With a sweeping gesture, you call forth mighty winds to clear a path ahead of you.
Druid 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.
This spell creates one glowing rune of peace, plus one per 2 caster levels above 1st (to a maximum of five runes at 9th level).
Target takes a -4 penalty against poison.
You summon intangible forces of whimsy to perform a variety of tricks and pranks upon your foes.
You affect yourself and a single animal companion within 30 feet of you.
This spell infuses a small pinecone with power, causing it to detonate with explosive force when thrown.
You make the target an asymptomatic carrier for a host of virulent diseases.
Target's attacks carry filth fever.
Cloud infects creatures like contagion.
You draw motes of essence from material native to a plane that has elemental or energy essence traits, weaving the essence together into a shield of force.
Calls an outsider to answer questions about a person, place, or event using its planar knowledge.
This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes.
This spell enforces the rules of the Material Plane on other planes of existence.
Projects an illusory model of the local night sky indoors, underground, or by day.
Grows vegetation, improves crops.
You grant one plant creature the ability to speak, hear, and understand any of the languages you know.
Kill a creature and steal its strongest spell-like ability.
You set a magical ward upon the object touched, which must be a container such as a pouch, bag, backpack, or pocket.
Touch deals 1d3 Con damage 1/round for 6 rounds.
You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell.
You swallow a dose of poison with no effect and regurgitate a dose of a different poison (your choice) into the old container (or another you have on hand).
You mend the target's injuries, curing 3d8+%1 hit points as cure serious wounds, but leaving its body laced with a subtle toxin that remains inert until you activate it.
Cold darkness paralyzes and deals damage.
When you charge, you can make a full attack at the end of that charge, but only with claw attacks you have, and you can make only one attack per claw.