4th-Level Druid Spells

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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

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).

B

Blight: Withers one plant or deals 1d6/level damage to plant creature.

C

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).

D

Dispel Magic: Cancels magical spells and effects.

Dry: Causes liquids carried by the target to dry up.

E

F

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.

G

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

H

Healing Spirit: Ball of light heals 1d8/round.

I

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

J

K

L

M

Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.

N

O

P

Plague Cloud: Create a cloud of disease.

Q

R

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.

S

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.

T

U

V

W

X

Y

Z