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Druid Spells (3pp)

0-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Alleviate 4W:BoDM
Animate Tools Tools automatically perform simple tasks. RP:101-0
Antagonize Wound Touch deals 1 point of damage each round to an injured creature. RP:101-0
Ball of Air 4W:BoDM
Blossom Causes flowering plant to blossom. RP:101-0
Blowing Dust 4W:BoDM
Canny Effort Caster gains a +2 competence bonus on next skill check. RP:101-0
Capture Alive Target’s non-magical melee attacks inflict only nonlethal damage. RP:101-0
Ceremonial Servant You create a shadowy figure that can participate in ceremonies or rituals. RP:101-0
Countervailing Helps compensate for, but does not dispel or eliminate, the effects of a detrimental spell. RP:101-0
Crack Inflicts damage to a single object, undead or construct creature. RP:101-0
Create Ice Creates a 5′ square sheet of ice on the ground, causing it to become difficult terrain. SGG:IM
Create Snow Generates clean, unpolluted snow. RP:101-0
Crystal Symbol Launches crystal that inflicts 1d3 points of divine damage. RP:101-0
Daze Animal Dazes one animal of 4 or fewer HD. RP:101-0
Depilatory 4W:BoDM
Dim Dims light sources within 100 feet of object touched. RP:101-0
Discern Health Can read the target creature’s health from his aura. RP:101-0
Divine Mark 4W:BoDM
Divine Mark TO:FF
Divining Rod Use natural spirits as a guide to food or water. RP:101-0
Drench Puts out Fine or Tiny fires and deals 1 point of nonlethal damage. RP:101-0
Glimmer of Hope Increase chance of target stabilizing at negative hit points. RP:101-0
Heaven’s Teardrop You cause a bit of light to coalesce into a teardrop and fall from the sky doing 2 points of damage to a single target. RP:101-0
Layer of Ice Does 1 cold damage to a target but absorbs up to 5 fire damage before melting away. RP:101-0
Light My Fire Starts a fire quickly. RP:101-0
Lightning Sand Earth entangles foe. RP:101-0
Lightsight Negate penalties caused by light. RP:101-0
Magic Spike, Lesser Bolt of energy inflicts a -1 circumstance penalty to spell, spell-like ability and supernatural DCs. RP:101-0
Mishap You create a minor mishap. RP:101-0
Muscle Spasm 4W:BoDM
Muscle Spasm TO:FF
Overlook Hides a small object in plain sight. RP:101-0
Putrefy Food and Drink Spoils and poisons food and drink. RP:101-0
Quicken Stride Increase touched creature’s land speed. RP:101-0
Resistance to Fear The subject gains a +2 morale bonus against fear effects for 1 minute. RP:101-0
Shield Open Flame Protects small fire from being extinguished. RP:101-0
Sickening Smell You conjure a small cloud of pollen or incense that inflicts the sickened condition. RP:101-0
Simple Bed Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest. RP:101-0
Spook Animal Target animal is panicked. RP:101-0
Summon Nature’s Minor Ally As summon nature’s ally I, but summons a Tiny or Diminutive animal. RP:101-0
Thicken You can alter the strength and thickness of small inanimate objects. RP:101-0
Thorn of Light Shoots out a brilliant energy thorn. RP:101-0
Touch of Torment Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks. RP:101-0
Virulence Weakens the innate resistance of its target making him more susceptible to poison and disease effects. RP:101-0
Wooden Club You create and can proficiently wield a club. RP:101-0

1st-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Alter Liquid Transmute 1 pint/level of liquid (max 5 pints). RP:101-1
Animate Element Turn small quantity of an element into Small elemental. RP:101-1
Animate Wood Animate small wooden item. RP:101-1
Aquatic Entangle TO:FF
Bear Claws 4W:BoDM
Bee Sting One or more foes are stung for minor damage and poison effect. RP:101-1
Blossoming Footsteps Causes plants to grow where the druid walks. RP:101-1
Briefly Visible Invisible creatures or objects within 10 feet become visible to caster for one round. RP:101-1
Calling the Flock Home 4W:BoDM
Chinook Create a warm wind that raised the temperature and can dispel cold effects. SGG:AM
Clarity of the Faith Gives the target a +5 bonus to Knowledge (religion) checks regarding your faith. RP:101-1
Clarity of Thought Grants +4 insight bonus to Concentration checks. RP:101-1
Climb Gain a +5 bonus to Climb checks. SGG:AH1
Contingent Minor Healing Target that takes 4 or more damage instantly heals 1 hit point. RP:101-1
Crop Circle Hacks all grasses and underbrush to the ground, leaving nothing but an empty circle. RP:101-1
Dispel Magic, Lesser As dispel magic except maximum +5. RP:101-1
Energy Weapon One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
Guardian I As mount, but the caster summons a CR 1 animal . SGG:110SV
Harden Increases object’s hardness by 50%. RP:101-1
Healing Stones 4W:BoDM
Heat Lightning Vertical strokes of lightning deal 1d6 nonlethal damage +1/level (max +5), plus dazzle and set creatures on fire. RP:101-1
Hex of the Bull’s Eye Target suffers a 20% hit chance. RP:101-1
Ice Arm Touch attack deals 1d8 +1/ level (maximum +20) and protects arm from fire. RP:101-1
Ignore Distracted creature suffers a –5 penalty to Perception checks. RP:101-1
Keen Senses Doubles range of sight, +2 bonus on Perception checks. RP:101-1
Khazri Create a cold wind that lowers the temperature and can dispel fire effects. SGG:AM
Mistsight You can see through mist, fog, and rain. RP:101-1
Precipitate Driving rain, sleet, or snow blocks sight and grants concealment, plus quenches fires, impedes movement. RP:101-1
Pressure Spray Deals 1d6 non-lethal damage and may knock down targets. RP:101-1
Quill Skin Coat your body with sharp quills to damage creatures constricting or swallowing you (Immediate). RP:101-1
Scentless Negates scent ability. RP:101-1
Spikes of the Locust Tree Improves grapple and Escape Artist checks (Immediate). RP:101-1
Spirit Guide 4W:BoDM
Tunnel You gain a burrow speed through dirt. RP:101-1
Valiant Resolve Subject gains DR 10/lethal. RP:101-1
War Paint 4W:BoDM
War Paint TO:FF
Ward, Lesser Inscription harms those who pass it. RP:101-1
Wind Churn Fliers spend next action staying in the air; magical fliers suffer –2 penalty to attacks, saves, and checks (including Fly checks) and take 1d6 damage per level (max 5d6). RP:101-1
Wind Tunnel Use curtains of air to aid your allies’ movement, and hinder your foes SGG:AM
Woodcraft As crafter’s fortune, but the bonus is to the next Knowledge (nature) or Survival check. SGG:110SV

2nd-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Airblast Make a ranged combat maneuver against one foe. SGG:AM
Ant’s Strength As bull’s strength, but it grants a +6 bonus to Strength for all purposes except the target’s attack and damage bonuses. SGG:110SV
Arboreal Archer You grant limited intelligence to a plant enabling it to hurl missiles at a designated target. RP:101-2
Augment Poison Changes a poison’s DC, adds +1 to ability damage, and adds 1 round to its duration. RP:101-2
Beneficent Breeze Target’s movement is aided by friendly winds. SGG:AM
Break Object Inflicts damage and broken condition on a single object or damages a construct creature. RP:101-2
Brightmatter Sticky phosphorescent mass sheds light where ifs attached. RP:101-2
Chilling Mist Icy vapor grants concealment, deals 1d6/round nonlethal damage. RP:101-3
Chilling Mist (2) Icy vapor grants concealment and deals 1d6 damage per round of nonlethal damage. RP:101-2
Contingent Light Healing Target that takes 4 or more damage instantly heals 1d8 hit points. RP:101-2
Control Winds, Lesser SGG:AM
Detect Blight 4W:BoDM
Detect Disease 4W:BoDM
Dire Form Animals or magical beasts become feral and more powerful. RP:101-2
Dry Camp 4W:BoDM
Dust Wall Curtain of airborne dust grants soft cover, blinds living creatures. RP:101-2
Earthmaw Gaping maw in the ground bites to grapple and swallow any creature in its space. RP:101-2
Earthskin Gain DR 5/magic for 1 min./level or until discharged. RP:101-2
Elemental Beast As elemental touch, but effecting animals and magical beasts. SGG:110SV
Energy Loop Create a hoop that gives energy resistance to creatures that pass through it PFU:W1
Envenomed Skin The caster’s skin becomes mottled with poison-filled pustules that can burst in a 5-ft. radius. RP:101-2
Fetch Teaches target animals the disarm combat maneuver. 4W:S&T
Flexarmor You reduce the armor check penalty and arcane spell failure chance for a single set of armor or a shield. RP:101-2
Foehn Cone-shaped area filled with wind that sickens those within. SGG:AM
Fool’s Luck Touched creature is briefly luckier against traps, hazards, poisons and diseases. RP:101-2
Frostfield Creates a field of frost that extinguishes normal fires, damages creatures with the Fire subtype, and can be used to counter spells with the fire descriptor. SGG:IM
Luckwing Summons a 1-ft.long butterfly; caster can see, hear, and feel everything the butterfly does. RP:101-2
Magnify Vision Double the range of your vision LPJ:NEM
Mire of Stone and Earth Earth entangle foes. RP:101-2
Moonblade 4W:BoDM
Mud Pit As the “overgrowth” option of plant growth but no plants are needed. SGG:110SV
Nauseating Pollen You conjure a cloud of pollen that inflicts the nauseated condition. RP:101-2
Pack Leader As heroism, but effects an animal touched. SGG:110SV
Protection from Monsters As protection from evil, but it works against creatures of one type rather than evil. SGG:110SV
Ride Winds Fall safely, levitate, or fly by floating on the air. RP:101-2
Rolling Boulder Boulder knocking creatures prone, dealing 3d6 bludgeoning damage. RP:101-2
Scout’s Hike Target receives +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet. RP:101-2
Shooting Star You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target. RP:101-2
Silent and Unseen 4W:BoDM
Slime Harden You cause the outer surface of an ooze to harden, negating its engulf and split special abilities. RP:101-2
Stoneburst Thrown object explodes for 3d4 fire damage. RP:101-2
Stonefist Stony shell encases your hand, grants bonuses on unarmed strikes. RP:101-2
Storm Cellar You create an extradimensional space in the ground. RP:101-2
Trade Wind Summon favorable winds to increase a ship’s speed or a creature’s flight. SGG:AM
Undetectable Poison Allows you to mask the presence of poisons. RP:101-1
Water Jet High-pressure water extinguishes fires, deals 1d6/level damage (max. 5D6), can knock creatures back. RP:101-2
Web Shelter You create a small but relatively secure shelter out of sticky webs. RP:101-2
Wildheart Target gains physical ability and speed bonuses. RP:101-2

3rd-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Accelerate Decay You deal 1d6 hit points per level and suppress the fast healing ability of undead. RP:101-3
Acid Spit Spit deals 1d6 points of acid damage and blinds target. RP:101-3
Airsphere You create a sphere of fresh air around the individual or object touched; it also negates one breath weapon attack. RP:101-3
Amber Globes Up to five globes of energy deal 1d6 electricity damage total (max. 10d6) as splash weapons, or can be detonated remotely. RP:101-2
Analyze Ancestry M 4W:BoDM
Animal Mind Subject believes it’s a specific kind of animal. RP:101-3
Beast Sense As share senses, but it grants you the senses of any creature you can wild shape into rather than the normal benefit. SGG:110SV
Beast’s Curse Target is incessantly hounded by animals. RP:101-3
Companion’s Vengeance If your companion sustains damage, you or your companion receives a morale bonus to the next attack and damage roll. RP:101-3
Contingent Moderate Healing Target that takes 8 or more damage instantly heals 2d8 hit points. RP:101-3
Control Winds, Lesser Make minor changes to wind direction and speed. SGG:AM
Cresting Waves Continually blows away or knocks down creatures and objects. RP:101-3
Deepsight Extend darkvision by 60 ft. RP:101-3
Disarming Storm Disarms targets in an area. 4W:S&T
False Feather Screen Harass and distract a target with a flock of illusionary birds PFU:W1
Fey Holt As rope trick, but cast in the branches of a tree rather than at end of a rope. SGG:110SV
Fey Ward Barrier keeps out fey creatures. RP:101-3
Force Spikes Spikes of force deal 1d6 points of damage and entangle, grapple, or pin targets in place. RP:101-3
Forest Walk You move more easily through undergrowth. RP:101-3
Fumes As obscuring mist, but creatures take 2d6 fire damage each turn they are in area. SGG:110SV
Gale Scythe Create a whirling blade of air to harm and trip your foes. SGG:AM
Halt Plants Holds plant creatures immobile. RP:101-3
Healing Stones, Greater 4W:BoDM
Lost Subject moves at half speed in a random direction each round. RP:101-3
Plant Spy Turn a plant into a recording device. RP:101-3
Predatory Stealth Target creatures become harder to detect. RP:101-3
Primeval Might You gain a number of bonuses versus fey, magical beast and plant creatures. RP:101-3
Resinite You conjure a sphere of sticky resin that staggers the affected creature. RP:101-3
Shadow Healing Illusion of cure moderate wounds grants 2d8 temp hp plus 1 temp hp/level (max +10); target has attitude improved by one-step, takes –2 a penalty on saves against your enchantment spells. RP:101-3
Spirit Guide, Greater 4W:BoDM
Talon Tagalong You are weightless for a flying creature that is carrying you. PFU:W1
Thunderfist Make unarmed attacks at range. SGG:AM
Toady Temporarily turns subject into a small, harmless animal. RP:101-3
Troll Arms Creature gains increased Strength and reach. RP:101-3

4th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Arctic Air SGG:IM
Blood Slugs Conjured slugs deal Con damage. 4W:S&T
Call Totem Animal 4W:BoDM
Control Light M Alter light levels within 60 ft. AG:PS
Elemental Companion I As elemental body I, but effecting an animal. SGG:110SV
Finger Vines 4W:BoDM
Healing Sphere 4W:BoDM
Ice Mirror SGG:IM
Phantom Ambush 4W:BoDM
Plumage Lure Cause a flying creature to emit pulses of light that fascinate observers PFU:W1
Red Rain 4W:BoDM
Shared Stomach PFU:W4
Sirocco Summon a sandstorm that grants concealment, blows around small items, and deals 1d3 points of damage per round. SGG:AM
Speak with Vermin As speak with plants, but it works on vermin rather than plants . SGG:110SV
Spirit Snake 4W:BoDM
Tempest Hammer Control a massive blast of damaging air. SGG:AM
Twinning PFU:W4
Updraft Launches a foe 10 ft. per caster level straight up. 4W:S&T
Whiteout As darkness, but it drops light levels two steps in the area, and it doesn’t counter or get countered by light spells. SGG:110SV

5th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Algid Aura SGG:IM
Calm Weather 4W:BoDM
Charm Animal, Mass 4W:BoDM
Control Vermin As control plants, but it affects vermin rather than plants . SGG:110SV
Crush Create an exploding boulder. SGG:AH1
Lunar Prophecy M,F Grant one-time-use benefits to allies based on the phase of the moon. AG:PS
Regenerate, Lesser Reconnects severed limbs. 4W:S&T
Thunderfist, Greater Make unarmed attacks and related special attacks at range. SGG:AM
Wall of Disease PFU:W4

6th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Dragonbane As unholy aura, but the bonuses and effects apply only against targets of dragon type. SGG:110SV
Fast Healing Grants target fast healing 2. 4W:S&T
Fires of Renewal 4W:BoDM
Hibernate As temporal stasis, but it ends when a condition defined by you is met. SGG:110SV
Hold Animal, Mass 4W:BoDM
Primal Form I As form of the dragon I, but it allows you to become a primal dragon . SGG:110SV
Spirit Snake, Greater 4W:BoDM
Tidal Wave As aqueous orb, but colossal, deals 6d6, passes 30-foot walls, and affects gargantuan targets. SGG:110SV

7th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Pestilence As summon swarm but any creature damaged by the swarm is targeted by a contagion spell cast at your caster level . SGG:110SV
Summon Siren As summon monster VI, except you summon one succubus who has pied piper as if you cast it. SGG:110SV
True Form 4W:BoDM

8th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Cyclone Barrier Create a wall of hurricane-force winds. SGG:AM
Ice Mirror, Greater SGG:IM
Peace Aura 4W:BoDM
Vortex Create a Medium cyclone that attacks your foes. SGG:AM

9th-Level Druid Spells (3rd Party Publishers)

Spell Name Comp. Description Source
Avalanche SGG:IM
Druid Circle 4W:BoDM
Glacier Creates a truly massive glacier that can be used for many purposes. SGG:IM
Typhoon Create a super-cyclone over a radius of several miles. SGG:AM