Turns centipedes, scorpions, or spiders into giant vermin.
Druid Level 4 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.
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
You create a hail of tiny pieces of rock and dust that batter and scrape against all things in the area, dealing 5d6 points of bludgeoning damage.
Creates trees and a small spring.
This spell grants you temporary immunity to fire damage as protection from energy.
You cause a volume of water to become heavier than normal.
Hail deals 5d6 damage in area 40 ft. across.
Instant restoration channels planar energy into a summoned creature.
The spell's area of effect floods with dangerous radiation.
This spell infuses a living creature with a surge of positive energy, filling the target with the raw energies of life.
Drain life from local vegetation to launch a blast of positive energy.
Protects creatures from sustained environmental effects.
The object you target becomes a liquid version of itself and drips or runs like a thin oil until it pools on any flat surface.
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places.
Subject is enraged and confused.
Converts the surface of the ground into molten glass.
You affect yourself and a single animal companion within 30 feet of you.
Target's attacks carry filth fever.
As protection from energy, but you may divide the duration among creatures touched.
Upon casting this spell, select one type of natural attack from the following: bite, claw, gore, hoof, pincers, slam, sting, swarm, tail slap, talon, tentacle, or wing.
You shroud the targeted technological object or creature (such as a robot or a nanotech swarm) with magical energy.
Brings dead subject back in a random body.
You remove all ongoing radiation effects, both primary and secondary, on a single target if you succeed at a caster level check (DC = the Fortitude DC associated with the radiation effect).
Insects, spiders, and other vermin stay 10 ft. away.