4th-Level Druid Spells
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.
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Call of Stone: Slowly turn subject to stone.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels magical spells and effects.
Dry: Causes liquids carried by the target to dry up.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Force Pulse: A pulse of force does 1d8 points + 1 hp/level of damage to all creatures in a 20 ft. radius around the caster.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Healing Spirit: Ball of light heals 1d8/round.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
Plague Cloud: Create a cloud of disease.
Reincarnate: Brings dead subject back in a random body.
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Sandform: You become an ooze-like being of sand.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature’s Ally IV: Calls creature to fight.