Druid Spells

DRUID SPELLS

0 Level Spells

Create Water: create 2 gallons per level water

Cure/Inflict Minor Wounds: 1 pt of damage healed/dealt on touch

Detect Magic: 60 ft cone, spells or magic items

Detect Poison: Detects poison in one creature or object

Flare: Dazzles one creature (-1 on attack rolls for 1 minute)

Guidance: +1 to attack, saving, OR skill check roll

Know Direction: You can find North

Light: Object shines

Mending: Minor repairs to an object

Purify Food and Drink: 1 cubic foot of food & water becomes edible

Read magic: Read scrolls and spellbooks

Resistance: Target gains +1 on saving throws

Virtue: Temporary +1 hp to target

1st Level Spells

Calm Animals: Calms 2d4 + 1 per level Hit Dice of animals

Charm Animal: Makes one animal friendly

Cure Light Wounds: Cure 1d8 + (1 per level, max 5) hit points on touch

Detect Animals or Plants: Detects kinds of animals or plants in cone

Detect Snares and Pits: Reveals natural or primitive traps in cone

Endure Elements: Exist comfortably for 24 hours in hot or cold environments.

Entangle: Plants entangle everyone in a 40-ft radius 1 minute per level

Faerie Fire: Outlines targets with light 1 minute per level

Goodberry: 2d4 berries each heal 1 hit point (max of 8 in 24 hours)

Jump: +10, 20 or 30 Bonus to jump checks 1 minute per level

Longstrider: Your speed increases +10 for 1 hour per level

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls 1 min / level

Magic Stones: 3 stones you can throw for + 1 Attack Roll, 1d6 + 1 damage.

Obscuring Mist: Fog surrounds you for 1m per level

Produce Flame: 1d6 + 1 per level dmg touch or thrown

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min per level

Speak with Animals: you can speak with animals

Summon Nature’s Ally I: Calls Creatures to fight for you

Druid Spells

The Era of the Rising Sun EvanGRogers