Preparation Time: Mitternacht
0 1st 2nd 3rd
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Spell Compendium0-Level Druid Spells (Orisons)1. Create Water: Creates 2 gallons/level of pure water.
2. Cure Minor Wounds: Cures 1 point of damage.
3. Detect Magic: Detects spells and magic items within 60 ft.
4. Detect Poison: Detects poison in one creature or object.
5. Flare: Dazzles one creature (-1 penalty on attack rolls).
6. Guidance: +1 on one attack roll, saving throw, or skill check.
7. Know Direction: You discern north.
8. Light: Object shines like a torch.
9. Mending: Makes minor repairs on an object.
10. Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
11. Read Magic: Read scrolls and spellbooks.
12. Resistance: Subject gains +1 bonus on saving throws.
13. Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
1. Calm Animals: Calms (2d4 + level) HD of animals.
2. Charm Animal: Makes one animal your friend.
3. Detect Animals or Plants: Detects kinds of animals or plants.
4. Endure Elements: Exist comfortably in hot or cold environments.
5. Hide from Animals: Animals can’t perceive one subject/level.
6. Jump: Subject gets bonus on Jump checks.
7. Longstrider: Your speed increases by 10 ft.
8. Magic Fang: One natural weapon of subject creature gets +1 on attack and
damage rolls.
9. Speak with Animals: You can communicate with animals.
10. Summon Nature’s Ally I: Calls creature to fight.
11. Beast Claws: Your hands become slashing natural weapons.
12. Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can
brachiate through forest.
13. Claws of the Bear: Your hands become weapons that deal 1d8 damage.
14. Hawkeye: Increase range increments by 50%, +5 on Spot checks.
15. Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
16. Rapid Burrowing: +20 ft. to subject’s burrow speed.
17. Snowshoes: Subject walks easily on ice and snow.
18. Surefooted Stride: You can move over rubble as easily as you can over open ground.
19. Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
20. Wings of the Sea: +30 ft. to subject’s swim speed.
2nd-Level Druid Spells
1. Animal Messenger: Sends a Tiny animal to a specific place.
2. Animal Trance: Fascinates 2d6 HD of animals.
3. Barkskin: Grants +2 (or higher) enhancement to natural armor.
4. Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
5. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
6. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
7. Delay Poison: Stops poison from harming subject for 1 hour/level.
8. Hold Animal: Paralyzes one animal for 1 round/level.
9. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
10. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy
type.
11. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
12. Spider Climb: Grants ability to walk on walls and ceilings.
13. Summon Nature’s Ally II: Calls creature to fight.
14. Summon Swarm: Summons swarm of bats, rats, or spiders.
15. Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
16. Burrow: Subject can burrow with a speed of 30 feet.
17. Cloud Wings: +30 ft. to subject’s fl y speed.
18. Countermoon: Forces lycanthrope to its natural form.
19. Embrace the Wild: You gain an animal’s senses for 10 minutes/level.
20. Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have
5 or more ranks in Listen.
21. One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
22. Scent: Grants the scent special ability.
23. Share Husk: See and hear through the senses of a touched animal.
24. Swim: Subject gains swim speed, +8 bonus on Swim checks.
3rd-Level Druid Spells
1. Diminish Plants: Reduces size or blights growth of normal plants.
2. Dominate Animal: Subject animal obeys silent mental commands.
3. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack
and damage rolls (max +5).
4. Meld into Stone: You and your gear merge with stone.
5. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
6. Plant Growth: Grows vegetation, improves crops.
7. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
8. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
9. Remove Disease: Cures all diseases affecting subject.
10. Summon Nature’s Ally III: Calls creature to fight.
11. Water Breathing: Subjects can breathe underwater.
12. Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
13. Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
14. Circle Dance: Indicates direction to known individual.
15. Fly, Swift: Gain fl y speed of 60 ft. for 1 round.
16. Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one
type of terrain.
17. Jagged Tooth: Doubles the critical threat range of natural weapons.
18. Primal Form: You change into elemental, gain some abilities.
19. Snakebite: Your arm turns into poisonous snake you can use to attack.
20. Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens.
21. Vigor: As lesser vigor, but 2 hp/round (max 25 rounds).
22. Weather Eye: You accurate predict weather up to one week ahead.