You cause a long, thin vine to sprout from your body-typically from the center of your chest or from the palm of an outstretched hand.
Druid Level 2 Spells
A druid casts divine spells drawn from the druid spell list, choosing and preparing spells in advance through meditation. Learn more about the Druid class.
The target of this spell gains the ability to see up to 60 feet through thick plant matter as though it were transparent.
Allows the target to cause the ground to rise up beneath him.
Blast of wind blows away or knocks down creatures.
A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force.
You transform the target into a harmless animal of the same approximate body type.
You cause an explosive burst of growth in a single plant, causing it to grow through a cycle of flower, fruit, or grain production as appropriate.
You imbue one touched holy symbol per 3 caster levels with a connection to your own divine power, turning the touched holy symbols into tokens of healing.
Makes metal so hot it damages those who touch it.
Paralyzes one animal for 1 round/level.
Choose one creature type (and subtype, if applicable) from the ranger's favored enemy list.
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
This spell creates an area of stabilizing magical energy that emanates from you.
For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.
This spell summons one or more vermin to investigate a single location or building you can see.
The body of the target creature gains a metabolic response that allows it to benefit from normally deadly toxins.
Your skin hardens and takes on the color and texture of rough iron.
In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile).
The target's buoyancy becomes and stays swiftly sinking, regardless of how dense the target and its gear are.
You enclose the target in a thin sheath of lead.
When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell.
Gives creature grab ability with a natural attack.
Transmutes up to 3 rocks into boulders for rock throwing or siege engine ammunition.
You strip the targets of their senses of direction and recent memories of travel.