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Druid Spells - Level 1
Calm Animals: (Enchantment (Compulsion)) [Mind-Affecting] Calms (2d4 + level) HD of animals.

Charm Animal: (Enchantment (Charm) [Mind-Affecting] Makes a creature of any type or size regard you as its trusted friend and ally.

Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.

Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.

Entangle: (Transmutation) Plants entangle everyone in a 40-ft. radius.

Faerie Fire: (Evocation (Light)) Outlines subjects with light, therefore canceling the effects of Blur, concealment and the like.

Goodberry: (Transmutation) Summons 2d4 berries into your inventory; each berry cures one hit point.

Hide from Animals: (Abjuration) Animals can't perceive one subject per level.

Longstrider: (Transmutation) Increases your base land speed by 10 feet.

Magic Fang: (Transmutation) One natural weapon of subject creature gets +1 on attack and damage rolls.

Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.

Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.

Produce Flame: (Evocation (Fire)) 1d6 damage +1/level, touch or thrown.

Shillelagh: (Transmutation) Quarterstaff becomes a +1 weapon (1d10 damage) for 1 min./level

Summon Nature's Ally I: (Conjuration (Summoning)) Allows you to summon a creature; choice of creature based on what you select from the Radial Menu.

Spells

Bard Spells

 

Cleric Spells

 

Druid Spells

 

Paladin Spells

 

Ranger Spells

 

Sor/Wiz Spells