This spell list is used by druids and spirit shamans.
0-level(orisons)[]
- Cure Minor Wounds: Cures 4 hit points of damage.
- Flare: Dazzles one creature (–1 penalty on attack rolls).
- Light: Object shines like a torch.
- Resistance: Subject gains +1 bonus on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-level[]
- Camouflage: Target gains +10 to Hide checks.
- Cure Light Wounds: Cures 1d8 damage +1/level.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Foundation of Stone: Grants target immunity to knockdown.
- Lesser Vigor: Target gains slow regeneration. (MOTB)
- Low-light Vision: Grants party vision like elves.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Sleep: Causes 2d4 HD of creatures to fall asleep.
- Summon Creature I: Calls a wolf to fight for you.
- Snake's Swiftness: Hastes target for one round. (SOZ)
2nd-level[]
- Animalistic Power: Imbues the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution. (SOZ)
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Body of the Sun: Damage everyone standing close, 1d4/2 level, 5d4 max.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Creeping Cold: Deals cold damage over time to target victim. (MOTB)
- Dispel Magic, Lesser: Dispels weak magical effects.
- Flame Weapon: Adds 1d8 of fire damage to a weapon.
- Gust of Wind: Blows away or knocks down smaller creatures, disperses gaseous effects.
- Healing Sting: Focusing the power of negative energy, harms a living creature and heals you an equal amount. (SOZ)
- Hold Animal: Paralyzes one animal for 1 round/level.
- Camouflage, Mass: Grants camouflage bonus to entire party.
- Snake's Swiftness, Mass: Hastes nearby allies for one round. (SOZ)
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Reduce Animal: Shrinks target animal. (SOZ)
- 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.
- Summon Creature II: Calls a dire badger to fight for you.
3rd-level[]
- Blind Sight: Grants target the ability to see through magical darkness and invisibility.
- Call Lightning: Calls down lightning bolts (1d6 damage/level) from sky.
- Contagion: Infects subject with random disease.
- Cure Moderate Wounds: Cures 2d8 damage +1/level.
- Dehydrate: Afflicts the target with a horrible, dessicating curse that deals Constitution damage. (SOZ)
- Dominate Animal: Subject animal obeys silent mental commands.
- Hypothermia: Causes a target to suffer cold damage and fatigue. (MOTB)
- Infestation of Maggots: Touch attack inflicting 1d4 con damage per round.
- Jagged Tooth: Grants an animal's natural weapon the keen bonus.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
- Mass Lesser Vigor: Grants entire party slow regeneration. (MOTB)
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Protection from Energy: 30/- elemental damage resistance.
- Quillfire: 1d8 + 1/two levels damage with mild poison effect.
- Remove Disease: Cures all diseases affecting subject.
- Spiderskin: Target gains 1 +1/three levels to AC, hide and saves vs. poison.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Summon Creature III: Calls a dire wolf to fight for you.
- Vigor: Target gains regeneration. (MOTB)
- Vine Mine: More powerful entanglement.
4th-level[]
- Arc of Lightning: This bolt targets two creatures and deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. (SOZ)
- Cure Serious Wounds: Cures 3d8 damage +1/level.
- Dispel Magic: Cancels spells and magical effects.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Freedom of Movement: Subject moves normally despite impediments.
- Greater Creeping Cold: Deals cold damage over time to the victim. (MOTB)
- Greater Resistance: Grants a +3 bonus to all saving throws. (MOTB)
- Hold Monster: Paralyzes a single target.
- Ice Storm: Hail deals 3d6 bludgeoning and 2d6 cold damage.
- Moonbolt: Weakens living creatures and knocks down undead, also grants penalties on attack rolls and saves.
- Stoneskin: Target gains 10/adamantine damage reduction.
- Summon Creature IV: Calls a dire boar to fight for you.
5th-level[]
- Awaken: Enhances animal companion.
- Cure Critical Wounds: Cures 4d8 damage +1/level.
- Call Lightning Storm: Calls down a number of lightning bolts upon your foes. (MOTB)
- Death Ward: Grants immunity to all death spells and negative energy effects.
- Heal Animal Companion: Heals your animal companion. (MOTB)
- Inferno: Target burns for 2d6 fire damage each round.
- Mass Contagion: Causes all hostile targets in the area of effect to become infected with a disease. (MOTB)
- Owl's Insight: Bonus to wisdom half of caster's level.
- Rejuvenation Cocoon: Cures all poisons/diseases and grants temporary regeneration to a single target.
- Restoration: Removes level drain, blindness and other lesser negative effects.
- Slay Living: Kills target.
- Spell Resistance: Grants target 12+1/level SR.
- Summon Creature V: Calls a shadow mastiff to fight for you.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
6th-level[]
- Crumble: Target construct takes 1d6/level damage.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Drown: Target living creature is taken to brink of death.
- Energy Immunity: Grants immunity to one energy type.
- Extract Water Elemental: A single target takes 1d6/level damage; summons water elemental if it kills.
- Mass Bear's Endurance: Grants multiple targets a bonus to their Constitution. (MOTB)
- Mass Bull's Strength: Targets are granted a strength bonus. (MOTB)
- Mass Cat's Grace: Target creatures gain a bonus to Dexterity. (MOTB)
- Mass Owl's Wisdom: Targeted creatures gain a bonus to their Wisdom. (MOTB)
- Regenerate: Heals 10% of targets maximum HP per round.
- Stonehold: A cloud that encases creatures in stone.
- Stoneskin, Greater: Grants 20/adamantine DR.
- Summon Creature VI: Calls creature dire bear to fight for you.
- Superior Resistance: Grants a +6 bonus to all saves.
- Tortoise Shell: 6+1/three levels natural AC (maximum of +9)
- Vigorous Cycle: Grants party fast regeneration. (MOTB)
7th-level[]
- Aura of Vitality: Grants +4 to Str, Dex, Con to all allies.
- Creeping Doom: Swarms of insects attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Fire Storm: Deals 1d6/level fire damage.
- Harm: Touch attack inflicting 10/level of damage.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Summon Creature VII: Calls a huge elemental to fight for you.
- Sunbeam: Beam blinds and deals 3d6 damage to single target, 1d6/level for undead.
- Swamp Lung: Fills target's lungs with swamp fluid, causing them to become prone and diseased.
- True Seeing: Sight pierces ethereal and invisibility effects.
8th-level[]
- Bombardment: Nearby enemies take 10d8 damage.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Earthquake: Intense tremor causes 10d6 damage to all creatures in a large area except caster.
- Finger of Death: Kills one subject.
- Premonition: Grants 30/adamantine DR.
- Storm Avatar: Caster becomes avatar of storms.
- Summon Creature VIII: Calls greater elemental to fight for you.
- Sunburst: Blinds enemies, deals 1d6/level to undead and 6d6 damage to non-undead.
9th-level[]
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Burst of Glacial Wrath: You create a burst of icy energy that flash-freezes creatures.
- Elemental Swarm: Summons multiple greater elementals to fiht for you, one after another.
- Mass Death Ward: Party gains immunity to death effects. (MOTB)
- Mass Drown: You fill targets' lungs with water. (MOTB)
- Nature's Avatar: Grants chosen animal powerful buffs.
- Shapechange: Transforms you into a powerful creature.
- Storm of Vengeance: Storm rains acid, dealing 3d6 damage/round.
- Summon Creature IX: Calls an elder elemental to fight for you.