2nd-Level Druid Spells

From WikiName
Jump to: navigation, search

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.


A

Aboleth's Lung: Targets are able to breathe water; however, they can no longer breathe air for the duration.

Acorn of Far Travel: Enchant a living acorn with special abilities.

Alicorn Lance: Create horn of force on your forehead that can be launched as a touch attack.

Align Fang: Natural weapon becomes good, evil, lawful or chaotic.

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.

Animal Trance: Fascinates 2d6 HD of animals.

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.

B

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

C

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Chill Metal: Cold metal damages those who touch it.

D

Delay Poison: Stops poison from harming subject for 1 hour/level.

Drifts of the Shalm: Create difficult terrain made of snow, leaves, or ash.

E

F

Fire Trap M: Opened object deals 1d4 +1/level damage.

Flame Blade: Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Fog Cloud: Fog obscures vision.

G

Gust of Wind: Blows away or knocks down smaller creatures.

H

Heat Metal: Make metal so hot it damages those who touch it.

Hold Animal: Paralyzes one animal for 1 round/level.

I

J

K

L

Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Skill: Spot|]] checks.

Local Tremor: Light tremor shakes in a 30-ft. line.

M

Morning Mists: As obscuring mist, but the mist cloud is larger than usual.

N

O

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

P

Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.

Q

R

Reduce Animal: Shrinks one willing animal.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

S

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack.

Summon Nature’s Ally II: Calls creature to fight.

Summon Swarm: Summons swarm of bats, rats, or spiders.

T

Tree Shape: You look exactly like a tree for 1 hour/level.

U

V

W

Warp Wood: Bends wood (shaft, handle, door, plank).

Wood Shape: Rearranges wooden objects to suit you.

X

Y

Z