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Druid Spells

From DDO Compendium


Class Druid Icon.png This is a list of druid spells, more focused on harnessing the elements of nature. Druids may change their spells at any rest shrine or tavern to any spells in the list.

Level 1 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Freshly Picked Berries Icon.pngFreshly Picked Berries

Name Effect Metamagics Cost Components
Spell Maul Icon.pngGreat Maul
Innate Attack (Bear)(Dire Bear)
Target: Foe, Directional, Breakable

This melee attack deals 3[W] with +1 bonus to critical threat and damage.

Spell Points:
3
Spell Summon Nature's Ally I - Gray Wolf Icon.pngSummon Nature's Ally I
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a gray wolf or a brown rat. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
10
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.

Embolden
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Spell Points:
10
Spell Cure Light Wounds Icon.pngCure Light Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 per caster level, up to caster level 5. Undead who make a successful Will save reduce the damage by half.

Empower
Empower Healing
Enlarge
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Spell Points:
6
Spell Entangle Icon.pngEntangle
Transmutation
Target: Foe, Positional, Breakable

Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures areimmune because they burn through the plants.

Embolden
Enlarge
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Spell Points:
10
Spell Jump Icon.pngJump
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.

Enlarge
Eschew Materials
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Spell Points:
10
Freshly Picked Berries Icon.png
Freshly Picked Berries
Spell Lesser Vigor Icon.pngLesser Vigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 seconds.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

Empower
Empower Healing
Enlarge
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Spell Points:
6
Spell Magic Fang Icon.pngMagic Fang
Transmutation
Target: Friend, Self

Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect.

Eschew Materials
Quicken
Spell Points:
5
Freshly Picked Berries Icon.png
Freshly Picked Berries
Spell Maul Icon.pngMaul
Innate Attack (Bear)(Dire Bear)
Target: Foe, Directional, Breakable

This attack deals an extra 2[W] to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.

Spell Points:
3
Spell Merfolk's Blessing Icon.pngMerfolk's Blessing
Transmutation (Water)
Target: Friend, Self

Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.

Enlarge
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Extend
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Spell Points:
10
Freshly Picked Berries Icon.png
Freshly Picked Berries
Spell Pass Without Trace Icon.pngPass Without Trace
Transmutation
Target: Friend, Self

Your feet touch the ground, but leave no trace. Gives an ally a +5 Enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20.

Eschew Materials
Extend
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Spell Points:
10
Freshly Picked Berries Icon.png
Freshly Picked Berries
Spell Produce Flame Icon.pngProduce Flame
Evocation (Fire)
Target: Foe, Positional, Breakable

Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

Empower
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Spell Points:
6
Spell Ram's Might Icon.pngRam's Might
Transmutation
Target: Self

Your hands increase in size, granting a +2 size bonus to Strength and damage.

Extend
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Spell Points:
10
Spell Shillelagh Icon.pngShillelagh
Transmutation
Target: Self

Calls upon the wood land spirits to enchant any wooden melee weapons you wield to do additional base weapon damage, and converts their damage type to bludgeoning. Weapons with this enchantment deal and additional .5[W] damage (a weapon that deals 1d6 will gain +1d3 damage). Quarterstaves with this enchantment deal an additional 1[W] damage (that that deals 1d6 damage will gain +1d6 damage). Weapons may onlyhave one weapon enchantment active at a time.

Eschew Materials
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Spell Points:
10
Freshly Picked Berries Icon.png
Freshly Picked Berries
Spell Takedown Icon.pngTakedown
Innate Attack (Wolf)(Winter Wolf)
Target: Foe, Directional, Breakable

This attack deals and extra 2[W] damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful balance checks negates.

Balance DC: 10 + Half Druid Level + Highest of Widsom, Dexterity or Strength Modifier + Trip Bonus.

Spell Points:
3

Level 2 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Small Thorn Icon.pngSmall Thorn

Name Effect Metamagics Cost Components
Spell Summon Nature's Ally II - Hyena Icon.pngSummon Nature's Ally II
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a hyena or a black widow. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
15 (Ranger)
10 (Druid)
Spell Align Fang Icon.pngAlign Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass alignment based damage reduction of your choice. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Eschew Materials
Quicken
Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effct have their will save momentually weakened (-3 to will). Mindless targets cannot save, but the duration is halved.

Embolden
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Spell Points:
15
Spell Barkskin Icon.pngBarkskin
Transmutation
Target: Friend, Self

Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.

Enlarge
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Spell Points:
15
Spell Bear's Endurance Icon.pngBear's Endurance
Transmutation
Target: Friend, Self

An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.

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Spell Points:
15
Spell Bull's Strength Icon.pngBull's Strength
Transmutation
Target: Friend, Self

The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.

Enlarge
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Cat's Grace Icon.pngCat's Grace
Transmutation
Target: Friend, Self

An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.

Enlarge
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Chaotic Fang Icon.pngChaotic Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Chaotic damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Eschew Materials
Quicken
Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Creeping Cold Icon.pngCreeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18). Third phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).

Empower
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Spell Points:
6
Spell Eagle's Splendor Icon.pngEagle's Splendor
Transmutation
Target: Friend, Self

An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.

Enlarge
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Evil Fang Icon.pngEvil Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Evil damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Eschew Materials
Quicken
Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Fire Trap Icon.pngFire Trap
Abjuration (Fire)
Target: Foe, Positional

Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 5 to 10 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.

Embolden
Empower
Enlarge
Embolden
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Spell Points:
8
Small Thorn Icon.png
Small Thorn
Spell Flame Blade Icon.pngFlame Blade
Evocation
Target: Self

Summons a scimitar of fire that does fire damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve. Because they are an extention of the caster's will, monks may use these weapons without becoming uncentered. The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.

Eschew Materials
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2d6 points of fire damage. A successful Reflex save negates this effect.

Eschew Materials
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Fog Cloud Icon.pngFog Cloud
Conjuration (Creation)
Target: Foe, Positional

A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).

Enlarge
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Fox's Cunning Icon.pngFox's Cunning
Transmutation
Target: Friend, Self

An ally gains wit, giving a +4 enhancement bonus to Intelligence.

Enlarge
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Good Fang Icon.pngGood Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Good damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Eschew Materials
Quicken
Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Gust of Wind Icon.pngGust of Wind
Evocation (Air)
Target: Foe, Directional, Breakable

This spell creates a severe blast of air that originates from you and passes through all creatures in its path. Small or smaller enemies are knocked prone, while Medium or smaller enemies are slowed by the winds. A Reflex save equal to 12 + your casting stat's modifier negates these effects. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.

Quicken Spell Points:
5
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Mindless targets cannot save, but the duration is halved.

Embolden
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Spell Points:
15
Spell Lawful Fang Icon.pngLawful Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Lawful damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Eschew Materials
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Lesser Restoration Icon.pngLesser Restoration
Conjuration (Healing)
Target: Friend, Self

Despels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.

Enlarge
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Spell Points:
10
Spell Pack Presence Icon.pngPack Presence
Transmutation
Target: Self

Forms a link between a leader and his or her pack. The caster chooses to reduce or increase his or her minions' hate generation by 75%. The spell affects all of the target's hirelings, pets, summoned creatures, and charmed creatures. The more hate a creature generates, the more likely that its enemies will choose to attack it. If the caster chooses to increase hate generation, then casting the spell causes the caster's hirelings and pets to do an intimidate check with a +20 circumstance bonus to creatures around them.

Eschew Materials
Extend
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Spell Points:
15
Small Thorn Icon.png
Small Thorn
Spell Roar Icon.pngRoar
Innate Attack (Bear)
Target: Self

You let our a menacing roar, drawing the attention of your foes. You generate 50% more hate for the duration of the spell.

Extend
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Spell Points:
6
Spell Splinterbolt Icon.pngSplinterbolt
Conjuration
Target: Foe, Directional, Breakable

Fires a jagged bolt of wood at your enemies. Deals 4d6 piercing damage, plus 4d6 per 6 caster levels, to a maximum of 12d6 at caster level 12.

Embolden
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Spell Points:
8

Level 3 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Claw of a Bird of Prey Icon.pngClaw of a Bird of Prey

Name Effect Metamagics Cost Components
Spell Binding Chain Icon.pngSnare
Transmutation
Target: Foe, Positional

Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes cannot be caught in the snare.

Embolden
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Spell Points:
5
Spell Summon Nature's Ally III - Lioness Icon.pngSummon Nature's Ally III
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a lioness or a winter wolf. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
20 (Ranger)
10 (Druid)
Spell Baiting Bite Icon.pngBaiting Bite
Innate Attack (Wolf)(Winter Wolf)
Target: Foe, Directional, Breakable

Your jaws seem to come from every direction. This attack deals an extra 4[W] damage, and a +1 bonus to critical threat and multipler to the target, and also performs a Bluff check using your Spot score, which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%.

Spell Points:
6
Spell Call Lightning Icon.pngCall Lightning
Evocation (Electricity)
Calls forth a bolt of lightning, which strikes your chosen target for 6 to 10 damage for every caster level up to 15. A successful reflex save reduces damage by half. Embolden
Empower
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Spell Points:
12
Spell Contagion Icon.pngContagion
Necromancy (Evil)
Target: Foe

Infects a living enemy with the chosen disease, which strikes immediatly and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.

Embolden
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Spell Points:
8
Spell Cure Moderate Wounds Icon.pngCure Moderate Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.

Empower
Empower Healing
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Spell Points:
8
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate actls like Charm, with additional Will saves every 15 to 30 seconds, but the creatures will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.

Embolden
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Spell Points:
20
Spell Neutralize Poison Icon.pngNeutralize Poison
Conjuration (Healing)
Target: Friend, Self

Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally it immunizes the ally from any poison he is exposed to during the duration of the spell.

Enlarge
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Spell Points:
25
Claw of a Bird of Prey Icon.png
Claw of a Bird of Prey
Spell Poison Icon.pngPoison
Necromancy
Target: Foe

Calls up the venomous powers of natural predators to afflict the enemy with a horrible poison. This poison does 1 to 10 Constitution damage immediately and 1 to 10 Constitution damage after 1 minute. A successful Fortitude save negates this effect.

Embolden
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Spell Points:
10
Spell Protection from Energy Icon.pngProtection from Energy
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.

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Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Spell Quench Icon.pngQuench
Transmutation (Cold)
Target: Friend, Self, Foe, Positional, Breakable

A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and recieve a +15 enhancement bonus to fire resistance. You enemies recieve a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 25 at caster level 12. They last one minute.

Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.

Embolden
Empower
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Spell Points:
10
Spell Remove Disease Icon.pngRemove Disease
Conjuration (Healing)
Target: Friend, Self

Cures all diseases on an ally. Does not prevent re-infection after a new exposure.

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Spell Points:
20
Spell Salt Ray Icon.pngSalt Ray
Evocation (Force)
Target: Foe, Directional

A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6 force damage per 2 caster levels, for a maximum of 5d6 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

Embolden
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Spell Points:
15
Spell Shred Icon.pngShred
Innate Attack (Bear)(Dire Bear)
Target: Foe, Directional, Breakable

This attack deals and extra 3[W] damage, with +1 bonus to critical threat and multipler to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. Fortitude save negates.

Fortitud DC: 10 + Half Druid Level + Highest of Wisdom or Strength Modifier + Sunder Bonus

Spell Points:
6
Spell Sleet Storm Icon.pngSleet Storm
Conjuration (Creation)(Cold)
Target: Foe, Positional, Breakable

Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.

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Spell Points:
10
Claw of a Bird of Prey Icon.png
Claw of a Bird of Prey
Spell Spiderskin Icon.pngSpiderskin
Transmutation
Target: Friend, Self

Your target gains a +2 enhancement bonus to saves against poison, a bonus to hide skill equal to your caster level, and a +2 Natural Armor bonus to ac, with an additional +1 for every six of your caster levels.

Eschew Materials
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Spell Points:
20
Claw of a Bird of Prey Icon.png
Claw of a Bird of Prey
Spell Spike Growth Icon.pngSpike Growth
Transmutation
Target: Foe, Positional, Breakable

Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1 to 4 piercing damage per caster level every 2 seconds (max 10 to 40 damage per caster level at level 10). A successful Reflex save negates the slow effect and halves the damage.

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Spell Points:
12
Spell Vigor Icon.pngVigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target then the duration is extended.

Empower
Empower Healing
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Spell Points:
12
Spell Water Breathing Icon.pngWater Breathing
Transmutation (Water)
Target: Friend, Self

Grants the ability to breathe underwater to you and your allies.

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Spell Points:
20
Claw of a Bird of Prey Icon.png
Claw of a Bird of Prey

Level 4 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Dried Black Rose Icon.pngDried Black Rose

Name Effect Metamagics Cost Components
Spell Summon Nature's Ally IV - Young Razor Cat Icon.pngSummon Nature's Ally IV
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a young razor cat or a glass spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
25
Spell Cure Serious Wounds Icon.pngCure Serious Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.

Empower
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Spell Points:
12
Spell Dispel Magic Icon.pngDispel Magic
Abjuration
Target: Friend, Self, Foe, Undead Foe

Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1. If the level of the trap is reduced to 0, the trap is disabled.

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Spell Points:
15
Spell Enveloping Swarm Icon.pngEnveloping Swarm
Conjuration
Target: Foe

A swarm of voracious insects envelops your target dealing 2d6 acid damage + 1d6 every 3 druid levels every 2 seconds for 16 seconds.

Embolden
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Spell Points:
10
Spell Flame Strike Icon.pngFlame Strike
Evocation (Fire)
Target: Foe, Positional, Breakable

Produces a vertical column of divine fire roaring downward, dealing 2 to 6 damage per caster level (up to a max of 30 to 90 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
20
Spell Freedom of Movement Icon.pngFreedom of Movement
Abjuration
Target: Friend, Self

This spell enables an ally to move and attack normally for the duration of the spell while under the influence of magic that impedes movement, such as paralysis, entanglement, or solid fog.

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Spell Points:
25
Dried Black Rose Icon.png
Dried Black Rose
Spell Harrowing Pack Icon.pngHarrowing Pack
Transmutation (Wolf)(Winter Wolf)
Target: Self

The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack roles.

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Spell Points:
35
Spell Ice Storm Icon.pngIce Storm
Evocation (Cold)(Bludgeoning)(Untyped)
Target: Foe, Positional

Great magical hailstones pound down, dealing 1 to 6 cold + 1 per caster level (max 1d6+10) and 2 to 12 bludgeoning damage and slowing the movement speed of targets within the area.

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25
Dried Black Rose Icon.png
Dried Black Rose
Spell Lesser Vigor, Mass Icon.pngLesser Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 seconds.

Only one Vigor spell can be activate at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Points:
25
Spell Longstrider, Mass Icon.pngLongstrider, Mass
Transmutation
Target: Friend, Self

Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.

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Spell Points:
25
Dried Black Rose Icon.png
Dried Black Rose
Spell Rising Fury Icon.pngRising Fury
Transmutation (Bear)(Dire Bear)
Target: Self

With each blow, your fury rises. For the duration of this spell, every time an enemy hits you, you gain a +2 morale bonus to Strength and Constitution. This stacks up to 5 times.

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Spell Points:
5

Level 5 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Porcupine Quill Icon.pngPorcupine Quill

Name Effect Metamagics Cost Components
Spell Summon Nature's Ally V - Bear Icon.pngSummon Nature's Ally V
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a bear or a medium earth elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
30
Spell Animal Growth Icon.pngAnimal Growth
Transmutation
Target: Friend, Self

Grants and Animal, Magical Beast, or Vermin a +4 Size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.

Eschew Materials
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Spell Points:
30
Porcupine Quill Icon.png
Porcupine Quill
Spell Call Lightning Storm Icon.pngCall Lightning Storm
Evocation (Electricity)
Target: Self

Creates a stormcloud that persists for some time and randomly strikes nearby enemies with bolts of lightning for 1 to 10 electrical damage for every two caster levels. A successful Reflex save reduces the damage by half.

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Spell Points:
30
Porcupine Quill Icon.png
Porcupine Quill
Spell Cold Breath Icon.pngCold Breath
Evocation (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

Creates an area of extreme cold, originating in front of you and spreading outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 damage at caster level 15).

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Spell Points:
20
Spell Cure Critical Wounds Icon.pngCure Critical Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.

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Spell Points:
20
Spell Death Ward Icon.pngDeath Ward
Transmutation
Target: Friend, Self

Grants an ally immunity to death spells and effects, energy drain, and negative energy effects.

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Spell Points:
25
Spell Greater Vigor Icon.pngGreater Vigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. It multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Points:
15
Spell Pack Aptitude Icon.pngPack Aptitude
Transmutation
Target: Self

Forms a lik between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to an ability score. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

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Spell Points:
15
Porcupine Quill Icon.png
Porcupine Quill
Spell Panacea Icon.pngPanacea
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Channels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.

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Spell Points:
25
Spell Reincarnate Icon.pngReincarnate
Transmutation (Healing)
Target: Friend

Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target.

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Spell Points:
40
Porcupine Quill Icon.png
Porcupine Quill
Spell Stoneskin Icon.pngStoneskin
Abjuration (Earth)
Target: Friend, Self

Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.

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Spell Points:
25
Porcupine Quill Icon.png
Porcupine Quill
File:Granite and Diamond Dust Icon.png
Granite and Diamond Dust
Spell Wall of Fire Icon.pngWall of Fire
Evocation (Fire)
Target: Foe, Positional, Breakable

Creates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save fore half.

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Porcupine Quill Icon.png
Porcupine Quill

Level 6 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Live Caterpillar Icon.pngLive Caterpillar

Name Effect Metamagics Cost Components
Spell Fire Seeds Icon.pngFire Seeds Thrown
Transmutation (Fire)
Target: Foe, Directional, Breakable

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

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Spell Points:
15
Spell Fire Seeds Icon.pngFire Seeds Trap
Transmutation (Fire)
Target: Foe, Positional

Places three burning acorns at your target, set to explode when an enemy comes near. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

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Spell Points:
7
Spell Fire Shield (fire version) Icon.pngFire Shield
Evocation (Cold)(Fire)
Target: Self

Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 4 to 6 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from bold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.

Eschew Materials
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Spell Points:
25
Live Caterpillar Icon.png
Live Caterpillar
Spell Summon Nature's Ally VI - Mudman Icon.pngSummon Nature's Ally VI
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a mudman or a large water elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
35
Spell Bear's Endurance, Mass Icon.pngBear's Endurance, Mass
Transmutation
Target: Friend, Self

Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constituion to each of them.

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Spell Points:
35
Spell Bull's Strength, Mass Icon.pngBull's Strength, Mass
Transmutation
Target: Friend, Self

Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each.

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Spell Points:
35
Live Caterpillar Icon.png
Live Caterpillar
Spell Cat's Grace, Mass Icon.pngCat's Grace, Mass
Transmutation
Target: Friend, Self

Casts Cat's Grace on multiple targets giving a +4 enhancement bonus to Dexterity to each.

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Spell Points:
35
Live Caterpillar Icon.png
Live Caterpillar
Spell Eagle's Splendor, Mass Icon.pngEagle's Splendor, Mass
Transmutation
Target: Friend, Self

Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.

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Spell Points:
35
Live Caterpillar Icon.png
Live Caterpillar
Spell Fire Seeds Icon.pngFire Seeds
Transmutation (Fire)
Target: Foe

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at caster level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

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15
Spell Frostbite Icon.pngFrostbite
Enchantment (Cold)(Winter Wolf)
Target: Self

Your frigid breath and freezing jaws drain the warmth from your enemies. Enchants your natural weapon so that attacks deal an extra 1d10 cold damage each hit. You can only have one temporary weapon enchantment at a time. Equipping a new weapon cancels the effect.

Quicken Spell Points:
10
Spell Greater Creeping Cold Icon.pngGreater Creeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phrase lasts 4 seconds.


First phase: 2d4 damage +4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 damage +6 per 2 caster levels (max +60 at caster level 20). Third phase: 6d4 damage +8 per 2 caster levels (max +80 at caster level 20).

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Spell Points:
20
Spell Greater Dispel Magic Icon.pngGreater Dispel Magic
Abjuration
Target: Foe, Friend, Self, Usable

Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) version 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turnong on its summoner.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1 to 4. If the level of the trap is reduced to 0, the trap is disabled.

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Spell Points:
30
Spell Jaws of Winter Icon.pngJaws of Winter
Innate Attack (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals an extra 6[W], +1 bonus to critical threat and multiplier, and if it counts as a sneak attack, your foe is forzen solid for 30 seconds. Frozen creatures gain DR/5 Adamantine, but are considered helpless. Fortitude save negates, and the creature gets an additional save attempt every two seconds.

Fortitude DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength Modifier + Stun Bonus

Spell Points:
20
Spell Owl's Wisdom, Mass Icon.pngOwl's Wisdom, Mass
Transmutation
Target: Friend, Self

Casts Owl's Wisdom on multiple targets, giving of them a +4 enhancement bonus to Wisdom.

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Spell Points:
35
Live Caterpillar Icon.png
Live Caterpillar
Spell Tenacious Pack Icon.pngTenacious Pack
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to fortification and positive healing amplification.

Eschew Materials
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Spell Points:
35
Live Caterpillar Icon.png
Live Caterpillar
Spell Tremor Icon.pngTremor
Innate Attack (Bear)(Dire Bear)
Target: Foe, Directional, Breakable

AOE Melee strike that deals 2[W], that causes the ground to tremble beneath your feat. Enemies around fall prone. A successful balance checks negates.

Balance DC: 10 + Druid Level + Highest of Wisdom or Strength Modifier + Trip Bonus

Spell Points:
8
Spell Vigor, Mass Icon.pngVigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Vigor on multiple targets. A postiive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most veneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Points:
40
Spell Word of Balance Icon.pngWord of Balance
Evocation
Target: Foe

You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 9-16 bane damage for every two caster levels up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to this spell.

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Spell Points:
10

Level 7 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Twig of Ancient Oak Icon.pngTwig of Ancient Oak

Name Effect Metamagics Cost Components
Spell Summon Monster VII - Djinni Icon.pngSummon Nature's Ally VII
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a djinni or a huge earth elemental. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
40

}

Spell Body of the Sun Icon.pngBody of the Sun
Evocation (Fire)(Fire Elemental)
Target: Self

Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (up to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.

Eschew Materials
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Spell Points:
30
Spell Creeping Doom Icon.pngCreeping Doom
Conjuration (Acid)
Target: Foe, Directional, Breakable

Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2 to 20 acid damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 seconds.

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Spell Points:
30
Spell Elemental Toughness Icon.pngElemental Toughness
Evocation (Fire Elemental)(Water Elemental)
Target: Self

You have drawn elemental energy into your form, granting 1 physical resistance rating per druid level for the duration of the spell or until you change forms.

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Spell Points:
25
Spell Fire Storm Icon.pngFire Storm
Evocation (Fire)
Target: Foe, Directional, Breakable

An enormous column of fire roars downward, blasting an area with searing flame, causing 4 to 6 fire damage per caster level to targets in its area.

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Spell Points:
25
Spell Freezing Spray Icon.pngFreezing Spray
Evocation (Cold)(Water Elemental)
Target: Foe

Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds.

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Spell Points:
20
Spell Greater Vigor, Mass Icon.pngGreater Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Points:
45
Spell Regenerate Icon.pngRegenerate
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals hitpoints, ability point damage and level drain, and cures bleed effects. Regenerate heals 1d6 hitpoints, +1 per caster level (max +17), every 2 seconds for 8 seconds. Every two seconds 2 points of ability damage are healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Empower Healing
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Spell Points:
40
Spell Relentless Onslaught Icon.pngRelentless Onslaught
Innate Attack (Dire Bear)
Target: Foe, Directional, Breakable

Perform a melee attack that deals and extra 5[W], +1 bonus to critical threat and multiplier, and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% change of knocking it down again.

Spell Points:
20
Spell Sunbeam Icon.pngSunbeam
Evocation (Light)
Target: Foe, Directional

Deals 4 to 6 light damage per caster level with a mighty beam of sunlight, and temporarily blinds the target for 5 seconds per caster level. Against Undead or Oozes, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell is double range.

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Spell Points:
15
Spell True Seeing Icon.pngTrue Seeing
Divination
Target: Friend, Self

You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a DC of 30 or less, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.

Eschew Materials
Extend
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Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Cleric)
30 (Favored Soul)
30 (Druid)
Twig of Ancient Oak Icon.png
Twig of Ancient Oak

Level 8 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Tiny Golden Sickle Icon.pngTiny Golden Sickle

Name Effect Metamagics Cost Components
Enhancement Summon Dryad Elder Icon.pngSummon Nature's Ally IX
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a dryad or an elder fire elemental. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
45

}

Enhancement Summon Dryad Elder Icon.pngSummon Nature's Ally IX - Dryad
Conjuration (Summoning)
Target: Self, Positional

Summons a dryad to fight for you. You can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
45
Spell Summon Monster IX - Elder Fire Elemental Icon.pngSummon Nature's Ally IX - Elder Fire Elemental
Conjuration (Summoning)
Target: Self, Positional

Summons an elder fire elemental to fight for you. You can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
45
Spell Summon Nature's Ally VIII - Dire Bear Icon.pngSummon Nature's Ally VIII
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a greater air elemental or a dire bear. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
45

}

Spell Earthquake Icon.pngEarthquake
Evocation
Target: Foe, Positional, Breakable

Summons an earthquake beneith your enemies' feet. Enemies within the area of effect have an additional 30% spell failure change, and every three seconds they are knocked down and take 2 to 16 points of damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds. Flying enemies are immune.

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45
Spell Finger of Death Icon.pngFinger of Death
Necromancy (Death)(Untyped)
Target: Foe

Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.

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Spell Points:
40
Spell Fires of Purity Icon.pngFires of Purity
Evocation (Fire)(Fire Elemental)
Target: Friend, Self

Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that struck by them become 10% more vulnerable to fire damage. An item can have only one temporary item enchantement at a time.

Quicken Spell Points:
20
Spell Heal Icon.pngHeal
Conjuration
Target: Friend, Self, Undead Foe

Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit pints at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

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Spell Points:
40
Spell Howl of Terror Icon.pngHowl of Terror
Enchantment
Target: Self

You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds.

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Spell Points:
30
Spell Ice Flowers Icon.pngIce Flowers
Transmutation (Cold)(Water)(Piercing)
Target: Foe, Positional, Breakable

Lances of ice burst from the ground where you point, dealing 1d4 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.

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Spell Points:
20
Spell Sunburst Icon.pngSunburst
Evocation (Light)
Target: Foe, Positional, Breakable

A globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them for 5 seconds per caster level. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

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Spell Points:
25
Tiny Golden Sickle Icon.png
Tiny Golden Sickle
Spell Unstoppable Icon.pngUnstoppable
Transmutation (Dire Bear)
Target: Self

You expend your body's ability to heal to fuel a burst of determination. You gain 15 temporary hitpoints per caster level, and +5 damage, but your positive damage vulnerability becomes 0%, preventing healing. You are also immune to fear, enchantement, sleep, energy drain, paralysis, exhaustion, and death effects, although any effects already active remain unchanged. Lasts 15 seconds.

Spell Points:
20
[[File:Spell_{{{name}}}_Icon.png|link=|36px|x36px|]][[{{{name}}}]]

Level 9 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Sprig of Sacred Mistletoe Icon.pngSprig of Sacred Mistletoe

Name Effect Metamagics Cost Components
Spell Anger of the Noonday Sun Icon.pngAnger of the Noonday Sun
Evocation (Fire)(Fire Elemental)
Target: Self

You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 8% fortification penalty. If your target is resistant or immune to fire damage they will now take full damage from fire effects. This does not stack with effects that cause targets to become more vulnerable to fire effects.

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Spell Points:
20
Spell Mantle of the Icy Soul Icon.pngMantle of the Icy Soul
Evocation (Cold)(Water Elemental)
Target: Self

You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortification saves. If your target is resistant or immune to cold damage they will now take full damage. This does not stack with effects tat cause targets to become more vulnerable to cold.

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Spell Points:
20
Spell Regenerate, Mass Icon.pngRegenerate, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Regenerate on multiple targets. A positive energy conguration that heals hitpoints and ability point damage, and cures level drain and bleed effects. Mass Regenerate heals 1d6 hitpoints + 1 per caster level (max +25), every 2 seconds for 8 seconds. Every two seconds, 2 points of ability damage are healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a small healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.


Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Empower Healing
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Spell Points:
50
Spell Snowslide Icon.pngSnowslide
Innate Attack (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

You leap forward with the speed and ferocity of a sudden avalance. You attack enemies in your pat, dealing an extra 3[W], with a +1 bonus to critical threat & multiplier, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also cain DR/Adamantine 5.

Reflex DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength Modifier + Stun Bonus

Spell Points:
25
Spell Storm of Vengeance Icon.pngStorm of Vengeance
Conjuration (Acid)(Earth)
Target: Foe, Positional

Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafening for 3 seconds per caster level. Enemies within thestorm date 1d3 acid damage per caster level every two seconds. Eveery 4 seconds, a random enemy within the storm takes 1d6 electricity damage for every caster level (a successful reflex save halves).

Embolden
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
50