Dispels magical ability penalty or repairs 1d4 ability damage.
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.
Skeletal corpse grows flesh.
You can focus upon a single point within line of sight and discern if the terrain or geographic features of that point are illusory.
You reveal the true form of a magically disguised or transformed creature, whether the target's transformation is physical (such as polymorph) or illusory (such as disguise self).
Objects and creatures fall upward.
Target can breathe water and swim.
You conjure a cylinder of calm water on an area of solid ground or on top of a body of water.
You energize your body's immune system, improving your ability to resist toxins and ailments.
You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.
This spell transforms your targets into trees as per tree shape, except the targets transform into living trees that resemble their original forms.
A stream of wind causes nonlethal damage and can knock down or push creatures.
You can view events transpiring along a natural watercourse you touch.
This spell functions as create pit, except the pit is capable of movement.
A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand.
A spiraling twister of tornado-force wind surges forth from your palm, unbalancing those it rushes over.
Your touch corrodes iron and alloys.
Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs.
This spell targets an area of earth, metal, stone, or wood, causing long, serrated blades to shoot out from random points within the area of effect.
When the target is affected by this spell, its scales grow jagged spikes.
This spell functions like scale spikes , except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5).
Your animal companion moves with astonishing agility and speed until the end of its turn.
Your touch causes a single creature's skin to produce fibrous tissue that sutures the creature's wounds, rapidly closing them and leaving jagged scars where the wounds were.
Leave trail for allies to follow.
Winds block vision and deal 3d6 damage per round.