7th-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

Animalistic Power, Mass: As animalistic power, but multiple subjects.

Animate Plants: One or more plants animate and fight for you.

As the Frost: Transform into a creature of cold.

B

Blast of Acid: Release a bolt of caustic acid which does 1d6 points of damage per caster level (max 15d6.)

C

Changestaff: Your staff becomes a treant on command.

Control Weather: Changes weather in local area.

Creeping Doom: Swarms of centipedes attack at your command.

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

D

E

F

Fire Storm: Deals 1d6/level fire damage.

G

H

Heal: Cures 10 points/level of damage, all diseases and mental conditions.

I

J

K

L

M

N

O

P

Plague: One creature/level contracts quickly terminal disease.

Q

R

S

Scrying, Greater: As scrying, but faster and longer.

Small Stronghold: Create a small stronghold made of magically conjured rock.

Stoneskin, Greater M: Ignore 20 points of damage per attack.

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

Sunbeam: Beam blinds and deals 4d6 damage.

T

Transmute Metal to Wood: Metal within 40 ft. becomes wood.

True Seeing M: Lets you see all things as they really are.

U

V

W

Wind Walk: You and your allies turn vaporous and travel fast.

Wrack Earth: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble.