hp.
A caster may have one focus stone per four
caster levels (max 5). Preparing each stone
require 200 gp of materials and 1 full day,
after which is can be used over and over.

Druid Spell List – 7th level Page 20


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

8th Level
Abjuration Maelstrom(FR p72) (CDiv p168)(CDivErrata)+ Evocation
Repel Metal or Stone(PH p271) <Conj(creat), VS/DF, 1FullRond, Long-range, Earthquake(PH p225)
<Abj[earth], VS, 1StdAct, 1rnd/lvl(D), no save, no SR> 1rnd/lvl> <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no
– All metal & stone objects in a 60’ Line are – Create a 120’ wide by 60’ deep whirlpool. SR>
pushed away from the caster. Objects less a) must be cast in a body of water at least 60’ – Intense tremor shakes a 80’ radius Spread
then 500 pounds move 40’ per round. If deep & more than 120’ wide. (shapeable). The effect depends on the
unable to move, objects less than 3” in b) creatures & objects within 50’ of the terrain. The result in [brackets] is halved /
diameter break or bend. If a creature holds whirlpool must make a Reflex save or take avoided with a Reflex save vs. DC 15.
onto an effected object as it is pushed away, it 3d8 damage & be pulled in for 2d4 rounds Terrain Effect
is dragged along. (automatically taking 3d8 per round) Cave Roof collapses [8d6 damage to
The location & direction of the line of force before being ejected. Large-size and anyone below & ‘pinned beneath
fixed at casting time & cannot be changed. smaller creatures are ejected from the rubble’].
whirlpool’s bottom, while larger creatures Cliff Landslide that goes horizontally as
Wall of Greater Dispel Magic(Und p63)
<Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> are ejected from its top. far as it fell vertically [8d6 damage
– Creates an transparent wall whose area is one Note that targets have the option of making a & ‘pinned beneath rubble’].
10’ square per level. Swim check vs. the spell’s DC instead of a Open [Fall down]. 25% chance of falling
When a creature passes through the wall, each Reflex save. in a fissure (Reflex save vs. DC 20 to
ongoing spell effect on the target gets a Phantom Wolf(CDiv p174) get out before it closes & kills
separate Dispel Check (max +20). If <Conj(sum), VS/DF, 1Round, Medium-range, anyone still trapped).
Concentration up to 1rnd/lvl, no save, no SR> Building Takes 100hp damage (no Hardness)
successful, the spell effect is ended (except
– The caster summons a Large, Incorporeal, [8d6 damage to all within & ‘pinned
for those caused by magic items, which are
12HD Wolf to attack his/her foes. beneath rubble’].
only suppressed for 1d4 rounds).
The wall cannot be seen with See Invisibility, Storm of Elemental Fury(CDiv p182) Marsh Fissures drain the water. [Sink in
<Conj(sum), VS, 1Round, Long-range, Concentration mud / quicksand].
but it can be detected with Detect Magic and up to 4 rounds, SR applies>
True Seeing. Anyone ‘pinned beneath rubble’ takes 1d6
– A 40’ radius black cloud appears 200’ over the
Conjuration subdual damage each minute. If he/she goes
target location. After the first round, the
Bombardment(PGF p100) unconscious, make a Constitution check vs.
cloud can be moved laterally 40’ as a Move
<Conj(creat), VSF(quarts crystal embedded in a rock), DC 15 or take 1d6 lethal damage per minute.
Action (in addition to the Standard Action to
Long-range, Ref½, SR applies> maintain Concentration). Leonal’s Roar(BoED p102)
– Rocks rain down on a 15’ radius Burst. All <Evoc[good][sonic], V, 1StdAct, SR applies>
Those below the cloud receive the following:
creatures in the area of effect take 1d8 per – Any non-Good creatures within a 40’ radius
Round 1: The area from the cloud down to
level (max 20d8) (Ref½) and are buried Spread who can hear the ‘roar’ & that has no
the ground is effected by a Whirling Wind-
(RefNeg). A buried creature beings to more HD than the caster suffer from the
storm(DMG p94), which requires Fortitude
suffocate unless it takes a Full Round Action following effects (no save):
saves to avoid being knocked down,
to get free. up to Caster lvl: Deafened for 1d4rnds.
negates ranged attacks, spells require
Cocoon(MoF p85) up to Caster lvl - 1: Blinded for 2d4 rounds
Concentration checks, etc.
<Conj(create), VSM(silkworm cocoon)X(1,000), & above.
Round 2: All targets in the area of effect
1FullRound, Close-range, Instantaneous, FortNeg> up to Caster lvl - 5: Held for 1d10 minutes
take 5d6 Bludgeoning damage from falling
– The living target is surrounded by a cocoon, & above.
rocks (no save).
which has Hardness 10 & 100hp. As long as up to Caster lvl - 10: Dead & above.
Round 3: Torrential rain falls, reducing
he/she is in the cocoon, the target is Also, every non-Good creature in the area of
visibility to 5’, extinguishing unprotected
Paralyzed. Each day, the target receives 1 effect takes 2d6 Sonic damage (FortNeg).
flames, and reducing movement to ½;
Negative Level. In addition, if the caster is on his/her home
Round 4: All target in the area of effect take
If the target dies due to being drained to 0 plane of existence, any non-Good Extraplanar
1d6 per level Fire damage (Ref½).
levels, the cocoon releases the corpse & creature in the area of effect (even if the ‘holy
Summon Nature’s Ally VIII(PH p289) word’ cannot be heard) that has no more HD
shrinks to the size of a walnut which lasts for
<Conj(sum)[variable alignment/element], VS/DF,
1day/lvl. When carried by the caster, the 1Round, Close-range, 1rnd/lvl(D)>
than the caster is driven back to its home
shrunk cocoon has the following benefits: – Summons one or more creatures to fight the plane for at least 1 day (WillNeg at a –4
a) +4 Enhancement bonus on the ability score caster’s enemies. The creatures can attack on penalty).
which was the target’s highest; the caster’s initiative starting their first round. Sunburst(PH p289)
b) any ranks the target had in Knowledge Table # <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
skills become an Enhancement bonus on range, Instantaneous, SR applies>
Summon Nature’s Ally VIII 1
the caster’s Knowledge checks; – A 80’ radius Burst of light is centered on the
Summon Nature’s Ally VII 1d3
c) if the target was a spellcaster, the caster caster. Damage is based on creature type:
Summon Nature’s Ally VI (or less) 1d4+1
gains 1 spell slot of the highest spell slot Type Effect
Word of Recall(PH p303) Undead 1d6/lvl (max 25d6) (Ref½) &
the target could cast. <Conj[teleport], V, 1StdAct>
Cure Serious Wounds, Mass(PH p216) destroyed if vulnerable to sunlight
– Teleports the caster, his/her Maximum Load,
<Conj(heal), VS, 1StdAct, Close-range> (RefNeg) & Blind (RefNeg).
& one willing Medium-sized creature per
– Cures 3d8 +1/level damage (max +35) to Oozes 1d6/lvl (max 25d6) (Ref½).
three levels (or the Creature Equivalent) back
one creature per level in a 30’ area with others 6d6 (Ref½) & Blind (RefNeg).
to a very familiar place that was designated
Positive Energy. This spell Dispels any spells with the [darkness]
when the spell was memorized. The start &
subtype within its area of effect.
end locations must be in the same plane of
existence.

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Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Whirlwind(PH p301) Awaken, Mass(CDiv p151) Stormrage(CDiv p182)(MoF p125)


<Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> <Trans, VSF(animal/tree)X(250 per target), 1Day, <Trans[electricity], VS/DF, 1StdAct, Personal,
– Creates a 30’ tall cyclone that is 30’ wide at Instantaneous> 1min/lvl(D)>
the top & 10’ wide at the base. As a Standard – The one animal or tree per three levels in a 30’ – The caster embodies the power of a storm:
Action, the caster can “program” the cyclone area gains sentience. All targets must be the a) Caster Flies at a speed of 90’ (60’ if in
to move when & where he/she desires at a same type of creature or tree. medium or heavy armor) with Average
movement of 60’ (& can change it again as Animal - The caster must make a Will save maneuverability. ½ speed going up, 2x
another Standard Action). vs. DC 10 + highest target HD. If speed going down. If spells expires/is
Any creature that comes in contact with the successful, each animal gains the dispelled, subject descends at 60’ per
cyclone who is Large-sized or smaller takes following: round for 1d6 rounds before falling.
3d6 damage (RefNeg, SR applies). If a a) an Intelligence of 3d6; b) An invisible wall of air 2’ wide is created
Medium-sized or smaller creature fails its b) +1d3 Charisma; around the caster on all sides. The wall is
first save, it must make a second Reflex save c) +2HD; total protection from arrows, bolts, gases
or be picked up by the cyclone & carried with d) the ability to speak 1 language + 1 per (including some breath weapons), gaseous
it (taking 1d8 damage per round) until the Intelligence modifier (all languages forms, birds, etc. Larger ranged weapons
spell ends or the caster directs the cyclone to must be known by the caster). have a 30% miss chance, but large
put the target down. Tree – The caster must make a Will save vs. weapons, such as giant’s boulders, are not
If the whirlwind moves out of range, it goes out DC = to the HD the greatest target tree will effected. The wall may be walked through
of control. For 1d3 rounds, it moves have once awakened. If successful, each normally.
randomly & then dissipates. tree gains the following: c) Caster is unaffected by normal & magical
Necromancy a) an Intelligence of 3d6; winds.
b) a Wisdom of 3d6; d) Has a pool of one 1d6 per Caster level
Finger of Death(PH p230)
<Necro[death], VS, 1StdAct, Close-range, c) a Charisma of 3d6; (max 20d6). As a Standard Action, the
Instantaneous, Fort½, SR applies> d) gains skill points & feats appropriate for caster may strike a single opponent within
– The living target dies on a failed saving throw. an ‘aberration’ of its HD; 100’ with a stroke of electricity by making
On success, target takes 3d6 + 1/level (max e) gains the ability to speak 1 language + 1 a ranged touch attack (+3 bonus if the
+25). per Intelligence modifier (all languages target has a large amount of metal). The
Transmutation must be known by the caster). caster expends the dice in the pool to do
f) other ability scores appropriate for an the damage, allowing many little attacks,
Animal Shapes(PH p198)
<Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)>
animate object of its size; one big one, etc.
– One willing subject per level in a 30’ area are g) gains the ability to move; Unearthly Beauty(BoED p110)
polymorphed into an animal of the caster’s h) gains senses similar to a human’s. <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl>
choice. All subject must be turned into the Control Plants(PH p213) – The caster gains the beauty of a Nymph. Any
same type of animal. The caster may dismiss <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl, Humanoid within 60’ that looks at the caster
WillNeg, no SR> becomes permanently Blind (FortNeg). The
the spell on all of the subjects, or an
– Up to 2HD per level of Plant Creatures in a caster can suppress & unsuppress this ability
individual subject may dismiss the spell from
30’ area understand the caster’s commands as a Free Action.
himself as a Full-Round Action. See the
and will not attack. The targets will even try Also as a Free Action, the caster can cause all
Polymorph Table for details.
to obey orders that are not suicidal. creature within 30’ that are looking at
Reverse Gravity(PH p273) him/her to die (WillNeg).
<Trans, VSM(loadstone, iron filing)/DF, 1StdAct, Note: The caster must abstain from sexual
Medium-range, 1rnd/lvl(D), no save, no SR> intercourse of one month in order to be able
– All unattached objects & creatures in one to cast this spell.
contiguous 10’ cube per 2 levels falls up. If
an attached object is available, a target can
attempt a Reflex save to grab onto it. Targets
only “fall” to the limit of the area of effect &
hover there until the spell ends. Any ability
to fly or levitate makes this spell ineffective.

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Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

9th Level
Conjuration Rnd 5-10 – Downpour: Concealment at 5’, causes a –4 penalty to Dexterity due to the
Cure Critical Wounds, Mass(PH p215) Total Concealment at 10’, movement at ¼, discomfort of the act.
<Conj(heal), VS, 1StdAct, Close-range> no ranged attacks, spells require This spell Counters and Dispels Sympathy.
– Cures 4d8 +1/level damage (max +40) to Concentration checks vs. DC (spell DC + Sympathy(PH p292)
one creature per level in a 30’ area with level of spell being cast). <Ench(comp)[mind], VSM(1,500gp of pearls,
Positive Energy. Summon Elemental Monolith(CArc p124) honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR
<Conj(sum)[variable element], VSM(100gp gem)/DF, applies>
Drown, Mass(Und p58) – Target object or location (up to 10’ cube per
<Conj(creat)[water], VS/DF, 1StdAct, Close-range, 1Round, Medium-range, Concentration up to
Instantaneous, FortNeg, SR applies> 1rnd/lvl> level) attracts a named type of creature (such
– Any number of living target in a 30’ area have – Summons one Elemental Monolith (CArc p156), as Red Dragons) or specific alignment (such
their lungs filled with water & begins to a CR17 Gargantuan Elemental, of Air, Earth, as Lawful Evil). If a creature of the named
drown (DMG p304). Fire, or Water. It attacks immediately on the type makes its Will save, it can leave the area
1st round – Target’s hp drop to 0 & he/she is turn that the caster finishes the spell under the or object, but must make an other save 10-60
Unconscious. verbal direction of the caster. minutes later or feel the urge to return.
2nd round – Target’s hp drop to –1 & he/she The material component determines which type This spell Counters and Dispels Antipathy.
is Dying. of elemental is summoned: Aquamarine for Evocation
3rd round – Target is Dead. Air, Tourmaline for Earth, Garnet for Fire, & Nature’s Avatar(CDiv p170)
The water cannot be forced from a target’s Pearl for Water. <Evoc, VS/DF, 1StdAct, Touch, 1min/lvl>
lungs, but a target can be Stabilized with a Summon Nature’s Ally IX(PH p289) – Touched animal gains the following:
Heal check vs. DC 15. <Conj(sum)[variable alignment/element], VS/DF, a) +10 Morale bonus to attack & damage;
1Round, Close-range, 1rnd/lvl(D)> b) +1d8 per level of Temporary hit points;
Elemental Swarm(PH p226) – Summons one or more creatures to fight the
<Conj(sum)[variable element], VS, 10Minutes, c) +1 Dodge bonus to AC;
Medium-range, 10min/lvl(D), no SR> caster’s enemies. The creatures can attack on d) +30’ Enhancement bonus to all forms of
– Designate whether this casting of the spell will the caster’s initiative starting their first round. movement (land, climb, swim, burrow,
connect with the Plane of Air, Earth, Fire, or Table # fly), up to double the base movement;
Water. Summons 2d4 Large Elementals from Summon Nature’s Ally IX 1 e) when making a Full-Round Attack, the
that Plane. Ten minutes after the spell is Summon Nature’s Ally VIII 1d3 subject gets an additional attack at his/her
completed, 1d4 Huge Elementals arrive. Summon Nature’s Ally VII (or less) 1d4+1 best attack bonus.
Twenty minutes after the spell is completed, Tsunami(DR314 p47) Rain of Black Tulips(BoED p104)
1 Greater Elemental appears. All the <Conj(creat)[water], VSF(5,000gp crown of coral & <Evoc[good], VSM(a black tulip), 1StdAct, Long-
pearls), 1Round, Long-range, 1rnd/lvl(C), Fort½, no range, 1rnd/lvl(D), Fort½, SR applies>
Elementals serve the caster for the duration of
SR>
the spell. The caster can dismissed any / all – Black tulips fall in a 80’ radius by 80’ high
– The caster creates a wave of water that has its
the Elementals as desired. Cylinder. Each Evil creature in the area of
starting point anywhere within range and then
Phantom Bear(CDiv p173) effect takes 5d6 damage per round (no save)
moves is a direction the caster chooses. All
<Conj(sum), VS/DF, 1Round, Medium-range, and is Nauseated (FortNeg) as long as it
creatures struck by the wave take 1d6/lvl
Concentration up to 1rnd/lvl, no save, no SR> remains in the area of effect.
(max 20d6) bludgeoning damage (Fort½). If
– The caster summons a Huge, Incorporeal, Whirlwind, Greater(CDiv p189)
a creature of up to Huge-size fails its save, it
14HD Bear to attack his/her foes. <Evoc[air], VS/DF, 1StdAct, Medium-range,
is pulled into the wave & takes damage each 1rnd/lvl(D), SR applies>
Regenerate(PH p270)
round (but gets a new Fortitude save each – Creates a cyclone that is 20’ radius from top to
<Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous>
round for half damage). bottom and 5’ per level tall As a Move
– Touched living subject’s missing limbs are
restored. If the severed limb is touching the If cast on dry land, the wave is 20’/lvl wide, 10’ Action, the caster can move the cyclone 60’.
long, & 40’ high and moves 60’. a) Ranged attacks cannot pass through the
subject, then it takes 1 round to heal,
If cast in the water, the wave is 40’/lvl wide, cyclone;
otherwise the limb regrows in 2d10 rounds.
The subject is also healed 4d8 + 1/lvl (max +35) 10’ long, & 40’ high and moves 60’. Also, b) it extinguishes all flames;
all creatures receive a –4 penalty on their c) Listen check fail within the cyclone;
hit points, is no longer Fatigued or Exhausted,
save. d) it uproots trees & vegetation and leaves a
& all subdual damage is restored.
This spell cannot target Undead. Divination trail of Dense Rubble in its wake.
Shambler(PH p277) Foresight(PH p233) e) structures within the cyclone’s radius take
<Conj(creat), VS, 1StdAct, Medium-range> <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 2d6 x 10 hp of damage each round.
– Creates 1d4+2 11HD Shambling Mounds – The caster receives mental warnings about Creatures within range the cyclone are pulled
within a 30’ area. The caster can either use what may harm the touched subject. towards it by the distant listed (FortNeg):
them as guards or to perform tasks, in which If the caster placed the spell on himself, he can Size Flying? Range Distance
case they remain for 7 days, or to guard a never be surprised or flat-footed, knows if up to Large No 60’ 1d4 x 10’ +1d4
location within range, in which case they he/she is being targeted with spells, ranged non-lethal / 10’
remain for 7 months. In either case, the attacks, sneak attacks, etc., gains a +2 Insight Huge No 40’ Prone
creatures are dismissible by the caster. bonus to AC & Reflex saves, & knows in Gargantuan+ No 40’ Can’t move away
The Shambling Mounds only have their general what to do in order to be safe (such as up to Huge Yes 60’? 60’ + 2d6 dmg
standard fire resistance if they reside in rainy “close your eyes”, “jump”, “run”). Gargantuan Yes 60’? 1d6 x 10’
or marshy terrain. If cast on a different target, the caster gets the Colossal Yes 60’? 1d6 x 5’
Storm of Vengeance(PH p285) warnings & must pass them on verbally to the Creature that start their round within the
<Conj(sum), VS, 1Round, Long-range, Concentration target. In this case, neither gets the Insight cyclone take 6d6 dmg per round (no save).
up to 10rnds, SR applies> bonuses. After 1d10 rounds, a creature it thrown from
– Creates a storm cloud that is 360’ radius wide. Enchantment the cyclone 4d6 x 5’ horizontally & 4d6 x 5’
Unless indicated otherwise, everyone in the Antipathy(PH p200) vertically (taking falling damage if can’t fly).
area takes the following effects on the <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour,
specified round: Close-range, 2hrs/lvl, Will½, SR applies>
Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) – Target object or location (up to 10’ cube per
Rnd 2 – Acid Rain: 1d6 Acid dmg (no save) level) is avoided by a named type of creature
Rnd 3 – Lightning: 6 targets of the caster’s (such as Red Dragons) or specific alignment
choice take 10d6 Electrical dmg (Ref ½) (such as Lawful Evil). If a creature of the
Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) named type makes its Will save, it can enter
the area or touch the object, but even this

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Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Illusion Transmutation Undermaster(Und p62)


Shadow Landscape(CDiv p178) Cast in Stone(MoF p83)(MoFe)+ <Trans[earth], VX(1,000), 1StdAct, Personal, 1rnd/lvl>
<Ill(shadow), VS/DF, 1Hour, Long-range, 1day/lvl(D), <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> – While the caster stand upon or below the
SR applies> – Anyone meeting the caster’s gaze within earth, he/she can use any of the following as a
– Causes natural terrain in a 1 mile radius Close-range must make a Will save or be spell-like ability as a Standard Action (even if
Spread is infused with energy from the Plane turned to stone. the normal casting time is longer): Burrow,
of Shadow to become more dangerous: Shapechange(PH p277)(PHe)+ Earthquake, Excavate, Flesh to Stone, Meld
-all-: Roll twice for all weather condition <Trans, VSF(1500gp jade circlet), 1StdAct, Personal, into Stone, Move Earth, Reverse Gravity,
(three times for Plains) and take the worst 10min/lvl(D)> Soften Earth and Stone, Statue, Stone Shape,
result. – The caster takes a new form, which can be Stone Sphere, Stone Tell, Stone to Flesh,
Desert: Average temperature becomes more changed each round as Free Action, which: Transmute Mud to Rock, Transmute Rock to
extreme by 30 degrees and sandstorms a) can by any creature type, including those Mud, and Wall of Stone.
blow through hourly. which has Incorporeal or Gaseous forms; Unyielding Roots(CDiv p185)(DR324 p103)+
Forest: The canopy of leaves block the sun, b) cannot have more HD than the Caster level <Trans, VS/DF, 1StdAct, Touch, 1min/lvl(D)>
Light Undergrowth becomes Heavy (max 25HD); – The touched willing creature grows roots into
Undergrowth, & Heavy Undergrowth c) may be as small as Fine-size & as large as the ground, with the following effects:
becomes Entangle. Colossal-size. a) subject cannot move or be moved from
Hill: Light Undergrowth becomes Heavy The caster gets the following from the new form: his/her current location;
Undergrowth, it takes two movement to go a) Strength, Dexterity, & Constitution; b) heals 30 hp per round;
up a Gradual Slope, four movement to go b) Extraordinary & Supernatural attacks & c) neutralizes poisons automatically;
up a Steep Slope, and cliffs require a qualities. d) removes Negative Levels automatically;
Climb check vs. DC 25 to go up or down. The caster keeps the following from its original e) +4 bonus to Fortitude & Will saves;
Marsh: Half the terrain is considered form: f) –4 penalty to Reflex saves; and
Quicksand. a) Intelligence, Wisdom, & Charisma; g) any attempt to Overrun the subject fails
Mountain: Cliffs require a Climb check vs. b) hit points (ignore new Constitution score); and grants the subject an opposed Strength
DC 25 to go up or down, Avalanches are c) level, class, & alignment; check (vs. the enemy’s Strength or
10% likely to occur when there is a loud d) base attack bonus & base save bonuses Dexterity) to knock the enemy Prone.
noise, and the altitude effects are one (though these can be modified by the new
category worse. form’s Str, Dex, & Con); and
Plains: Half the spaces with Undergrowth e) extraordinary abilities, spells, & spell-like
are treated like Entangle and there are abilities (but not supernatural abilities).
more tornados & thunderstorms. In addition:
Underground: Naturally occurring caverns a) the new form can cast spells if it is
require 4 movement to enter & 10% of the physically capable (i.e., mouth for verbal
floor is covered by stalagmites. components, hands for somatic, etc.);
The caster and one creature per 4 caster levels b) the caster’s equipment is transformed into
can be designated a ‘Traveler’ & is not analogous equipment for the new form if
effected by the special traits of the landscape humanoid shaped, otherwise it is absorbed
(but weather effects still apply). into the body & suppressed;
One HD per caster level of Animal, Plants, or c) +10 bonus on Disguise checks;
Magical Beasts native to the target area can d) gain 1 day’s natural healing of hit-points
be designated ‘Shadow Guardians’. While in only; and
the area of effect, the Shadow Guardians are e) if slain, return to original form.
Friendly toward the ‘Travelers’, gain Low-
Light Vision, Darkvision 60’, Resist Cold 10,
Damage Reduction 10/magic, & Evasion.

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Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Spell Tables
Summon Nature’s Ally
List constructed from the table on PH p288.
Summon Nature’s Ally I
Dire Rat Monkey Owl Snake, Small Viper
(MM p64) (MM p276) (MM p277) (MM p279)
Eagle Octopus Porpoise Wolf
(MM p272) (MM p276) (MM p278) (MM p283)

Summon Nature’s Ally II


Bear, Black Elemental, Air (small) [air] Hippogriff Wolverine
(MM p269) (MM p95) (MM p152) (MM p283)
Crocodile Elemental, Earth (small) [earth] Shark, Medium
(MM p271) (MM p98) (MM p279)
Dire Badger Elemental, Fire (small) [fire] Snake, Medium Viper
(MM p62) (MM p98) (MM p279)
Dire Bat Elemental, Water (small) [water] Squid
(MM p62) (MM p98) (MM p281)

Summon Nature’s Ally III


Ape Elemental, Storm (small) [air] Lion Snake, Constrictor
(MM p268) (MM3 p48) (MM p274) (MM p279)
Dire Weasel Giant Eagle Satyr (without pipes) Snake, Large Viper
(MM p65) (MM p93) (MM p219) (MM p279)
Dire Wolf Giant Owl Shark, Large Thoqqua [earth][fire]
(MM p65) (MM p205) (MM p279) (MM p242)

Summon Nature’s Ally IV


Arrowhawk, Juvenile [air] Dire Boar Elemental, Water (med.) [water] Tiger
(MM p19) (MM p63) (MM p98) (MM p281)
Bear, Brown Dire Wolverine Salamander, Flamebrother [fire] Tojanida, Juvenile [water]
(MM p269) (MM p66) (MM p218) (MM p243)
Crocodile, Giant Elemental, Air (med.) [air] Sea Cat Unicorn
(MM p271) (MM p95) (MM p220) (MM p249)
Deinonychus Elemental, Earth (med.) [earth] Shark, Huge
(MM p60) (MM p98) (MM p279)
Dire Ape Elemental, Fire (med.) [fire] Snake, Huge Viper
(MM p62) (MM p98) (MM p279)

Summon Nature’s Ally V


Arrowhawk, Adult [air] Elemental, Earth (large) [earth] Janni Tojanida, Adult [water]
(MM p19) (MM p98) (MM p116) (MM p243)
Bear, Polar Elemental, Fire (large) [fire] Nixie Whale, Orca
(MM p269) (MM p98) (MM p235) (MM p283)
Dire Lion Elemental, Storm (med.) [air] Rhinoceros
(MM p63) (MM3 p48) (MM p278)
Elasmosaurus Elemental, Water (large) [water] Satyr (with pipes)
(MM p60) (MM p98) (MM p219)
Elemental, Air (large) [air] Griffon Snake, Giant Constrictor
(MM p95) (MM p139) (MM p279)

Summon Nature’s Ally VI


Dire Bear Elemental, Storm (large) [air] Octopus, Giant Whale, Baleen
(MM p63) (MM3 p48) (MM p276) (MM p282)
Elemental, Air (huge) [air] Elemental, Water (huge) [water] Pixie (no special arrows, cannot cast Xorn, Average [earth]
(MM p95) (MM p98) Otto’s Irresistible Dance) (MM p260)
Elemental, Earth (huge) [earth] Girallon (MM p236)
(MM p98) (MM p126) Salamander, Average [fire]
Elemental, Fire (huge) [fire] Megaraptor (MM p218)
(MM p98) (MM p60)

Summon Nature’s Ally VII


Arrowhawk, Elder [air] Elemental, Earth (greater) [earth] Invisible Stalker [air] Whale, Cachalot
(MM p19) (MM p98) (MM p160) (MM p283)
Dire Tiger Elemental, Fire (greater) [fire] Pixie (sleep arrows, cannot cast Xorn, Elder [earth]
(MM p65) (MM p98) Otto’s Irresistible Dance) (MM p260)
Djinni Elemental, Storm (huge) [air] (MM p236)
(MM p114) (MM3 p48) Triceratops
Elemental, Air (greater) [air] Elemental, Water (greater) [water] (MM p61)
(MM p95) (MM p98) Tyrannosaurus
(MM p61)

Summon Nature’s Ally VIII


Dire Shark Roc Tojanida, Elder [water]
(MM p64) (MM p215) (MM p243)
Elemental, Storm (greater) [air] Salamander, Noble [fire]
(MM3 p48) (MM p218)

Summon Nature’s Ally IX


Elemental, Air (elder) [air] Elemental, Fire (elder) [fire] Grig (with fiddle) Unicorn, Celestial Charger
(MM p95) (MM p98) (MM p235) (MM p249)
Elemental, Earth (elder) [earth] Elemental, Water (elder) [water] Pixie (sleep & memory loss arrows,
(MM p98) (MM p98) cannot cast Otto’s Irresistible Dance)
(MM p236)

Spell Tables Page 25


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Hallow/Unhallow Table

GP
Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell Cost
Detect Magic(PH p219)
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR>
– The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation.
The information gained increases each round:
1st round – presence of magic. 500
2nd round – number of magic auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction.
3rd round – strength & location of each aura. If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC
15 + spell level.
This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Endure Elements(PH p226)
<Abj, VS, 1StdAct, Touch, 24hrs> 1,000
– Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50.
Daylight(PH p216)
<Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR>
– Touched object gives off bright light in a 60’ radius & dim light for another 60’. The light may be blocked by putting the object in a container.
2,000
Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed.
This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area.
This spell Counters and Dispels spells with the [darkness] category of equal or lower level.
Resist Energy(PH p272)
<Abj, VS/DF, 1StdAct, Touch, 10min/lvl>
– The touched subject & his/her equipment are protected from one Energy Type. Each attack doing damage of that type has the hp of damage
2,000
reduced by the amount listed below.
Lvl # Lvl # Lvl #
up to 6th 10 7th – 10th 20 11th + 30
Dispel Magic(PH p223)(PHe)+
<Abj, VS, 1StdAct, Medium-range, no SR>
– Cancels magical spells and effects on a successful Dispel Check (max +10). This spell can be used in one of three ways:
a) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made.
b) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check. If successful, the spell effect is ended (except for 3,000
those caused by magic items, which are only suppressed for 1d4 rounds).
c) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until
one is dispelled or all checks fail. Items are not effected.
A caster does not need to make a Dispel Check to end a spell he/she cast.
Death Ward(PH p217)
<Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 4,000
– Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss.
Freedom of Movement(PH p233)
<Abj, VSM(leather cord)/DF, 1StdAct, Touch, 10min/lvl>
– Subject moves normally despite magical impediments (Web, Hold Person, etc.).
4,000
The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a
grapple and/or a pin.
While under the effect of this spell, the subject can fight underwater.

Spell Tables Page 26


Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Glossary
Auras
Alignment Aura(PH p219)
Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming


Creature / Object Unit
Aura Aura Aura Aura Aura
Outsider HD see below up to 1 2–4 5 – 10 11+
Undead HD see below up to 2 3–8 9 – 20 21+
other Creature HD see below up to 10 11 – 25 26 – 50 51+
Cleric, Paladin or Class
see below 1st 2nd – 4th 5th – 10th 11th+
other religious class Level
Spell or Magic Items Caster
see below up to 2nd 3rd – 8th 9th – 20th 21st +
with an alignment Level
Lingering Aura
— — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days
remains

A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item. The time it lasts depends on the strength
of the original aura. The lingering aura itself is always a ‘Dim Aura’.
If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster
level of the caster, the caster is Stunned for one round & the detection spell ends.

Magic Aura(PH p219)


Use the following table to determine the strength of the aura seen by Detect Magic.

Dim Faint Moderate Strong Overwhelming


Creature / Object Unit
Aura Aura Aura Aura Aura
Spell
Active Spell see below up to 3rd 4th – 6th 7th – 9th 10th+
Level
Caster
Magic Item see below up to 5th 6th – 11th 12th – 20th 21st+
Level
Lingering Aura
— — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days
remains

A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item. The time it lasts depends on the strength of the original aura. The lingering
aura itself is always a ‘Dim Aura’.

Undead Aura(PH p220)


Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming


Creature / Object Unit
Aura Aura Aura Aura Aura
Undead HD see below up to 1 2–4 5 – 10 11+
Lingering Aura
— — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days
remains

A ‘Lingering Aura’ is left behind by the destruction of an Undead. The time it lasts depends on the strength of the original aura. The lingering aura itself is always
a ‘Dim Aura’.

Ranges
Close-range – 25’ + 5’ per 2 levels.
Medium-range – 100’ + 10’ per level.
Long-range – 400’ + 40’ per level.

Glossary Page 27
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Levels of Concealment
Concealment(PH p152) Total Concealment(PH p152)
20% miss chance. Must guess at the correct hex. If the guess is
correct, then there is still a 50% miss chance.

Levels of Cover
Cover, Hard (such as walls) (PH p150) Cover, Soft (such as opponents) (PH p150)(PHe)+ Full Cover (PH p150)
+4 Cover bonus to AC & +2 Cover bonus to +4 Cover bonus to AC against Ranged Attacks. Can’t be targeted
Reflex saves for spell’s whose point of origin Not subject to Attacks of Opportunity through
is on the other side of the cover. the cover
Not subject to Attacks of Opportunity through
the cover.

Level of Exhaustion
Fatigued(PH p308) Exhausted(PH p308)
Subject cannot move run or change and suffers a Subject can only move at ½ speed and suffers a
–2 penalty of Strength & Dexterity. Any –6 penalty of Strength & Dexterity.
action that would cause ‘Fatigue’ instead After one hour of complete rest, the subject
causes the subject to become Exhausted. becomes Fatigued.
After 8 hours of complete rest, fatigue is
removed.

Levels of Fear
(in order of severity) Shaken, Frightened, Panicked, Cowering
Shaken(PH p312) Frightened(PH p309) Panicked(PH p311) Cowering(PH p306)
Subject suffers a –2 penalty to Subject must flee from the source Subject drops anything in his/her Subject is paralyzed with fear and
attacks, skill checks, ability of the fear. hands & flees from the source cannot take any actions. –2
checks, & saving throws. If cornered, the subject can fight of the fear. penalty to AC & looses
with a –2 penalty to attacks, If cornered, the subject must use Dexterity modifier to AC.
skill checks, ability checks, & Total Defense. All skill
saving throws. checks, ability checks, &
saving throws have a –2
penalty.

Areas of Effect – Shape


Cone(PH p175) Line(PH p175)
Effect starts at the caster and extends out to the A Line area-of-effect stretches from the caster to
cone’s length in a quarter circle. the end of range. All creatures & objects
within a hex touched by that line are targeted.

Areas of Effect – Fill


Burst(PH p175) Emanation(PH p175) Spread(PH p175)
Cannot go around corners or through Total Cannot go around corners or though Total Can go around corners, but not though Total
Cover. The targets are determined when the Cover. Any creature that enters the Cover.
spell is cast only. emanation during the spell’s duration is
effected.

Casting Times
Immediate Action(CArc p86) Swift Action(CArc p86) Standard Action(PH pXXX) Full Round Action(PH pXXX)
A Swift Action that can be used You may execute one Swift The default casting time for a A Full Round Action. Casting
when it is not your turn. It still Action each turn during your spell. time for many summoning
counts as your one Swift action. It takes as much time as spells.
Action of the coming turn. a Free Action.
You cannot use an Immediate Example: A spell with Feat:
Action when Flat-Footed. Quicken Spell applied to it.
Example: Feather Fall.

Glossary Page 28
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Other Definitions
All Actions Creature Equivalent Exhausted(PH p308)
Attack Rolls, Saving Throws, Skill Checks, & Some spells express the amount of load that can See above.
Ability Checks. be carried and/or teleported as a number of Fascinated(PH p308)
Attitude Categories(PH p72) Medium-sized creatures.
Subject stays still & quiet as long as the effect
See table on PH p72. a) the count does not include that caster; lasts. During this time, it receives a –4
b) each subject, including the caster, can penalty on Listen & Spot checks.
Avert Gaze (i.e., try to avoid eye contact) (MM p309)
carry Maximum Load; If potentially threatened, the subject receives a
Gain a 50% chance to avoid a gaze attack, but
c) one Small-sized (or smaller) creature can new saving throw. Of obviously threatened,
grant your opponent Concealment (20% miss
chance). be substituted for one Medium-sized the fascination ends.
creature; An ally can “shake” a creature out of fascination
Blind(PH p305)
d) larger creatures may be substituted as a Standard Action.
Subject cannot see, has a 50% chance of missing according to the following table
outright in combat (assuming the correct hex Fast Healing N
1 Large-size = 2 Medium-size
was chosen), receives a –2 penalty on AC & Subject heals damage taken during the spell’s
looses Dexterity modifier to AC, moves at ½ 1 Huge-size = 4 Medium-size duration at the rate of N hit points per round
speed, suffers a –4 penalty on most Strength 1 Gargantuan-size = 8 Medium-size & automatically Stabilizes. This spell does
& Dexterity skills. 1 Colossal-size = 16 Medium-size not heal starvation, thirst, or suffocation
damage. Fast Healing effects do not stack.
Calling Diagram(PH p249) Crippled
Created by making a Spellcraft roll vs. DC 20 Effectively has 0 hp, & can’t partake in Fatigued(PH p308)
and spending 10 minutes (it is possible to strenuous activity. See above.
‘Take 10’ or to ‘Take 20’). When a Dazed(PH p307) Frightened
Conj(call) spell is used with a Calling See above.
Diagram & Dimensional Anchor, the called Subject can take no actions, but is able to defend
creature cannot leave the diagram either by itself normally & has not AC penalty. Held
magic or mundane means. The captured Dazzled(PH p307) Subject cannot move & is Helpless. Subject can
creature also cannot use any of its abilities, Sighted creatures receive a –1 penalty to attack still breath & think, though.
attacks, or even Spell Resistance to escape. rolls, Spot checks, & Search checks. Helpless(PH p309)
The description of a Calling Diagram is <ability> Damage Subject is immobile & extremely vulnerable.
contained in the spell Magic Circle against Dexterity is considered 0, so the subject’s AC
Target looses an ability score which heals
Evil. is at –5. Melee attacks are at an additional
normally.
Caster Check(PH p305) +4. The subject is vulnerable to sneak attacks
<ability> Drain
Caster level + 1d20 vs. the indicated DC. & coup de graces.
Target looses an ability score which can only be
Catch Fire healed with magic. Incorporeal(PH p309)
Reflex save vs. DC 15 to avoid catching fire. The subject does not have a solid body & is
Deafened(PH p307)
Each round, the subject & its equipment take immune to non-magical attacks. Magic
Subject cannot hear, suffers a –4 Initiative weapons & spells can effect them with a 50%
1d6 fire damage. A new Reflex save vs. DC
penalty, can has a 20% chance of spell failure miss chance. Force effects always effect an
15 is allowed each round to put the fire out.
if the spell has verbal components. incorporeal target. When attacking,
+4 bonus for rolling on the ground or having
useful help. The fire goes out automatically Defenseless(PH p257) incorporeal creatures ignore Natural Armor
if the subject is doused with water, jumps in a Helpless, plus always fail saving throws. bonuses & Armor bonuses (unless generated
lake, etc. by a Force effect, such as Mage Armor).
Dismissible (D)(PH p176)
Cloud Invisible(PH p309)
Dismissing a spell requires the caster to be
5’ of cloud provides Concealment, while 10’ or within spell range & use a verbal component. Gain a +2 bonus on attack, and the target looses
more provides Full Concealment. If the original spell did not have a verbal its Dexterity modifier to AC. An attacker
component, a somatic component is used must guess at the correct hex of the invisible
Dispersed by a Moderate Wind (11-20 mph) in
instead. Either act counts as a Standard creature. If the guess is correct, then there is
four rounds or by a Strong Wing (21+ mph)
Action that does not generate an Attack of still a 50% miss chance (i.e., Total
in one round.
Opportunity. Concealment).
Comatose(PH p228)
Concentration spells can be dismissed as a Free Magical Sensor
Target enters a catatonic coma & cannot be
Action on the caster’s action. When using Clairvoyance/Clairaudience,
awaken. Elves & Half-Elves are vulnerable
Dispel Check(PH p307) Scrying, or any other “Div(scry)” spell., the
to this effect.
spell creates a magical, Invisible spot that is
Confused(PH p212) 1d20 + Caster Level (max +N) vs. DC 11 +
looked and/or listened through. It cannot be
target spell’s caster level. ‘N’ is determined
Mental-effect causes the target acts randomly damaged, but can be Dispelled. It also can be
by spell.
each round that the spell is in effect: located with See Invisible, Detect Magic, or
01-10: Attack the caster. Energy Type Detect Scrying.
11-20: Act normally. Acid, Cold, Electricity, Fire, or Sonic. Nauseated(PH p310)
21-50: Do nothing. Entangled(PH p308) Subject cannot attack, cast spells, concentrate,
51-70: Run away from the caster at top speed Subject receives a –2 penalty to attacks, a –4 or do anything other than a single move
penalty to effective Dexterity, & must make action each round.
71-00: Attack the nearest creature (ignoring
Concentration checks to cast spells. If the Negative Energy Damage
your familiar).
entanglement is ‘anchored’, the subject
Cowering Harms the living & heals the Undead.
cannot move, otherwise the subject can only
See above move at ½ speed, but can’t run or charge.
To remove the entangle usually requires a
Strength or Escape Artist check whose DC is
designated by the effect.

Glossary Page 29
Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Negative Level(PH p310) Positive Energy Stunned(PH p313)


For 24 hours, the subject has the following Heals the living & damages the Undead, who Subject looses Dex bonus to AC, has a –2
penalties per Negative Level: –1 to all skill typically receives a Will save for ½ damage. penalty to AC, and cannot take actions.
& ability checks, –1 to all attack rolls, –1 to Prone(PH p311) Suspended Animation
all saving throws; –5 hit points, –1 effective
The subject is lying on the ground. Target is unconscious, does not need to eat,
level, looses 1 spell from the highest level
Attackers gain a +4 bonus with melee attacks, drink, or break, and no longer ages.
castable that is still available for that day.
but receive a –4 penalty with ranged attacks. Untyped Damage
For any Negative Level that is still in effect after
24 hours, the subject must make a Fortitude The prone creature receives a –4 penalty on Damage that is not Acid damage, Cold damage,
save vs. the DC of the Negative Level (either melee attacks & cannot make most ranged Electricity damage, Fire damage, Sonic
the spell’s DC or for a monster, 10 + ½ HD + attacks. damage, Positive Energy damage, nor
Charisma modifier). If the subject fails, then Rubble, Dense(DMG p90) Negative Energy damage. This kind of
he/she loose an actual level permanently Costs 2 movement to go through each hex. damage is not blocked by any type of
(though it may be returned with Restoration resistance.
or Greater Restoration). Scent Ability(MM p314)
Weakened
Subject can detect opponents by smell within
Non-Recoverable Level Target’s has a 2d6 penalty to Strength for the
30’ (60’ downwind, 15’ upwind) & can track
Levels lost by Raise Dead or Resurrection indicated time.
by scent.
cannot be replaced by any means. Wind, Moderate (DMG p95)
Shaken(PH p312)
Object Equivalent(PH p300) 11 – 20 mph
See above.
Some spells express the amount of inanimate Wind, Strong (DMG p95)
matter that can be effected as a number of Sickened(PH p228)
Target suffers a –2 penalty on attacks, damage, 21 – 30 mph
Small-sized objects. Larger object may be
substituted according to the following table saves, skill checks, & ability checks. Wind, Severe (DMG p95)
1 Small-size = 2 Tiny-size Slowed(PH p280) 31 – 50 mph
1 Medium-size = 2 Small-size Subject may only take one Standard or Move Temporary HP
1 Large-size = 4 Small-size Action each round; suffers a –1 penalty to These hit-points are removed first if the subject
AC, melee attacks, melee damage, & Reflex is damaged. They cannot be restored, even
1 Huge-size = 8 Small-size
saves. by healing.
1 Gargantuan-size = 16 Small-size
Staggered(PH p313)
1 Colossal-size = 32 Small-size
Subject can only take one Standard Action or
Panicked(PH p311) one Move Action each round.
See above.
Primary Stat
For Wizards, use Intelligence.
For Bards & Sorcerers, use Charisma.
For Clerics, Druids, Paladins, & Rangers, use
Wisdom.

Glossary Page 30
Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries April 1, 2005

Appendix

Revision History
October 1, 2003 – Creation of the new D&D 3.5 Spell Index.
Contains Player’s Handbook 3.5.
March 12, 2004 – Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
August 12, 2004 – Added Dragon #314.
Added Player’s Guide to Faerûn.
October 12, 2004 – Added Complete Divine.
November 12, 2004 – Added Eberron Campaign Setting.
Added Dragon #325.
Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3”
April 1, 2005 – Added Complete Arcane.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.

Key to Sourcebooks

PH – Player’s Handbook v.3.5


DMG – Dungeon Master’s Guide v.3.5
MM – Monster Manual v.3.5
MM3 – Monster Manual 3

CWar – Complete Warrior


CDiv – Complete Divine
CArc – Complete Arcane

BoED – Book of Exalted Deeds


UA – Unearthed Arcana

FR – Forgotten Realms Campaign Setting


MoF – Magic of Faerûn
UE – Unapproachable East
LoD – Lords of Darkness
RoF – Races of Faerûn
SM – Silver Marches
Und – Underdark
PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting

DR### – Dragon Magazine (with issue number)


DU## – Dungeon Magazine (with issue number)

3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip


PHe – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip
PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip
CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip
EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip

Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

Appendix Page 31

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