TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
   
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Druid Spell List............................................2 
  0th Level ..................................................2 
  1st Level...................................................3 
  2nd Level..................................................5 
  3rd Level ..................................................8 
  4th Level ................................................11 
  5th Level ................................................14 
  6th Level ................................................17 
  7th Level ................................................19 
  8th Level ................................................21 
  9th Level ................................................23 
  Spell Tables................................................25 
  Summon Nature’s Ally..........................25 
  Hallow/Unhallow Table........................26 
  Auras.....................................................27 
  Ranges...................................................27 
  Levels of Concealment..........................28 
  Levels of Cover.....................................28 
  Level of Exhaustion ..............................28 
  Levels of Fear........................................28 
  Areas of Effect – Shape.........................28 
  Areas of Effect – Fill.............................28 
  Casting Times .......................................28 
  Other Definitions...................................29 
  Appendix....................................................31 
  Revision History....................................31 
  Key to Sourcebooks ..............................31 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 0th level 
   
  Page 2 
  Druid Spell List 
   
  Wisdom-based Prepared Divine Spells 
   
  0th Level 
   
  Abjuration 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  Conjuration 
  Create Water(PH p215) 
  <Conj(creat), VS, 1StdAct, Close-range, Instantaneous> 
  – Creates 2 gallons/level of pure water. 
  Cure Minor Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1 point of damage with Positive Energy. 
  Divination 
  Detect Crossroad(MoF p88) 
  <Div, VS, 1StdAct, 1 mile range, Concentration up to 
  10min/lvl> 
  – Sense the direction of a Fey Crossroads within 
  1 mile.  The caster may identify it when it is 
  within 60’ and unobstructed. 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Magic Aura of a spell 
  or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura.  
  If an aura is within line-of-sight, the caster 
  can identify its school with a Spellcraft 
  check vs. DC 15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Detect Poison(PH p219) 
  <Div, VS/DF, 1StdAct, Close-range, Instantaneous, no 
  save, no SR> 
  – Determines if one creature, one object, or one 
  5’ cube is poisonous, has been poisoned, or 
  contains poison. 
   Identifying the type of poison requires a 
  Wisdom check vs. DC 20.  If the caster has 
  ranks in Craft(alchemy), he/she may also 
  make a check with that skill vs. DC 20. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Guidance(PH p238) 
  <Div, VS, 1StdAct, Touch, until discharged up to 
  1min> 
  – Subject can designate one attack roll, saving 
  throw, or skill check on which to receive a  
  +1 Competence bonus, chosen before the roll. 
  Know Direction(PH p246) 
  <Div, VS, 1StdAct, Personal> 
  – The caster knows which direction is North. 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spell books at 1 page per min. 
  Enchantment 
  Vengeful Mount(DR326 p74) 
  <Ench(comp)[mind], VSM(riding crop or willow 
  switch), 1StdAct, Close-range, Instantaneous, 
  WillNeg, SR applies> 
  – The target Animal will shy away from anyone 
  attempting to make a Ride check or a Handle 
  Animal check with it.  If mounted, the rider 
  must immediately make a Ride check vs. DC 
  10 to stay on. 
  Evocation 
  Flare(PH p232) 
  <Evoc[light], V, 1StdAct, Close-range, Instantaneous, 
  FortNeg, SR applies> 
  – Target with sight is Dazzled for 1 minute. 
  Light(PH p248) 
  <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> 
  – Object touched gives off bright light in a 20’ 
  radius & dim light for another 20’. 
  This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Necromancy 
  Naturewatch(CDiv p170)(MoF p110) 
  <Necro, S, 1StdAct, Close-range, 10min/lvl, no save, 
  no SR> 
  – Determine the health of animals & plants in a 
  90 degree arc.  Choices are ‘dead’, ‘fragile’,  
  ‘alive’, ‘needs to be watered’, ‘hungry’, etc. 
  Transmutation 
  Ground Smoke(DR326 p73) 
  <Trans, VS, 1StdAct, Close-range, 8 hours> 
  – One 5’ square target fire has its smoke 
  dissipate close to the ground. 
  Mending(PH p253)  
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Repairs one object of up to 1 pound. 
  Purify Food and Drink(PH p267) 
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Purifies 1 cubic foot of food/water per level. 
  Ram’s Might(MoF p112) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster’s unarmed attacks inflict normal 
  damage (instead of nonlethal) & the caster is  
  considered ‘armed’. 
  Snowshoes(DR312 p65) 
  <Trans, VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The touched subject receives these benefits: 
  a) Can walk on ice without a speed reduction; 
  b) +5 bonus on Balance checks ore Reflex 
  saves to walk on ice and/or snow & avoid 
  falling through it; 
  c) Does not leave trails any more noticeable 
  than ‘solid ground’ for purposes of 
  tracking. 
  Virtue(PH p298) 
  <Trans, VS/DF, 1StdAct, Touch, 1min> 
  – Touched subject gains 1 Temporary HP. 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 1st level 
   
  Page 3 
  1st Level 
   
  Abjuration 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  Hide from Animals(PH p241) 
  <Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), no save, 
  SR applies> 
  – One touched subject per level cannot be 
  perceived by Animals.  Effected senses 
  include Blindsense, Blindsight, Scent, 
  Tremorsense, Sight, Hearing, or Smell. 
   If any of the spell’s subject touches or attacks 
  (including with spells) any creature, the spell 
  ends for all the subjects. 
  Conjuration 
  Beget Bogun(CDiv p152) 
  <Conj(creat), VSM(form to be animated),X(25), 
  1StdAct, Touch, Instantaneous> 
  – Last step in creating a Bogun(CDiv p152), a 
  Tiny-sized Construct that serves its creator. 
  Cure Light Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1d8 +1/level damage (max +5) with 
  Positive Energy. 
  Deep Breath(DR314 p46) 
  <Conj(creat)[water], V, 1Free-Action, Personal, 1rnd/lvl> 
  – The caster’s lungs are constantly refilled with 
  air, so he/she has no danger of drowning. 
  Obscuring Mist(PH p258) 
  <Conj(creat), VS, 1StdAct, 1min/lvl, no SR> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog centered around the caster.   
  The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round.  
  Large amounts of fire, such as a Fireball, will 
  also disperse the cloud. 
  Summon Nature’s Ally I(PH p288) 
  <Conj(sum), VS/DF, 1Round, Close-range, 
  1rnd/lvl(D)> 
  – Summons one creature from the ‘Summon 
  Nature’s Ally I’ Table to fight the caster’s 
  enemies.  The creature can attack on the 
  caster’s initiative starting its first round. 
  Vigor, Lesser(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 15rnds total)> 
  – Touched living creature gains Fast Healing 1. 
  Wood Wose(CDiv p190)  
  <Conj(creat), VS/DF, 1StdAct, Close-range, 1hr/lvl> 
  – Summon a translucent nature spirit that can do 
  simple outdoor tasks, like feeding animals, 
  catching fish, building a campfire, etc.  It has 
  a Strength of 2 (so it can lift 20 lbs.) & a 
  movement of 15’, but must stay in range.  It 
  cannot be targeted by spells, but is destroyed 
  if it takes 6hp of area of effect damage. 
  Divination 
  Detect Animals or Plants(PH p218) 
  <Div, VS, 1StdAct, Long-range, Concentrations up to 
  10min/lvl, no SR> 
  – Caster can detect a specific animal or plant in 
  Cone-shaped Emanation each round.  The 
  caster can change the animal / plant being 
  looked for each round. 
   The information gained increases each round 
  spent focusing on a single target: 
  1st round – detect the target’s presence or 
  absence. 
  2nd round – number of individual targets & 
  the healthiest one’s condition.  If not in 
  line-of-sight, the caster only knows the 
  direction. 
  3rd round – condition & location of each 
  individual target. 
  Possible conditions are ‘normal’, ‘fair’, 
  ‘poor’, & ‘weak’. 
  This spell works through minor barriers, up to 3’ 
  of wood / dirt, 1’ of stone, 1” of metal, but it 
  is blocked by any amount of lead. 
  Detect Snares and Pits(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, 
  no save, no SR> 
  – The caster can see pits, deadfalls, snares, 
  quicksand, a sinkhole, etc,  in a 60’ Cone-
  shaped Emanation.  This spell does not locate 
  items that are obscured (i.e., behind boxes or 
  under a rug).  
   The information gained increases each round:  
  1st round – presence of a hazard. 
  2nd round – number of hazards & the location 
  of each one.  If not in line-of-sight, the 
  caster only knows the direction. 
  3rd+ rounds – type & triggering method of 
  one specific hazard. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Omen of Peril(CDiv p171) 
  <Div, VF(25gp marked sticks), 1Round, Personal, 
  Instantaneous> 
  – The caster gains a momentary vision which 
  vaguely indicates the level of danger he/she is 
  in for the next hour.  The chance of the vision 
  being correct is 70% + 1% per caster level 
  (max 90%), rolled secretly by the DM. 
   The three possible answers the caster will 
  receive are ‘Safety’, ‘Peril’, or ‘Great 
  Danger’.  If the success roll failed, the caster 
  will randomly get one of the two incorrect 
  answers. 
   The vision is specific to the religion of the 
  caster and does not provide additional 
  information. 
  Speak with Animals(PH p281) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster may communicate with Animals, 
  though the spell does not change their 
  intelligence or attitude. 
  Enchantment 
  Calm Animals(PH p207) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 
  1min/lvl, SR applies> 
  – Calms 2d4 + 1/lvl HD of Animals, though all 
  targets must be the same type of Animal.  
  Any threat to a target will end the effect.  
  Only Animals trained to attack or guard and 
  Dire Animals are allowed a Will save to 
  negate. 
  Charm Animal(PH p208) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Animal considers the caster its ally.  
  Anything the casters does will be treated the 
  same way as if someone friendly has done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Evocation 
  Faerie Fire(PH p229) 
  <Evoc[light], VS/DF, 1StdAct, Long-range, 
  1min/lvl(D), no save, SR applies> 
  – All objects in a 5’ radius Burst are outlined in 
  the caster’s choice of a blue, green, or violet 
  glow, which is as bright as a candle.   This 
  negates Concealment due to darkness, Blur, 
  Displacement, Invisibility, etc. 
   Magical darkness spell of 2nd level or higher 
  Suppress this spell. 
  Produce Flame(PH p265) 
  <Evoc[fire][energy missile][touch attack], VS, 
  1StdAct, Personal, 1min/lvl(D), no save, SR 
  applies> 
  – A flame as bright as a torch (20’ of light) 
  appears in the caster’s hand. 
   The caster can attack with the flame as either a 
  touch attack or an energy missile with a range 
  of 120’.  The flame does 1d6 + 1/level (max 
  +5) Fire damage & can be used every round. 
   Each attack removes 1 minute of duration from 
  the spell.  If the spell is brought to 0 duration, 
  the spell ends after the damage is applied. 
  Sandblast(CDiv p178) 
  <Evoc, VS/DF, 1StdAct, Instantaneous, Ref½, SR 
  applies> 
  – All targets within 10’ half-circle Burst from 
  the caster’s hands take 1d6 nonlethal damage 
  from hot sand.  Any target failing its saving 
  throw is also Stunned for 1 round. 
  Transmutation 
  Animate Water(CArc p96) 
  <Trans[water], VSM(water, cinnabar oil), 1 Round, 
  Close-range, Concentration up to 1rnd/lvl> 
  – Transform up to a 5’ cube of water into a 
  Small Animated Object with the [water] 
  subtype and 2x the default hit-points, but has  
  Hardness 0. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 1st level 
   
  Page 4 
  Animate Wood(CArc p96) 
  <Trans, VSM(powdered cinnabar, ground peach pit),  
  1 Round, Touch, Concentration up to 1rnd/lvl> 
  – Transform one unattended wooden object of 
  up to Small size into a Small Animated 
  Object with Hardness 5. 
  Camouflage(Und p56) (CDiv p157) 
  <Trans, VS, 1StdAct, Personal, 10min/lvl> 
  – +10 Circumstance bonus on Hide checks. 
  Claws of the Beast(PGF p101) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster’s hands become 1d8 weapons that 
  make ‘armed attacks’. 
  Entangle(PH p227) 
  <Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – All plants in a 40’ radius Spread Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a Full-Round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled (including a target that has just 
  broken free) may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  Goodberry(PH p237) 
  <Trans, VS/DF, 1StdAct, Touch, 1day/lvl> 
  – When cast on a handful of freshly picked 
  berries, 2d4 become ‘good berries’.  Each can 
  cure 1 hp (max 8 hp per 24 hours) & is as 
  nourishing as a normal meal. 
  Hawkeye(CDiv p166) 
  <Trans, V, 1StdAct, Personal, 10min/lvl> 
  – Gain a +5 Competence bonus on Spot checks 
  and all projectile weapon range increments 
  are increased by 50%. 
  Jump(PH p246) 
  <Trans, VSM(grasshopper leg), 1StdAct, Touch, 
  1min/lvl(D)> 
  – Touched subject gains an Enhancement bonus 
  on Jump checks: 
  Lvl Bonus 
  Lvl Bonus 
  Lvl Bonus 
   1  
   +10 
   5 
   +20 
   9 
   +30 
  Longstrider(PH p249) 
  <Trans, VSM(dirt), 1StdAct, Personal, 1hr/lvl(D)> 
  – The caster gains a +10’ Enhancement bonus to 
  his/her land movement.  Does not effect the 
  speed of burrowing, climbing, flying, or 
  swimming. 
  Magic Fang(PH p250) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – One natural weapon of touched creature 
  (including Humanoids) gets +1 Enhancement 
  bonus to attack and damage. 
  Magic Stone(PH p251) 
  <Trans, VS/DF, 1StdAct, Touch, until discharged up to 
  30min> 
  – Up to 3 pebbles gain a +1 Enhancement bonus 
  to attack & deal 1d6 +1 damage (double vs. 
  Undead).  Range increment is 20’. 
  Pass without Trace(PH p259) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – One subject/lvl leaves no tracks or scent trail. 
  Raging Flame(DR314 p21) 
  <Trans[fire], VS/AM(alchemist’s fire)/DF, 1StdAct, 
  Medium-range, Instantaneous, no save, no SR> 
  – All non-magical fires in a 30’ Burst flare up: 
  a) burn twice as bright & give off light in 2x 
  the normal radius; 
  b) burn twice as hot & deal 2x damage (i.e., a 
  creature who has Caught Fire takes 2d6 
  damage per round if caught in the area of 
  effect); 
  c) consumes its fuel twice as quickly (an 
  effected torch would only last 30 minutes). 
  This spell Counters and Dispels Slow Burn. 
  Shillelagh(PH p278) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – A touched, non-magical club or staff made 
  entirely from oak gains a +1 Enhancement 
  bonus to attack & damage, and its base 
  damage improves as if the weapon was two 
  size categories larger (i.e., Small ‘shillelagh’ 
  does 1d8, a Medium one does 2d6, and a 
  Large does 3d6). 
   A quarterstaff targeted by this spell gains the 
  bonus on both striking surfaces. 
   The target weapons only gains its bonuses 
  when wielded by the caster. 
  Silvered Claws(BoED p107) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – All of the living subject’s natural attacks are 
  considered to be Silver for purposes of 
  overcoming Damage Reduction. 
  Slow Burn(DR314 p21) 
  <Trans[fire], VS/AM(oil-filled hourglass)/DF, 1StdAct, 
  Medium-range, Instantaneous, no save, no SR> 
  – All non-magical fires in a 30’ Burst are 
  magically fueled: 
  a) burn twice as long while consuming the 
  same amount of fuel (a torch would burn 
  for 2 hours while giving normal light); 
  b) twice as hard to put out (if a roll is needed 
  to put a fire out, roll twice & take the 
  worst roll). 
  This spell Counters and Dispels Raging Flame. 
  Speed Swim(MoF p121) 
  <Trans, VSF(tiny wooden paddle), 1StdAct, Close-
  range, 1min/lvl(D)> 
  – Subject gains a swim speed of 30’ without 
  needing to make a Swim check. 
  Stonemantle(DR314 p29)  
  <Trans[earth], VSM(powdered marble), 1StdAct, Close-
  range, 10min/lvl> 
  – One or more target objects within range gain 
  the resilience of stone (i.e., Hardness 8, 15 hp 
  per inch). The caster can effect 1 Tiny-sized 
  object per level or the Object Equivalence.  
  All effected object have a dull-gray tint for 
  the spell’s duration. 
  Traveler’s Mount(CDiv p184) 
  <Trans, VS, 1StdAct, Touch, 1hr/lvl> 
  – The touched Animal or Magical Beast 
  receives the following benefits: 
  a) +10’ Enhancement bonus to movement; 
  b) can Hustle without taking damage or 
  becoming Fatigued; 
  c) cannot make attack rolls.  
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 2nd level 
   
  Page 5 
  2nd Level 
   
  Abjuration 
  Earthen Grace(DR314 p28) 
  <Abj[earth], VSM(1 pound granite, 100gp powdered 
  gems), 1StdAct, Touch, 1min/lvl> 
  – The touched creature take nonlethal damage 
  from the natural attacks from creatures made 
  of earth or stone, creatures with the [earth] 
  subtype, falling damage into the ground, 
  weapons with stone heads, etc. 
   If the target’s nonlethal damage ever becomes 
  equal to its current hit-points, the spell ends. 
  Easy Trail(MoF p91) 
  <Abj, VS, 1StdAct, Personal, 1hr/lvl(D)> 
  – The plants around the caster and in a 30’ Cone 
  behind the caster are pushed aside, creating a 
  “trail”.  This improves the overland 
  movement rate.  Since the plants move back 
  after the caster passes, the tracks are “hidden” 
  (+5 DC to follow them). 
  Fire Trap(PH p231) 
  <Abj[fire], VSM(25gp gold), 10Minutes, Touch, until 
  discharged(D), Ref½, SR applies> 
  – Sets a one-time trap on a closable item.  If 
  anyone besides the caster & those who know 
  its password open the item, it explodes with a 
  5’ radius, doing 1d4 + 1/level (max +20) Fire 
  damage.  The item itself is unharmed. 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are 
  protected from one Energy Type.  Each attack 
  doing damage of that type has the hp of 
  damage reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Conjuration 
  Delay Poison(PH p217) 
  <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Touched creature suppresses the effects of 
  current or new poisons in its body until the 
  spell ends. 
  Estanna’s Stew(BoED p99) 
  <Conj(heal), VSF(50gp engraved stew pot), 1Round> 
  – The held stew pot if filled with one serving 
  per two levels (max 5 servings) of healing 
  stew, which disappears after 1 hour.  Each 
  creature who consumes a serving (as a 
  Standard Action) is healed 1d6+1 hp.   
   An Undead within 10’ that is splashed with the 
  stew takes 1d6+1 Positive damage per 
  serving still in the pot (Will½, SR applies). 
  Fog Cloud(PH p232) 
  <Conj(creat), VS, 1StdAct, Medium-range, 10min/lvl> 
  – Creates a 20’ radius Spread by 20’ high Cloud 
  of fog. 
   The cloud can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  Remedy Moderate Wounds(MoF p113)(MoFe)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd/lvl> 
  – The living subject gains Fast Healing 2. 
  Remove Addiction(BoED p105) 
  <Conj(heal), VS, 1StdAct, Touch, Instantaneous> 
  – The touched subject is cured of all addictions. 
  Restoration, Lesser(PH p272) 
  <Conj(heal), VS, 3Rounds, Touch, Instantaneous> 
  – Touched creature has penalties on one ability 
  score removed -or- has 1d4 ability Damage 
  cured from one ability score. 
   Also, the subject has Fatigue removed or has 
  Exhaustion upgraded to Fatigue. 
   This spell cannot heal permanent ability Drain. 
  Summon Nature’s Ally II(PH p288) 
  <Conj(sum), VS/DF, 1Round, Close-range, 
  1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally II 1 
  Summon Nature’s Ally I 
  1d3 
  Summon Swarm(PH p289) 
  <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
  range, Concentration+2rnds, no save, no SR> 
  – Summons either a Swarm of Bats(MM p237), a 
  Swarm of Rats(MM p239), or a Swarm of 
  Spiders(MM p239).  The swarm attacks any 
  creatures that are within its area.  If there is 
  no creature to attack, the swarm moves to the 
  nearest creature.  The caster has no control 
  over the swarm’s movement or target. 
  Divination 
  Locate Node(Und p58) 
  <Div[earth], VSF(pebble from an earth node)/DF, 
  1StdAct, 1min/lvl> 
  – The caster may detect the distance and 
  direction all Earth Nodes(Und p49) within  
  1 mile per level –or– the distance and 
  direction to a specific, previously visited 
  Earth Node within 2 miles per level. 
   This spell cannot detect Earth Nodes warded by 
  lead or the spell Node Lock. 
  Share Husk(MoF p116) 
  <Div, VSM(food for the subject animal), 1StdAct, 
  Touch, Concentration> 
  – The caster can use the subject animal’s sense 
  of sight, hearing, & smell, including making 
  Spot & Listen checks, as a Free Action. 
  Enchantment 
  Animal Messenger(PH p198) 
  <Ench(comp)[mind], VSM(food), 1StdAct, Close-
  range, 1day/lvl> 
   – Sends a Tiny animal to a specific place 
  known to the caster.  Once there, the animal 
  waits until the end of the duration.  This spell 
  cannot target an animal trained or under the 
  control of someone else (such as a Familiar). 
   Typically used to carry a written message. 
  Animal Trance(PH p198)  
  <Ench(comp)[mind][sonic], VS, 1StdAct, Close-range, 
  Concentration, WillNeg (see below)> 
  – 2d6 HD of Animals or Magical Beasts with 
  Intelligence of 1 or 2 stop what they are 
  doing and watch the caster for the spell’s 
  duration.  Animals not trained to guard or 
  attack do not get a save, though all other 
  effected creatures do.  An effected creature is 
  treated as Fascinated. 
  Hold Animal(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One Animal is Held.  It gets a new Will save 
  each round to end the spell. 
  Evocation 
  Cloudburst(CDiv p158)(MoF p84)(MoFe)+ 
  <Evoc, VS, 1StdAct, Long-range, 100’ radius, 
  10min/lvl(D)> 
  – This spell only functions outdoors & not in 
  deserts.  Falling rain produces many 
  penalties:  ½ visibility;  –4 penalty on Sport, 
  Search, & Listen checks;  –4 penalty on 
  ranged weapon attacks; & flames are 
  extinguished.  10 minutes after the spell ends, 
  all the water disappears, so it cannot be used 
  for plants or drinking. 
  Flame Blade(PH p231) 
  <Evoc[fire], VS/DF, 1StdAct, Personal, 1min/lvl(D), 
  no save, SR applies> 
  – A scimitar made of flames appears in the 
  caster’s hand which does touch attacks that 
  deals 1d8 + 1 per 2 levels Fire damage (max 
  +10), but no Strength modifier.   
  Flaming Sphere(PH p232) 
  <Evoc[fire], VS/AM(tallow, brimstone, iron dust)/DF, 
  1StdAct, Medium-range, 1rnd/lvl, RefNeg, SR 
  applies> 
  – Creates a 5’ diameter ball of fire, which can 
  roll/jump 30’ per round.  If the sphere enters 
  a hex per a creature, it stops for that round & 
  does 2d6 Fire damage, unless the target 
  makes a Reflex save for no damage. 
   The caster can move the sphere as a Move 
  Action & it can go over barriers no more than 
  4’ high. 
  Gust of Wind(PH p238) 
  <Evoc[air], VSF(tiny bellows), 1StdAct, 1rnd, 
  FortNeg, no SR> 
  – Creates a powerful Line of air 10’ wide by 10’ 
  high by 60’ long starting at the caster.  All 
  Listen checks & ranged attacks within the 
  area of the spell receive a –4 penalty, and 
  open flames are extinguished. 
   The effect of the wind on creatures & objects is 
  based on their size. 
  Size 
  Flying? Blown Back Subdual 
  up to Tiny   Yes 
  2d6 x 10’ 
  2d6 
  up to Tiny   No 
  1d4 x 10’ 
  1d4 per 10’ 
  Small 
    Yes 
  1d6 x 10’ 
  — 
  Small 
    No 
  Prone 
  — 
  Medium 
    Yes 
  1d6 x 5’ 
  — 
  Medium 
    No 
  0’, but can’t advance 
  Large + 
    — 
  No effect 
  Heartfire(DR314 p20) 
  <Evoc[light][fire], VS/DF, 1StdAct, Close-range, 
  1rnd/lvl, SR applies> 
  – Intelligent creatures in a 5’ radius Burst are 
  outlined with red fire, with the following 
  effects: 
  a) gives off light as a Torch; 
  b) does not benefit from Concealment unless 
  it is generated by a [darkness] effect of 3rd 
  level or higher; 
  c) does not benefit from Blur, Displacement, 
  Invisibility, etc. 
  d) takes 1d4 Fire damage each round (Fort½); 
  e) casting a spell requires a Concentration 
  check vs. continuous damage. 
   The fire can be extinguished by normal means, 
  which ends the spell. 
  Illusion 
  Chameleon(CArc p100) 
  <Ill(glamer), VSM(skin shed by a lizard), 1Round, 
  Touch, 1hr/lvl>  
  – Touched subject gains a +10 Circumstance 
  bonus on Hide checks as long as he/she is not 
  moving faster than half speed.  A sudden 
  change in background will negated the bonus 
  for one round. 
  Necromancy 
  Decomposition(CDiv p161) 
  <Necro, VS/DF, 1StdAct, 1rnd/lvl, no save, SR applies> 
  – Any enemy within 50’ of the caster who takes 
  any lethal damage looses 1hp per round for 
  the spell’s duration.  The damage can be 
  canceled with a Heal check vs. DC 15 or 
  magical healing.   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 2nd level 
   
  Page 6 
  Transmutation 
  Animate Fire(CArc p96) 
  <Trans[fire], VSM(ash,sulfur), 1 Round, Close-range, 
  Concentration up to 1rnd/lvl> 
  – Transform up to a 5’ cube of fire into a Small 
  Animated Object with the [fire] subtype, 
  Hardness 0, and the ‘burn’ special attack of a 
  Fire Elemental. 
  Barkskin(PH p202) 
  <Trans, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – Touched living subject gains Natural Armor 
  bonus to AC of 2 + 1 per 3 levels after 3rd 
  (max +5).  Bonus stacks with a creatures 
  normal Natural Armor bonus. 
  Bear’s Endurance(PH p203) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Constitution. 
  Blinding Spittle(PGF p100)(MoF p82) 
  <Trans[sight], VS, 1StdAct, Close-range, no save, SR 
  applies> 
  – Ranged touch attack at a –4 penalty that 
  Blinds the target’s eyes until they can be 
  washed out. 
  Blindsight(PGF p100)(Und p56) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – Touched subject gains the Blindsight quality, 
  allowing it to sense creatures within 30’ even 
  if they are Invisible or cloaked in darkness. 
  Blood Frenzy(MoF p82) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl> 
  – Rage gives +2 to Strength and Constitution, 
  +1 on Will saves, and –1 to AC. 
  Body of the Sun(CDiv p155) 
  <Trans[fire], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – All creatures within 5’ of the caster take 
  1d4+1 Fire damage (Ref½ ) each round. 
  Brambles(CDiv p156) 
  <Trans, VSM(thorn), 1StdAct, Touch, 1rnd/lvl> 
  – Touched wooden Bludgeoning melee weapon 
  gains +1 Enhancement bonus to attack rolls 
  & +1 damage per level (max +10).  Its 
  damage is the better of Bludgeoning or 
  Piercing. 
  Briar Web(CDiv p156) 
  <Trans, VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – Plants Entangle everyone in 20’ radius Spread 
  who fails a Reflex save.  An entangled target 
  may spend a Full Round Action to gain a new 
  Reflex save to become unentangled (though 
  failing the save results in the target taking 
  2d6 Piercing damage).  
   An entangled target to takes any action except 
  trying to get free or holding still takes 2d6 
  Piercing damage each round. 
   Anyone not entangled may move at ½ speed 
  through the area of effect (taking no damage). 
    Plants provide Cover 5’, and Full Cover at 20’. 
  Bull’s Strength(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Strength. 
  Burrow(Und p56) 
  <Trans, VS/AF(claw from burrowing creature)/DF, 
  1StdAct, Touch, 1min/lvl(D)> 
  – Touched subject gains claws that do 1d6 
  damage and are treated as an armed attack.  
   The subject gains a Burrow speed of 10’ 
  through earth, sand, clay, & gravel , but not 
  solid stone. 
  Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  Chill Metal(PH p209) 
  <Trans[cold], VS/DF, 1StdAct, Close-range, 7rnds, SR 
  applies> 
  – The caster causes targeted metal to become 
  freezing cold, after which it thaws.  The metal 
  of 1 creature per 2 levels may be targeted as 
  long as they are within 30’, or the caster may 
  target 25 lbs. per level.  Magic or attended 
  metal get a Will saves to negate.  Damage is 
  determined by the round & the  amount of 
  contact (min damage for just touching, 
  normal damage for wearing): 
  Rnd 1 – none 
  Rnd 6 – 1d4  
  Rnd 2 – 1d4 
  Rnd 7 – none 
  Rnd 3-5 – 2d4  
   This spell Counters and Dispels Heat Metal. 
  Cold Fire(DR312 p62) 
  <Trans[cold], VS/DF, 1StdAct, Close-range, 
  1min/lvl(D)> 
  – Change a fire source (including magical fires) 
  up to a 20’ cube into ‘Cold Fire’, which is 
  blue & white and does Cold damage.   
  -or-   
  <Trans[cold], VS/DF, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – The targeted creature with either the ‘Fire’ 
  subtype or Cold Vulnerability takes 1d6 
  damage per two levels (max 5d6). 
  Creeping Cold(CDiv p159) 
  <Trans[cold], VSF(25gp bottle with water), 1StdAct, 
  Close-range, 3rnds, Fort½, SR applies> 
  – Turns the target’s skin ice-cold for 3 rounds.  
  If the target makes the initial save, it takes ½ 
  damage for all the rounds.  
  Rnd 1 – 1d6 damage 
  Rnd 2 – 2d6 damage 
  Rnd 3 – 2d6 damage 
  Earthfast(MoF p90) 
  <Trans, VS, 1StdAct, Close-range, 10min/lvl(D)> 
  – One stone structure or rock formation (but not 
  a Construct) of up to 25 cubic feet per level 
  has its Hardness & hit-points doubled.  The 
  spell ends if the caster moves out of range. 
  Eyes of the Avoral(BoED p99) 
  <Trans, S, 1StdAct, Touch, 10min/lvl> 
  – Subject gains +8 Racial bonus on Spot checks. 
  Heat Metal(PH p239) 
  <Trans[fire], VS/DF, 1StdAct, Close-range, 7rnds, SR 
  applies> 
  – The caster causes targeted metal to become 
  burning hot, after which it cools.  The metal 
  of 1 creature per 2 levels may be targeted as 
  long as they are within 30’, or the caster may 
  target 25 lbs. per level.  Magic or attended 
  metal get a Will saves to negate.  Damage is 
  determined by the round & the  amount of 
  contact (min damage for just touching, 
  normal damage for wearing): 
  Rnd 1 – none 
  Rnd 6 – 1d4  
  Rnd 2 – 1d4 
  Rnd 7 – none 
  Rnd 3-5 – 2d4  
  This spell Counters and Dispels Chill Metal. 
  Mark of the Outcast(Und p59) 
  <Necro, VS/DF, 1StdAct, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The target’s face  is marred by a mark visible 
  to normal, low-light, and dark vision.  The 
  target receives a –5 Circumstance penalty on 
  Bluff and Diplomacy checks and a –2 penalty 
  to AC. 
   This spell cannot be dispelled.  It can only be 
  removed by Break Enchantment, Limited 
  Wish, Miracle, Remove Curse, or Wish. 
  Master Air(MoF p107) 
  <Trans, VSF(feather or wing bone)/DF, 1StdAct, 
  Personal, 1rnd/lvl> 
  – The caster grows insubstantial wings & flies at 
  a speed of 90’ (60’ if in medium or heavy 
  armor) with Good maneuverability.  ½ speed 
  going up, 2x speed going down.  If spells 
  expires/is dispelled, subject descends at 60’ 
  per round for 1d6 rounds before falling. 
  Mountain Stance(DR314 p28) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature can ‘root’ itself to the 
  ground as Free-Action.  When rooted, any 
  attempt to move the subject must overcome a 
  DC of (12 + Caster level).  This include 
  checks to Grapple, Lift, Push, Bull Rush, 
  Overrun, Throw, Trip, etc. 
   If the subject is moved against his/her will, the 
  spell ends.   
   The subject can voluntarily move, though 
  he/she is then no longer rooted.  The subject 
  can still ‘re-root’ as a Free-Action. 
  One with the Land(MoF p111) 
  <Trans, VS, 1StdAct, Personal, 1hr/lvl> 
  – Link with nature gives a +2 Competence 
  bonus on Animal Empathy, Handle Animal, 
  Hide, Intuit Direction, Move Silently, Search, 
  and Wilderness Lore checks. 
  Owl’s Wisdom(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Wisdom. 
  Reduce Animal(PH p269) 
  <Trans, VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – One willing Animal of whose size is between 
  Small & Huge becomes 1 Size category 
  smaller.  Subject gains +2 Size bonus to 
  Dexterity, –2 Size penalty to Strength, and +1 
  bonus on attacks & AC.  A subject who 
  becomes Tiny-size have a reach of 0’ & must 
  enter an opponent’s hex to attack. 
  Scent(CDiv p178) (CDivErrata)+ 
  <Trans, VSM(mustard, pepper, sweat), 1StdAct, 
  Touch, 10min/lvl> 
  – The subject gains the Scent Ability. 
  Snowshoes, Mass(DR312 p65) 
  <Trans, VS, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One subject per level within a 30’ area 
  receives the following benefits: 
  a) Can walk on ice without a speed reduction; 
  b) +5 bonus on Balance checks ore Reflex 
  saves to walk on ice and/or snow & avoid 
  falling through it; 
  c) Does not leave trails any more noticeable 
  than ‘solid ground’ for purposes of 
  tracking. 
  Soften Earth and Stone(PH p280) 
  <Trans[earth], VS/DF, 1StdAct, Close-range, 
  Instantaneous, no SR> 
  – Softens one 10’ square per level of earth or 
  unworked stone to a depth of 1’-4’. 
  Wet Earth → Mud:  Ref save or stuck for 1d2 
  rounds (unable to move, attack, or cast 
  spells).  Those who save can move through 
  the area at ½ speed & can’t run or charge. 
  Dry Earth → Loose Dirt:  ½ speed & cannot 
  run or charge through the effected area. 
  Unworked Stone → Clay:  does not effect 
  movement, but is easier to work / destroy. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 2nd level 
   
  Page 7 
  Spider Climb(PH p283) 
  <Trans, VSM(live spider, drop of bitumen), 1StdAct, 
  Touch, 10min/lvl> 
  – Touched creature can travel along walls & 
  ceilings like a spider (20’ movement).  The 
  subject does not loose his/her Dex bonus to 
  AC while climbing, nor do opponents gain a 
  bonus to attack the subject. 
   The subject must have bare hands & feet. 
  Swim(CArc p125) 
  <Trans[water], VSM(goldfish scale), 1Round, Close-
  range, 10min/lvl(D)> 
  – The subject gains swimming ability: 
  a) can swim at his/her normal land speed; 
  b) gains a +8 Competence bonus on Swim 
  checks to perform special actions or avoid 
  hazards, with standard penalties; 
  c) can “Take 10” on Swim checks under 
  rushed or threatened conditions; & 
  d) can take a “Run” action while swimming. 
   Limitations: 
  a) this spell does not grant water breathing; & 
  b) if carrying more than a Light Load, the 
  subject must make a Swim check to move 
  at his/her normal land speed. 
  Tree Shape(PH p296) 
  <Trans, VS/DF, 1StdAct, Personal, 1hr/lvl(D)> 
  – The caster becomes a Large-sized tree, shrub, 
  or even a dead log.  While in this form, the 
  caster continues to have all his/her senses, 
  gains a +10 Natural Armor bonus to AC, is 
  immune to criticals, has an effective 
  Dexterity of 0 & a movement of 0’. 
   This spell may be dismissed as a Free Action. 
  Warp Wood(PH p300) 
  <Trans, VS, 1StdAct, Close-range, Instantaneous> 
  – One Small-sized wooden object per level (or 
  the Object Equivalent) in a 20’ radius may be 
  either 
  a) ruined by warping (melee weapons have a 
  –4 attack penalty, etc.); or 
  b) straighten wood that was warped 
  magically or naturally. 
  Wood Shape(PH p303) 
  <Trans, VS/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of wood 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 3rd level 
   
  Page 8 
  3rd Level 
   
  Abjuration 
  Protection from Energy(PH p266) 
  <Abj, VS/DF, 1StdAct, Touch, until depleted up to 
  10min/lvl> 
  – Touched creature is immune to a total of 12 
  damage per level (max 120 hp) from one 
  Energy Type.  Once all the damage has been 
  taken, the spell ends.   
  Note:  This spell takes precedence over Resist 
  Energy.  Only when this spell is depleted will 
  Resist Energy be applied. 
  Tortoise Shell(MoF p127) 
  <Abj, VSF(tortoise shell), 1StdAct, Close-range, 
  10min/lvl> 
  – Creates a 5’ diameter ‘tortoise shell’ made 
  from mystic energy.  The caster can have it 
  stand vertically, thus providing Cover from 
  half the battle field, hide under it (up to 2 
  Medium-sized creatures will fit), or even use 
  it as a small boat.  The ‘shell’ has Hardness 
  10, 100hp, & weights 500 pounds (though the 
  caster can carry it as if it weighed 10 pounds). 
  Resist Energy, Mass(CArc p120) 
  <Abj, VS/DF, 1StdAct, Close-range, 10min/lvl> 
  – The one subject (& his/her equipment) per 
  level within a 30’ area are protected from one 
  Energy Type.  Each attack doing damage of 
  that type has the hp of damage reduced by the 
  amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Conjuration 
  Cure Moderate Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 2d8 +1/level damage (max +10) with 
  Positive Energy. 
  Neutralize Poison(PH p257) 
  <Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – The touched subject or object has all poison 
  removed from it immediately.  If a creature 
  was poisoned, it does not need to make any 
  further saving throws.  This spell does not 
  heal ability damage or drain taken from 
  earlier failed saves. 
   In addition, the subject cannot be poisoned for 
  10 minutes per level.  If the subject is a 
  poisonous creature, it cannot poison anyone 
  for the spell’s duration (WillNeg, SR applies) 
  Remove Disease(PH p271) 
  <Conj(heal), VS, 1StdAct, Touch, Instantaneous> 
  – Cures all diseases affecting subject, as well as 
  parasites, Green Slime, etc. 
  Rogue Wave(DR314 p46) 
  <Conj(creat)[water], VS/DF, 1StdAct, Medium-range, 
  Instantaneous, Fort½, no SR> 
  – The caster creates a wave of water that has its 
  starting point anywhere within range and then 
  moves is a direction the caster chooses.  All 
  creatures struck by the wave take 1d6 per two 
  levels (max 10d6) bludgeoning damage 
  (Fort½).  If a creature of up to Large-size 
  fails its save, it is knocked Prone. 
   If cast on dry land, the wave is 20’ wide, 10’ 
  long, & 10’ high and moves 60’. 
   If cast in the water, the wave is 40’ wide, 10’ 
  long, & 10’ high and moves 120’.  Also, all 
  creatures receive a –4 penalty on their save. 
  Sleet Storm(PH p280) 
  <Conj(creat)[cold], VSM(dust, water)/DF, 1StdAct, 
  Long-range, 1rnd/lvl, no save, no SR> 
  – Blocks all vision in a 40’ radius Spread by 20’ 
  high cylinder.  Moving in the area of effect 
  requires a Balance check vs. DC 10.  Success 
  allows ½ movement, while failing by 5 or 
  more causes the target to fall down. 
  Summon Nature’s Ally III(PH p288) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally III 1 
  Summon Nature’s Ally II 1d3 
  Summon Nature’s Ally I 
  1d4+1 
  Updraft(DR314 p40) 
  <Conj(creat)[air], VSM(tiny propeller), 1Free-Action, 
  Personal, 1min/lvl(D)> 
  – The caster creates a column of upward moving 
  air beneath himself/herself.  On the first 
  round, the caster can move up 30’.  On the 
  subsequent rounds, the caster (as a Move 
  Action) has the option of moving up 30’ (to a 
  maximum of 90’), moving down 30’, or 
  moving horizontally up to 30’.  If the caster 
  chooses to move horizontally more than 10’, 
  he/she must make a Reflex save with a DC 
  equal to the feet moved at the end of the 
  Move Action.  Failure means the caster falls 
  off the column of air. 
   If the caster fall off, dismisses the spell, or has 
  it dispelled, he/she sinks at a rate of 60’ per 
  round and take no damage. 
   Attacking from the top of the column results in 
  a cumulative –1 penalty, up to a maximum of 
  –5.  A Full Round action can be use to 
  rebalance, decreasing the penalty back to –1. 
  Vigor(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 25rnds total)> 
  – Touched living creature gains Fast Healing 2. 
  Vigor, Mass Lesser(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per 
  level (max 25rnds total)> 
  – One living creature per two Caster levels in a 
  30’ area gains Fast Healing 1. 
  Divination 
  Circle Dance(MoF p84) 
  <Div, VS, 1Min, Personal> 
  – Indicates direction to known target & if that 
  person is unharmed, wounded, dying, etc. 
  Speak with Plants(PH p282) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster may communicate with plants & 
  Plant Creatures, though the spell does not 
  change their attitude towards the caster. 
  Weather Eye(CDiv p189) 
  <Div, VSM(incense)F(scrying device)/ DF, 1Hour, 
  Instantaneous> 
  – Accurately predict natural weather in a 1 mile 
  + 1 mile per level radius around the caster for 
  the next 7 days.  
   If the weather is currently under the effect of 
  magic, this spell identifies that fact in the 
  same way as Detect Magic. 
  Enchantment 
  Dominate Animal(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – Telepathically control one Animal with simple 
  commands.  Self-destructive orders are 
  ignored.  The caster can mentally command 
  the target as a Move Action provided they are 
  within Close-range of each other.   
  Evocation 
  Call Lightning(PH p207) 
  <Evoc[electricity], VS, 1Round, Medium-range, 
  1min/lvl, Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 10 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 3d10 Electricity damage.  
  Otherwise each bolt does 3d6 Electricity 
  damage.  This spell may be used indoors. 
  Capricious Zephyr(DR314 p38) 
  <Evoc[air], VS, 1StdAct, Medium-range, 1rnd/lvl, SR 
  applies> 
  – Creates a 5’ diameter sphere of powerful wind 
  that the caster can move up to 30’ per round 
  as a Move Action.  If it comes in contact with 
  a creature, its movement for that round end.  
  The Medium-size or smaller target is 
  subjected to a Bull Rush action at +6 in a 
  random direction (FortNeg) –and– a Trip at 
  +4 (no save). 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ 
  radius & dim light for another 60’.  The light 
  may be blocked by putting the object in a 
  container. 
   Treated as ‘sunlight’ for creatures who receive 
  penalties in those conditions, but is not real 
  sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
   This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Greenfire(UE p50) 
  <Evoc[acid], VS/DF, 1StdAct, Medium-range, 1rnd> 
  – One contiguous 5’ cube per level is filled with 
  green energy that churns up from the earth for 
  1 round.  Any creature in the area when the 
  spell is cast takes 2d6 + 1/lvl (max +10) acid 
  damage (Ref½).  A creature that travels 
  through the area of effect during the round 
  also takes damage, but gets no saving throw. 
   The caster has the option of doing no damage to 
  natural vegetation, ground cover, & plant 
  creatures. 
  Frost Breath(DR312 p64) 
  <Evoc[cold], VSM(water), 1StdAct, Ref½, SR applies> 
  – All creatures in a Close-range Cone take 1d4 
  per 2 levels Cold damage (max 5d4) (Ref½) 
  and becomes Dazed for 1 round (RefNeg). 
  Nature’s Favor(CDiv p170) (CDivErrata)+ 
  <Evoc, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – The touched animal gains a Luck bonus of +1 
  per 2 levels to attacks & damage (max +3). 
  Phantom Plow(LoD p187) 
  <Evoc[earth], VSM(dried corn), 1StdAct> 
  – “Plows” a straight furrow in raw earth that is 
  20’/lvl long by 1’ deep by 6” wide.  The 
  furrow is ended if it hits a wall, rock, etc., 
  that is more than 6” wide.  Anyone standing 
  in its path must make a Balance check to 
  avoid falling.  Underground creatures in the 
  spell’s path take 4d4 damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 3rd level 
   
  Page 9 
  Tremor(DR314 p29)  
  <Evoc[earth], VS/DF, 1StdAct, Medium-range, 1rnd, no 
  SR> 
  – The ground in a 40’ radius Spread shakes for 
  one round.  All creatures in the area must 
  make a Reflex save or fall Prone & become 
  Stunned for 1 round.  Casters must make 
  Concentration checks vs. DC 15 + spell level, 
  and any skill check that generates an Attack 
  of Opportunity requires a Concentration 
  check vs. DC 15 or it will automatically fail.  
  Structures are not damaged by this spell. 
  Wind Wall(PH p302) 
  <Evoc[air], VSM(tiny fan, exotic feather)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl> 
  – An Invisible wall of air 2’ wide is created in 
  any continuous shape desired by the caster up 
  to 10’ long per level & 5’ high per level. 
   The wall is total protection from gases 
  (including some breath weapons), gaseous 
  forms, flying creatures up to Small-size, etc.  
  Arrows & bolts are blocked by the wall, & 
  other ranged weapons have a 30% miss 
  chance.  Large ranged weapons, such as a 
  giant’s boulders, are not effected. 
   The wall may be walked through normally. 
  Necromancy 
  Affliction(BoED p89) 
  <Necro[good], VS, 1StdAct, Touch, FortNeg, SR 
  applies> 
  – Infects touched Evil target with chosen 
  Affliction(BoED p34) which takes effect 
  without an incubation period. 
  Name 
  DC Base Damage 
  Depraved Decadence 
  18 
  1d4 Str 
  Eternal Torpor 
  14 
  1d6 Dex 
  Raging Desire 
  15 
  1d3 Con 
  Consuming Passion 
  17 
  1d4 Int 
  Haunting Conscience 
  16 
  1d4 Wis 
  Pride in Vain 
  20 
  1d6 Cha 
   The Base Damage has the target’s Charisma 
  modifier added to it.  If it is an Evil 
  Elemental or Evil Undead, it takes +1 damage  
  If it is an Evil Outsider or an Evil Cleric of an 
  Evil Deity, it takes +2 damage. 
  Contagion(PH p213) 
  <Necro[evil][touch attack], VS, 1StdAct, Touch, 
  FortNeg, SR applies> 
  – Infects touched subject with chosen disease 
  which takes effect without an incubation 
  period. 
  Name 
  DC Dmg 
  Cackle Fever 
  16 
  1d6 Wis 
  Filth Fever 
  12 
  1d3 Dex & 1d3 Con 
  Mindfire 
  12 
  1d4 Int 
  Red Ache 
  15 
  1d6 Str 
  Shakes 
  13 
  1d8 Dex 
  Slimy Doom 
  14 
  1d4 Con 
  Blinding Sickness 16 
  1d4 Str & if the 
  victim takes 2+ Str dmg, must make an 
  additional save or go permanently Blind. 
  Healing Sting(MoF p100) 
  <Necro[touch attack], VSM(dried wasps), 1StdAct, 
  Touch, FortNeg> 
  – Touched living creature takes 1d6 + 1/lvl dmg. 
  The caster healed the same number of hp. 
  Infestation of Maggots(CDiv p166)(MoF p102) 
  <Necro[touch attack], VSM(dried flies), 1StdAct, 
  Touch, up to 1 round per 2 levels, FortNeg(retry), 
  SR applies> 
  – The touched target must make a Fortitude save 
  each round or take 1d4 Constitution damage.  
  Once the target makes a single saving throw, 
  the spell ends. 
  Dispelled by Cure Disease or Heal. 
  Plague Carrier(RoF p190) 
  <Necro[touch attack], VS, 1StdAct, Touch, FortNeg> 
  – Infects touched subject with chosen disease 
  which takes effect after the incubation period.  
  During the incubation period, the target does 
  not present symptoms, but is transmitting the 
  disease to those who come in contact. 
   Disease choices are Blinding Sickness, Cackle 
  Fever, Filth Fever, Mind Fire, Red Ache, The 
  Shakes, or Slimy Doom. 
  Poison(PH p262) 
  <Necro[touch attack], VS/DF, 1StdAct, Touch, 
  Instantaneous, FortNeg, SR applies> 
  – Touch deals 1d10 Constitution damage, 
  repeats in 1 minute.  DC is 10 + ½ caster 
  level + caster’s Wisdom modifier. 
  Transmutation 
  Beast Claws(CDiv p151) 
  <Trans, VSM(bird claw), 1StdAct, Personal, 1rnd/lvl> 
  – The caster’s hands become 1d6 Slashing 
  weapons (critical threat 19-20/x2) & are an 
  armed attack.  The claws do not interfere with 
  spell casting. 
  Diminish Plants(PH p221) 
  <Trans, VS/DF, 1StdAct, Instantaneous> 
  – This spell either 
  a) “prunes” vegetation to 1/3 its normal size in 
  a 100’ radius circle, a 150’ radius half-
  circle, or a 200’ radius quarter circle 
  (caster may choose plants to be excluded).  
  The area of effect must be within Long-
  range; or 
  b) blights vegetation within ½ mile to produce 
  1/3 of its normal output in the next year. 
   Neither use effects Plant Creatures in any way. 
   This spell Counters Plant Growth. 
  Energize Potion(BoED p98) 
  <Trans, VSM(a magic potion), 1StdAct, Ref½, SR 
  applies> 
  – A touched magical potion can be launched to a 
  spot within Close-range, where it explodes in 
  a 10’ radius Burst, doing 1d6 damage per 
  Spell level of the potion.  The damage is of 
  an Energy Type designated at casting time. 
  Fire Wings(CDiv p165) 
  <Evoc[fire], VSM(bird feather)F(gold phoenix amulet), 
  1Round, Personal, 1min/lvl> 
  – The caster’s arms become fiery wings, with 
  the following effects: 
  a) The caster gains a Flying speed of 60’ (40’ 
  if in Medium or Heavy Armor) with Good 
  maneuverability.  ½ speed going up, 2x 
  speed going down.  Able to Charge.  Can 
  only carry a Light load. 
  b) Any worn magic items are still in effect, 
  but the caster cannot hold anything in 
  his/her ‘hands’ & cannot cast spells with 
  somatic components. 
  c) The caster may make an Unarmed Attack 
  with the wings at a –4 penalty.  The wings 
  do the caster’s normal Unarmed Strike 
  damage +2d6 Fire damage. 
   If spells expires/is dispelled, the caster 
  descends at 60’ per round for 1d6 rounds 
  before falling 
  Magic Fang, Greater(PH p250) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl> 
  – One living creature (including a Humanoid) 
  gains one of the following: 
  a) one natural weapon gets an Enhancement 
  bonus to attack and damage of +1 per 4 
  levels (max +5); or 
  b) all natural weapons get a +1 Enhancement 
  bonus on attacks and damage. 
  Meld into Stone(PH p252) 
  <Trans[earth], VS/DF, 1StdAct, Personal, 10min/lvl> 
  – The caster (& up to 100 pounds of gear) can 
  step into a block of stone that can entirely 
  contains his/her body & equipment.  The 
  caster remains just under the surface that was 
  entered & is able to hear what is going on 
  outside the stone (but not see).  While in the 
  stone, the caster can target himself/herself 
  with spells. The caster may exit the surface 
  that was entered at any time.   
  The following effect is inflicted on the caster if 
  the target stone is damaged as listed: 
  - Stone Shape:  Take 3d6 damage. 
  - Passwall:  Expelled. 
  - Stone to Flesh –or– not exiting before the 
  duration ends –or– the spell is Dispelled  
  –or– the stone is broken so that the caster 
  can no longer fit within it: Expelled & take 
  5d6 damage. 
  - Transmute Rock to Mud –or– the stone is 
  totally destroyed:  Expelled & Fort save 
  vs. DC 18 or die. 
  Plant Growth(PH p262) 
  <Trans, VS/DF, 1StdAct, Instantaneous> 
  – This spell either 
  a) causes vegetation to grow thick & 
  overgrown in a 100’ radius circle, a 150’ 
  radius half-circle, or a 200’ radius quarter 
  circle (caster may choose plants to be 
  excluded).  The area of effect must be 
  within Long-range.  Movement through 
  the overgrown area is reduced to 5’ (or 10’ 
  for creatures of at least Large size); or 
  b) enhances vegetation within ½ mile to 
  produce exceed its normal production by 
  1/3 in the next year. 
  This spell Counters Diminish Plants. 
  Quench(PH p267) 
  <Trans, VS/DF, 1StdAct, Medium-range> 
  – This spell extinguishes fires, which can be 
  used in several ways: 
  a) Put out fires in a one contiguous 20’ cube 
  per level.  Normal fire is automatically 
  extinguished, fire spells are put out with a 
  Dispel Check (max +15), and Elemental 
  (fire) creatures 1d6 per caster level (max 
  15d6) (no save, SR applies). 
  b) A targeted magic item that creates / 
  controls flames (including a Wand of 
  Fireball or a Flaming Weapon) has all its 
  fire ability Suppressed for 1d4 hours 
  unless the object makes a Will save. 
  Quillfire(MoF p112) 
  <Trans, VS, 1StdAct, Personal, 1rnd> 
  – The caster’s hands grow poisonous quills that 
  can be used either for a melee or ranged 
  attack (10’ range increment).  The quills do 
  1d8 + 1/2lvls (max +5) & are coated with 
  poison (1d6 Str / 1d6 Str  DC18). 
  Snakebite(MoF p120) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – Your arm turns into poisonous snake that you 
  can use as a weapon.  The snake does 1d3 
  damage and has a (1d6Con+1d4rnd 
  Paralysis)/ (1d6Con+1d4rnd Paralysis) 
  poison whose DC is (10 + ½ caster level + 
  caster’s Wisdom modifier). 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 3rd level 
   
  Page 10 
  Snare(PH p280) 
  <Trans, VS/DF, 3Rounds, Touch, until triggered, no 
  save, no SR> 
  – Creates a magical booby trap out of a rope, 
  vine, etc. (Search vs. DC 23 for a Rogue to 
  locate).  Anyone who puts a limb into the 
  snare’s loop is Entangled. 
   If attached to a supple tree, the person is also 
  lifted off the ground & takes 1d6 damage. 
   To escape, make a Strength or Escape Artist 
  check vs. DC 23 or do 5hp damage to the 
  snare (AC 7). 
  Spiderskin(Und p61) 
  <Trans, VSM(bit of spider)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Touched subject’s skin becomes tougher.  
  This grants a ‘+n’ bonus to the following, 
  where ‘+n’ is +1 at 3rd level, +2 at 6th level, 
  up to +5 at 12th level: 
  a) +n Enhancement bonus to the subject’s 
  Natural Armor; 
  b) +n Racial bonus on saves vs. poison; & 
  c) +n Racial bonus on Hide checks. 
  Spike Growth(PH p283) 
  <Trans, VS/DF, 1StdAct, Medium-range, 1hr/lvl(D), 
  Ref½, SR applies> 
  – The ground vegetation (roots, grasses, etc.) in 
  one 20’ square per level becomes magically 
  sharp.  For each 5’ that a creature walks / 
  runs through the area of effect, it takes 1d4 
  damage (no save) & have its movement 
  reduced to ½ due to foot injuries (RefNeg). 
   The movement penalty lasts until a) the target 
  receives healing magics; b) a Heal check vs. 
  the spell’s DC; or c) 24 hours go by. 
  Spikes(CDiv p181) 
  <Trans, VSM(thorn), 1StdAct, Touch, 1hr/lvl> 
  – Touched wooden Bludgeoning melee weapon 
  gains a +2 Enhancement bonus to attack rolls,  
  +1 damage per level (max +10), and has its 
  critical hit threat range doubled.  Its damage 
  is the better of Bludgeoning or Piercing. 
  Standing Wave(CDiv p182) 
  <Trans, VS/DF, 1StdAct, Close-range, 10min/lvl, 
  RefNeg, SR applies> 
  – The targeted water lifts and moves any  
  creature or object within it along the surface 
  at 60’ per round in a direction designated at 
  cast time for the spell’s duration.  If the water 
  comes in contact with land, it lowers what it 
  is carrying onto the shore gently.   
   The limit of what the wave can carry is 
  determined by Caster level: 
  Lvl Max Size Carried 
  Lvl Max Size  
  5th 
  up to Medium 
  11th Gargantuan 
  7th 
  Large 
  13th Colossal 
  9th 
  Huge 
  Stone Shape(PH p284)(PHe)+ 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 1 cubic foot per level 
  into a shape of the caster’s choosing, though 
  fine detail is not possible. 
  Thornskin(CArc p127) 
  <Trans, VSM(thorn), 1StdAct, Personal, 1rnd/lvl> 
  – The caster’s skin grows thorns: 
  a) the caster’s Unarmed Strike’s damage is 
  lethal and does a +1d6 Piercing; 
  b) if an opponent strikes the caster with a 
  Natural Weapon, an Unarmed Strike, or a 
  Grapple, the opponent takes 5hp of 
  Piercing damage. 
  Water Breathing(PH p300) 
  <Trans, VSM(straw)/DF, 1StdAct, Touch> 
  – The touched subjects of the spell can breathe 
  underwater.   2hrs/lvl duration is evenly split 
  between all the subjects. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 4th level 
   
  Page 11 
  4th Level 
   
  Abjuration 
  Antiplant Shell(PH p200) 
  <Abj, VS/DF, 1StdAct, 10min/lvl(D), no save, SR 
  applies> 
  – Creates a 10’ radius, mobile, invisible sphere 
  around the caster that cannot be entered by 
  Plant creatures or animated plants. 
  Dispel Magic(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Eye of the Hurricane(DR314 p38)  
  <Abj[air], VS, 1StdAct, Personal, 1rnd/lvl, SR applies> 
  – Creates a 40’ radius sphere-shaped Emanation 
  storm centered on the caster with a 10’ radius 
  “quiet area” around the caster.  The area of 
  effect stays centered on the caster while 
  he/she moves.   
  The winds are Hurricane-force, making normal 
  ranged attack into the area of effect 
  impossible.  Even siege weapons & giant 
  boulders receive a –8 attack penalty. 
  Any creature in the area of effect (either from 
  the outside or from the “quiet area” inside) on 
  their round must make a Fortitude save or 
  take the following effects: 
  Size 
  Flying? Effect 
  up to Med. 
  No 
  Blown back 1d4x10’, 
  1d4 nonlethal dmg/10’, 
  Prone. 
  up to Med. 
  Yes 
  Blown back 2d6x10’,  
  2d6 nonlethal dmg. 
  Large 
  No 
  Prone. 
  Large 
  Yes 
  Blown back 1d6x10’. 
  Huge 
  No 
  No movement. 
  Huge 
  Yes 
  Blown back 1d6x5’.  
  Gargantuan 
  — 
  n/a 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  Land Womb(MoF p104) 
  <Abj, VS, 1StdAct, Touch, 10min/lvl(D)> 
  – The caster and one creature/level sink into 
  natural earth, stopping 10’ below the ground.  
  There is enough air for the duration, but 
  spells with Somatic components cannot be 
  cast.  Only Divinations of 5th level or higher 
  can detect the “womb”. 
  Repel Vermin(PH p271) 
  <Abj, VS/DF, 1StdAct, 10min/lvl(D), SR applies> 
  – Creates a 10’ radius area around the caster that 
  causes insects & other vermin to stay away.  
  Vermin whose HD are 1/3
  rd of the caster level 
  or greater are allowed a Will save to enter the 
  area, but even then they take 2d6 damage. 
  Conjuration 
  Arc of Lightning(CArc p97) 
  <Conj(create)[electricity], VSM(2 small iron rods), 
  1StdAct, Close-range, Instantaneous, Ref½, no SR> 
  – Two creatures within range, and all creatures 
  in a Line between them, take 1d6 Electricity 
  damage per level (max 15d6). 
  Bottle of Smoke(CDiv p155) 
  <Conj(creat), VSF(50gp bottle)M(smoke), 10Minutes, 
  1hr/lvl of riding time within 24 hours> 
  – Smoke stored in the bottle can be released as a 
  Standard Action to form an immaterial 
  ‘horse’.  Only the person holding the bottle 
  can touch the ‘horse’.  It cannot be attacked 
  or hurt, except by magical wind, which 
  destroys it.  The bottle-holder must make a 
  Ride check vs. DC 10 to mount it.  The 
  ‘horse’ has a movement of 20’/lvl (240’ 
  max).  At the rider’s option, the ‘horse’ 
  leaves a 20’ tall by 5’ wide trail of smoke that 
  lasts for 10 minutes (unless blown away) 
  which provides Concealment.   
  The ‘horse’ remains for 1hr/lvl, but time the 
  horse spends in the bottle does not count.  
  The spell ends 24 hours after cast whether all 
  the riding time is use up. 
  Cure Serious Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 3d8 +1/level damage (max +15) with 
  Positive Energy. 
  Freeze(DR312 p63) 
  <Conj(create)[cold][ray], VS/DF, 1StdAct, 1rnd per 
  2levels, Ref½, SR applies> 
  – Target takes 1d6 + (1 per 2 levels) Cold 
  damage (no save) and becomes incased in a 5 
  inch thick sheath of ice (RefNeg).   
   If encased, the target has the following penalties: 
  a) Takes 1d6 + (1 per 2 levels) Cold damage 
  each round (no save); 
  b) Cannot move except to make Strength 
  checks vs. DC 26 to break the ice; 
  c) Cannot speak or cast spells with Verbal or 
  Somatic components; 
  d) If underwater, the target rises to the 
  surface in the block of ice; 
  e) The ice blocks ‘Line of Effect’, so the 
  target cannot be targeted with spells; 
  f) The ice allows the target to breath; 
   It takes 15 points of damage to break the ice.  
  At the end of the spell’s duration, it melts 
  instantly. 
  Summon Nature’s Ally IV(PH p288) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally IV 
  1 
  Summon Nature’s Ally III 
  1d3 
  Summon Nature’s Ally II (or less) 1d4+1 
  Wall of Water(DR314 p47) 
  <Conj(creat)[water], VSM(sponge), 1StdAct, Medium-
  range, 10min/lvl, no SR> 
  – The caster creates a transparent wall of fresh 
  or sea water of up to one 10’ cube per level, 
  shaped as the caster desires.  The water forms 
  around creatures, who are allowed a Reflex 
  save to get out of the area of effect before the 
  wall finishes forming. 
   The wall has the following properties: 
  a) cannot be destroyed or drained (any water 
  taken from the wall disappears & is 
  instantly replaced); 
  b) creatures can move through the wall by 
  making a Swim check as if swimming 
  through calm water; 
  c) any creature with the [fire] subtype takes 
  2d6 + 1/lvl damage each round he/she is 
  partially or entirely within the wall; 
  d) creatures within the wall have Cover with 
  respect to those outside of the wall. 
  Divination 
  Chain of Eyes(CDiv p158) 
  <Div, VS, 1StdAct, Touch, 1hr/lvl, WillNeg, SR 
  applies> 
  – As a Free Action, the caster may choose to 
  look though the touched target’s eyes instead 
  of his/her own.  Note that the caster has no 
  control over the target.  Each time the target 
  touches another creature, the caster has the 
  option of moving the ‘sensor’ to the new 
  creature (thereby seeing through its eyes 
  instead). 
  Scrying(PH p274)(PHe)+ 
  <Div(scry), VSF(see below)/AM(eye of an eagle, nitric 
  acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg, 
  SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor. 
   The following spells have a 5%/lvl chance of 
  working through the ‘sensor’:  Detect Chaos, 
  Detect Evil, Detect Good, Detect Law, Detect 
  Magic, & Message. 
   Focus is determined by class – Clerics use a 
  Holy Water font (min 100gp), Druids use a 
  natural pool of water, all others uses a 2’x4’ 
  silver mirror (min 1,000gp). 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 4th level 
   
  Page 12 
  Evocation 
  Corona of Cold(DR312 p63) 
  <Evoc[cold], VS/DF, 1StdAct, 1rnd/lvl(D)> 
  – The caster is surrounded by a 10’ radius 
  Emanation of cold: 
  a) Negates 5 + 1 per level Fire or Heat 
  damage each round; 
  b) All creatures (except the caster) within the 
  area of effect take 1d6 non-lethal Cold 
  damage each round (FortNeg, SR applies). 
  If a creature takes damage, it ‘shivers’, 
  receiving a –2 penalty to Strength and 
  Dexterity as long as he/she remains in the 
  area of effect.   
  Energy Vortex(CDiv p164) 
  <Evoc[variable energy], VS, 1StdAct, Instantaneous, 
  Ref½, SR applies> 
  – All creatures within a 20’ radius Burst of the 
  caster take damage from one Energy Type 
  chosen at casting time.  There are two options: 
  a) The caster takes no damage and all 
  creatures in the area of effect take 1d8 + 1 
  per caster level (max 1d8+20); or 
  b) The caster and all creatures in the area of 
  effect take 2d8 + 2 per caster level (max 
  2d8+20).  In this case, the caster does not 
  get a Reflex save, but SR applies. 
  Flame Strike(PH p231) 
  <Evoc[fire], VS/DF, 1StdAct, Medium-range, Ref½, 
  SR applies> 
  – A 40’ tall column of fire with a 10’ radius 
  appears.  1d6 damage per level (max 15d6), 
  half of which is Fire damage & the other half 
  is Untyped Damage. 
  Frost Bite(DR312 p64) 
  <Evoc[cold], VS, 1StdAct, Close-range, Fort½, SR 
  applies> 
  – The target creature becomes extremely cold:  
  a) 1d6 per 2 levels lethal Cold damage (max 
  10d6) (no save); 
  b) 1d4 per 2 levels non-lethal Cold damage 
  (max 10d4) (FortNeg); 
  c) becomes Fatigued (FortNeg). 
  Ice Storm(PH p243) 
  <Evoc[cold], VSM(dust, water)/DF, 1Round, Long-
  range, Instantaneous, no save, SR applies> 
  – Hail deals 3d6 Bludgeoning damage + 2d6 
  Cold damage in a 20’ radius by 40’ high 
  cylinder.  Listen checks receive a –4 penalty 
  during the round of hail & movement through 
  the target area is halved. 
  Murderous Mist(CDiv p169)(MoF p109)(MoFe)+ 
  <Evoc, VS, 1StdAct, Close-range, 1rnd/lvl> 
  – Create a scalding hot cloud of steam that has a 
  30’ radius & is 20’ high.  The cloud moves in 
  a straight line away from the caster at a rate 
  of 10’ per round.   
   Anyone within the steam takes 2d6 Fire dmg 
  (Ref½) & is permanently Blind (RefNeg). 
   The steam provides Concealment for any 
  creature within it. 
  Stars of Arvandor(BoED p108) 
  <Evoc[good][force][energy missile], VS, 1StdAct, 
  Close-range, 1min/lvl(D)> 
  – One twinkling star per level (max 10) floats 
  around the caster’s head. 
   Once per round, the caster may either take a  
  Free Action to launch one star –or– take a 
  Standard Action to launch up to three stars. 
   Each star can have a separate target, requires a 
  Ranged Touch attack to hit, & does 1d8 
  damage (no save, SR applies).  If the target is 
  non-Evil, half the damage is non-lethal. 
  Wind at Back(MoF p134) 
  <Evoc, VS, 1StdAct, Medium-range, 1day> 
  – Two targets per level within a 50’ area have 
  their overland (but not tactical) movement 
  rate doubled.  All target must be traveling in 
  the same direction. 
  Necromancy 
  Blight(PH p206) 
  <Necro, VS/DF, 1StdAct, Touch, SR applies> 
  – The touched Plant Creature takes 1d6 damage 
  per level (max 15d6), Fortitude save for ½. If 
  a plant or tree that isn’t considered a creature 
  is targeted by this spell, it dies immediately. 
  Last Breath(CDiv p167) 
  <Necro, VS, 1StdAct, Touch, Instantaneous> 
  – Touched creature killed within 1 round returns 
  to 0 hp.  The caster takes 1d4 damage per HD 
  of the creature revived.  The touched body 
  must be whole, though this spell will heal 
  ability damage up to 1, cures normal poisons 
  & diseases.  Creatures killed by [death] 
  effects cannot be brought back by this spell.  
  The subject looses 1 level and must want & 
  be able to return. 
  Transmutation 
  Air Walk(PH p196) 
  <Trans[air], VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject (up to Gargantuan size)  
  walks on air as if it were solid.  Walking 
  “uphill” is limited to 45 degrees at half-
  movement.  Strong winds can aid or hinder 
  the subject depending on their directions. 
   At the end of this spell, a subject who is still 
  airborne will descend gently at a rate of 60’ 
  per round for 1d6 rounds.  After that, the 
  spell is over & a subject not on the ground 
  will fall normally. 
   A mount that knows the Air Walk Trick will 
  not panic under the effect of this spell. 
  Blinding Beauty(BoED p92) 
  <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the beauty of a Nymph.  Any 
  Humanoid within 60’ that looks at the caster 
  becomes permanently Blind (FortNeg).  The 
  caster can suppress & unsuppress this ability 
  as a Free Action. 
   Note:  The caster must abstain from sexual 
  intercourse of one week in order to be able to 
  cast this spell. 
  Command Plants(PH p211) 
  <Trans, V, 1StdAct, Close-range, 1day/lvl, WillNeg, 
  SR applies> 
  – Up to (2 * Caster level) HD of plant creatures  
  in a 30’ area become friendly towards the 
  caster and will not attack him/her.  Any 
  attempt to give the creatures orders requires a 
  successful Charisma check. 
  Camouflage, Mass(CDiv p157) (MoF p106)(MoFe)+ 
  <Trans, VS, 1StdAct, Medium-range, 10min/lvl> 
  – +10 Circumstance bonus on Hide checks for 
  any number of creatures, no two of which can 
  be more than 60’ apart.  If a subject leaves 
  the “pack”, then the spell ends for that person 
  Control Water(PH p214) 
  <Trans[water], VSM(dust (to lower) -or- water (to 
  raise))/DF, 1StdAct, Long-range, 10min/lvl(D)> 
  – Effects 10’/lvl x 10’/lvl x 2’/lvl (shapeable) of 
  water by either: 
  a) lowering the water by 2’/lvl (min of 1”).  
  In large / deep bodies of water, this forms 
  a whirlpool.  This effect will Slow water-
  based creatures / elementals (WillNeg); or, 
  b) raising the water by 2’/lvl.  Boats will slide 
  off the “hump” of the water. 
  Forestfold(CDiv p166) 
  <Trans, VS, 1StdAct, Personal, 10min/lvl> 
  – +20 Competence bonus on Hide & Move 
  Silently checks.  
   If the caster moves more than 10’ from his/her 
  location when the spell was cast, the spell ends. 
  Giant Vermin(PH p235) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – Enlarge either 3 normal centipedes, 2 normal 
  spiders, or 1 normal scorpion in a 30’ area 
  (all subjects must be the same type).  The 
  target vermin will follow the caster’s 
  extremely simple commands (i.e., “Attack”).  
  Lvl 
  Size 
   
  Lvl 
  Size 
   
  up to 9th  Medium 
  18th – 19th  Gargantuan 
  10th – 13th  Large 
  20th+ 
  Colossal 
  14th – 17th  Huge 
  Icelance(PGF p105) 
  <Trans, VSM(10 pounds of ice or snow), 1StdAct, 
  Medium-range, Instantaneous, SR applies> 
  – The material component ice/show becomes a 
  spear made from ice, which is magically 
  launched at a target.  The caster must make a 
  ranged attack roll (with a +4 bonus).  If 
  successful, the target takes 5d6 damage (½ 
  Piercing damage, ½ Cold damage) and 
  becomes Stunned for 1d4 rounds (FortNeg). 
   The spell Ice Storm can be used to create this 
  spell’s material component. 
  Jaws of the Wolf(MoF p102) 
  <Trans, VSF(wood carvings), 1StdAct, Close-range, 
  1rnd/lvl(D)> 
  – Transforms one wooden carving per 2 levels 
  into a wolf that obeys the caster’s mental 
  commands.  In addition to their standard 
  abilities, the wolves have Spell Resistance 13 
  & the Frightful Presence special ability. 
  Languor(CDiv p167) 
  <Trans[ray], VS, 1StdAct, Close-range, 1rnd/lvl, 
  WillNeg, SR applies> 
  – The target is slowed and weakened: 
  a) may only take one Standard Action or 
  Move Action each round;  
  b) suffers a –1 penalty to AC, attacks, & 
  Reflex saves;  
  c) has its movement halved. 
  d) Enhancement penalty to Strength of (1d6-
  1) per 2 levels (min 0, max –10).  If the 
  target’s Strength is below 1, it is Helpless. 
  This spell counters Haste. 
   Effects a) – c) are countered by Haste. 
  Slow(PH p280) 
  <Trans, VSM(molasses), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – One subject per level within a 30’ area: 
  This spell Counters & Dispels Haste. 
  Nature’s Balance(PGF p107) 
  <Trans, VS, 1StdAct, Touch, 10min/lvl> 
  – The caster takes a –4 penalty to an ability 
  score of his/her choice and the touched 
  subject receives a +4 Enhancement bonus to 
  the same ability score.  Each time this spell is 
  cast (after the first) within 1 hour, the caster 
  takes 2d20 damage. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 4th level 
   
  Page 13 
  Reincarnate(PH p270) 
  <Trans, VSM(1,000 rare oils & unguents)/DF, 
  Instantaneous, Touch> 
  – If cast on a body dead up to one week whose 
  soul is willing & able to return, then a new 
  Humanoid body of a random type is 
  mystically created for the soul to enter.  The 
  target retains his/her Intelligence, Wisdom, 
  Charisma, and memories.  The target loose 
  one class level, but retains all other level-
  based advantages (including skill ranks, base 
  attack bonus, base hit points, etc.).  The new 
  body’s Strength, Dexterity, & Constitution is 
  determined by removing any previous Racial 
  Modifiers & applying the new body’s Racial 
  Modifiers (see the Reincarnation Forms 
  Table in the Creature Index). 
  Rusting Grasp(PH p273) 
  <Trans[touch attack],VS/DF, 1StdAct, Touch, 1rnd/lvl, 
  no save, no SR> 
  – The caster’s touch corrodes non-magic iron 
  and alloys, causing one of the following 
  effects per round: 
  a) a touch attack on a ferrous creature does 
  3d6+ 1/lvl (max +15); 
  b) a melee touch attack vs. a non-magic metal 
  weapon destroys the weapon; 
  c) a melee touch vs. non-magic metal armor 
  destroys 1d6 of its AC bonus; or 
  d) up to a 3’ radius of a non-magic metal 
  touched is destroyed. 
  Spike Stones(PH p283) 
  <Trans[earth], VS/DF, 1StdAct, Medium-range, 
  1hr/lvl(D), Ref½, SR applies> 
  – One 20’ square per level of rocky ground (or a 
  stone floor) does damage to those walking 
  across it.  For each 5’ that a creature walks / 
  runs through the area of effect, it takes 1d8 
  damage (no save) & have its movement 
  reduced to ½ due to foot injuries (RefNeg). 
   The movement penalty lasts until a) the target 
  receives healing magics; b) a Heal check vs. 
  the spell’s DC; or c) 24 hours go by. 
  Stone Metamorphosis(Und p61)(Und p103)+ 
  <Trans[earth], VSM(grain of talc, chip of obsidian), 
  1StdAct, Touch, Instantaneous> 
  – 10 cubic feet + 1 cubic foot per level of 
  touched stone is permanently changed into 
  another type of stone.  Typically this means 
  changing the stone’s Hardness anywhere 
  from 6 to 9 (see Underdark page 103 for 
  examples). 
   This spell cannot create gems and does not 
  change the value of stone objects. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 5th level 
   
  Page 14 
  5th Level 
   
  Abjuration 
  Atonement(PH p201) 
  <Abj, VSM(incense)F(500gp prayer beads)X(up to 
  500)/DF, 1Hour, Touch, no save, SR applies> 
  – Removes burden of misdeeds from a truly 
  repentant touched subject.  If the misdeeds 
  were committed willingly & knowingly, then 
  the caster must expend 500XP.  Uses include: 
  a) removing magical alignment changes; 
  b) restoring a paladin, cleric, or druid who 
  had lost his/her class abilities. 
  c) a fully willing & understanding subject can 
  redeemed/tempted into taking the same 
  alignment as the caster.  No duress, 
  compulsion, or magical influence can be 
  involved in making the subject want to be 
  redeemed.   
  Dance of the Unicorn(CDiv p161) 
  <Abj, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster is surrounded by a purifying 
  transparent mist that extends out in a radius 
  of 5’ per level.  
   Within this radius, all nonmagical contaminants 
  (including inhaled poison) are negated.  
  Magical effects, including the breath of a 
  Green Dragon, Acid Fog, Cloudkill, etc., are 
  either negated (if their caster level is less than 
  or equal to this spell’s caster level) or all 
  target receive a +4 bonus on their saving 
  throw (if the effect’s caster level is higher). 
  Stoneskin(PH p284) 
  <Abj, VSM(250gp diamond, granite), 1StdAct, Touch, 
  until discharged up to 10min/lvl> 
  – Touched creature gains Damage Reduction 
  10/adamantine.  When 10 hp per level (max 
  150 hp) have been prevented, the spell is 
  discharged. 
  Wall of Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level.   
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +10).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Cure Critical Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 4d8 +1/level damage (max +20) with 
  Positive Energy. 
  Energetic Healing(BoED p98) 
  <Conj(heal), VS/DF, 1StdAct, Touch, until discharged 
  up to 10min/lvl> 
  – The touched subject gains immunity from 
  magical damage caused by one Energy Type.  
  In addition, 10% of the energy’s damage is 
  converted into healing, up to a total of 2hp 
  per Caster level (max 30hp).  Once the spell 
  has healed its maximum amount, the spell is 
  discharged. 
  Insect Plague(PH p244) 
  <Conj(sum), VS/DF, 1Round, Long-range, 1min/lvl, 
  no save, no SR> 
  – Summons 1 Locust Swarm(PH p239) per three 
  levels (max 6 swarms).  The swarms must be 
  contiguous, but not overlapping.  Any 
  creature within a swarm is attacked.  The 
  swarms are immobile. 
  Phantom Stag(CDiv p174)   
  <Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)> 
  – The caster conjures a quasi-real stag-like 
  creature that can be used for riding or 
  combat.  The stag has the following stats:   
  a) AC 20; 
  b) 40 + 5/lvl hp; 
  c) moves at 20’/lvl (max 300’).  Its hooves 
  hover above the ground, so it is not slowed 
  by terrain such as undergrowth, rubble, etc.; 
  d) attacks with its antlers with a +10 bonus & 
  does 1d8+9 damage (x2 on a Charge); 
  e) can Trample foes of up to Medium-size by 
  passing through the hex.  The foe takes 
  1d6+9 damage (RefNeg); 
  f) able to carry its rider plus 10 lbs./lvl. 
   The stag gains additional abilities at higher 
  caster levels (abilities are cumulative): 
  12th Air Walk, at will for 1 round at a time & 
  gains a +2 Deflection bonus to AC. 
  14th Movement is now Flying with Average 
  maneuverability & gains a +4 
  Deflection bonus to AC. 
  16th Antlers gain the ‘Ghost Touch’ and 
  ‘Wounding’ weapon abilities & gains a 
  +6 Deflection bonus to AC. 
  18th Etherealness & gains a +8 Deflection 
  bonus to AC. 
  Quill Blast(CDiv p176) 
  <Conj(creat), VSM(porcupine quill), 1StdAct, 
  Instantaneous, Ref½, SR applies> 
  – Needle-sharp quills strike all creatures in a 20’ 
  radius Spread around the caster.  Each 
  creature is struck by a number of quills 
  determined by its size (a successful reflex 
  save results in ½ as many quills). 
  Size 
  #Quills 
  Size 
  #Quills 
  Up to Tiny 
  1 
  Large 
  3d6 
  Small 
  1d4 
  Huge+ 
  4d6 
  Medium 
  2d6 
   Each quill does 1d6 Piercing damage and 
  lodges in the flesh of its living target.  The 
  target takes a –1 cumulative penalty to 
  attacks, saves, & checks for each quill 
  embedded in it.  One quill can be pulled out 
  as a Standard Action, causing 1d6 damage if 
  the extractor fails on a Heal check vs. DC 20. 
  Rejuvenation Cocoon(CDiv p177) 
  <Conj(heal), VSM(butterfly cocoon), 1StdAct, Touch, 
  2 rounds> 
  – The willing subject of this spell is surrounded 
  by a yellow-green cocoon of force.  The 
  cocoon allows the subject to move his/her 
  limbs, cast a spell with a somatic component, 
  draw a weapon, reach into a backpack, etc.  
  The subject cannot leave his/her current 
  location before the two round duration ends 
  unless the cocoon being destroyed (Hardness 
  10 & 10hp/lvl) or the subject can teleport. 
   One round after the cocoon forms, the subject 
  heals 10hp per caster level and is cured of 
  poisons & diseases.  At the end of the second 
  round, the cocoon dissipates & the spell ends.  
  Spore Cloak(RoF p191) 
  <Conj(create), VS, 1StdAct, Personal, 1min/lvl> 
  – The caster is surrounded by a cloud of Yellow 
  Mold spores. 
  a) Gain Concealment. 
  b) Anyone who enters the caster’s hex (due to 
  a Grapple attack, an Overrun attack, etc.) 
  is affected by 1d6 Con / 2d6 Con Poison.  
  Direct sunlight ends this effect. 
  c) The caster is immune to the spore attacks 
  of Yellow Mold, Brown Mold, & the 
  rotting touch of Violet Fungus.  Direct 
  sunlight ends this effect. 
   If the caster fails a saving throw against a ‘fire’ 
  spell or effect, this spell ends. 
  Summon Nature’s Ally V(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally V 
  1 
  Summon Nature’s Ally IV 
  1d3 
  Summon Nature’s Ally III (or less) 1d4+1 
  Tree Stride(PH p296) 
  <Conj[teleport], VS/DF, 1StdAct, Personal, until 
  depleted up to 1hr/lvl> 
  – The caster may enter a living tree large 
  enough to fully contains his/her body.  The 
  caster then knows the location of all trees of 
  the same type within range. 
   As a Full-Round action, the caster has the 
  option of teleporting to one of those trees, 
  which counts as one ‘stride’.  The spell is 
  depleted when the caster has made 1 ‘stride’ 
  per level. 
  Type of Tree Range Type of Tree 
  Range 
  oak, ash, yew 3,000’ other Deciduous 1,500’ 
  elm, linden 
  2,000’ any other Tree    500’ 
  While the spell has duration remaining & has 
  not been depleted, the caster may enter & 
  leave trees at will. 
  Vigor, Greater(CDiv p186)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, Touch, 10rnd + 1rnd per 
  level (max 35rnds total)> 
  – Touched living creature gains Fast Healing 4. 
  Vine Mine(MoF p130) 
  <Conj(creat), VSF(crown of ivy leaves), 1StdAct, 
  Medium-range, 10min/lvl> 
  – Creates & controls vines in a 10’ radius per 
  level spread.  The vines are ‘assigned’ one of 
  the following effects (the caster can ‘assign’ a 
  new effect as a Standard Action): 
  a) the vines Entangle & anchor everyone in 
  the target area who fails a Reflex save.  To 
  become unentangled requires a full-round 
  Strength or Escape Artist check vs. DC 20.  
  Anyone not entangled may move ½ speed 
  through the area of effect.  On the caster’s 
  action, anyone in the area of effect who is 
  not entangled must make a new Reflex 
  save to avoid being entangled again; 
  b) make the vines climbable (equivalent to 
  knotted rope); 
  c) binds Helpless targets (DC 25 to escape); 
  d) slows movement as ‘heavy undergrowth’; 
  e) camouflage (+4 Competence bonus to 
  Hide checks). 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 5th level 
   
  Page 15 
  Wall of Sand(PGF p118) 
  <Conj(creat)[earth], VSM(sand)/DF, 1StdAct, 
  Medium-range, Concentration + 1rnd/lvl, no save, 
  no SR> 
  – Creates an opaque wall made from sand, up to 
  one contiguous 5’ square per level, arranged 
  as the caster wishes.  The wall has the 
  following properties: 
  a) Blocks ranged attacks; 
  b) May be moved through by taking a Full-
  Round Action to make a Strength check.  
  For each 5 points the check exceeds 15, 
  the target may move 5’. 
  c) Any creature within the wall is considered 
  Blind, Deaf, cannot speak or breath, and 
  must hold its breath or start to suffocate. 
  d) It is possible to attack with a melee 
  weapon at a creature within the wall, but 
  the target has Cover and Total 
  Concealment. 
  Wall of Thorns(PH p300) 
  <Conj(creat), VS, 1StdAct, Medium-range, 
  10min/lvl(D), no save, no SR> 
  – Creates one contiguous 10’ cube of brambles 
  per level, shaped as the caster desires.  The 
  wall’s width can be reduced to 5’ in order to 
  double the amount of area covered.  The 
  caster may target the wall to trap creatures 
  within it. 
   Each round spent moving while in the wall 
  causes 25hp of damage minus the creature’s 
  AC (not including Dexterity & Dodge 
  bonuses).  A creature may move through the 
  wall by making a Strength check as a Full-
  Round Action.  For each 5 points the check 
  exceeds 20, the creature may move 5’ (but 
  still takes damage). 
   It takes 10 minutes to chop a 1’ safe passage 
  through the wall.  The thorns are immune to 
  normal fire, but magic fire will burn down an 
  area in 10 minutes. 
   Creatures who can pass through overgrown area 
  unhindered can walk though the wall at 
  normal speed without taking damage. 
  Divination 
  Commune with Earth(RoF p189) 
  <Div, VS, 10Minutes, Personal> 
  – By becoming “one with the earth”, the caster 
  can know up to 3 facts about the surrounding 
  hills, mountains, or underground areas (e.g., 
  location of water, animal population, 
  presence of powerful unnatural creatures).  
  The caster can learn about an area of ½ mile 
  per level radius above ground & to a depth of 
  ¼ mile per level.  Construction, including 
  towns & dungeons, obstructs this spell. 
  Commune with Nature(PH p211) 
  <Div, VS, 10Minutes, Personal> 
  – By becoming “one with nature”, the caster can 
  know up to 3 facts about the surrounding 
  natural terrain (e.g., location of water, animal 
  population, presence of powerful unnatural 
  creatures).  The caster can learn about an area 
  of 1 mile/level radius above ground & 100’ 
  /level below ground.  Construction, including 
  towns & dungeons, obstructs this spell. 
  Echo Skull(MoF p91) 
  <Div, VSF(animal skull), 1SdAct, Touch, 1hr/lvl(D)> 
  – The caster may see, hear, & speak through the 
  touched animal skull (unlimited range).  In 
  addition, any spell that has range greater than 
  ‘touch’ that has no material components or 
  focuses can be cast through the skull at a cost 
  of 10 XP per spell level. 
  Evocation 
  Binding Winds(MoF p80)(CDiv p153) 
  <Evoc, VS, 1StdAct, Medium-range, Concentration, 
  RefNeg, SR applies> 
  – Creates an immobile barrier of wind that has 
  the following effects on the target: 
  a) the target cannot move through the wind 
  barrier.  A flying target is held in mid-air; 
  b) sonic & language-dependant spells & 
  effects cannot cross in or out of the barrier; 
  c) no sounds of any type can cross the barrier; 
  d) ranged attacks in or out of the barrier 
  receive a –2 penalty to hit. 
  Call Lightning Storm(PH p207) 
  <Evoc[electricity], VS, 1Round, Long-range, 1min/lvl, 
  Ref½, SR applies> 
  – The caster can call down one 5’ wide by 30’ 
  tall bolt of lightning per level (max 15 bolts).  
  The caster has the option of calling the first 
  bolt as part of the spell’s casting.  After that, 
  the caster must use a Standard Action to 
  create the bolt.  The bolts can be called down 
  any time within the spell’s duration.  In 
  between bolts, the caster can take other 
  actions, including casting other spells. 
   If cast outside during a storm (or even a Large 
  Air Elemental or Djinni’s whirlwind), each 
  bolt does 5d10 Electricity damage.  
  Otherwise each bolt does 5d6 Electricity 
  damage.  This spell may be used indoors. 
  Dancing Web(BoED p96) 
  <Evoc[good], VSM(spider’s web)/DF, 1StdAct, 
  Medium-range, Instantaneous, Ref½, SR applies> 
  – All creatures in a 20’ radius Burst take 1d6 per 
  level non-lethal damage (max 10d6) (Ref½).  
  Evil creatures within the area of effect 
  become Entangled for 1d6 rounds (RefNeg). 
  Downdraft(DR314 p40) 
  <Evoc[air], VSM(wooden bird), 1StdAct, Long-range, 
  Instantaneous, Ref½, SR applies> 
  – The caster creates a 20’ radius Spread column 
  of downward moving air that is 100’ tall.  
  Any flying creature caught in the column is 
  forced down 100’ (Reflex save to only fall 
  50’).  If a creature hit the ground, it takes 1d6 
  damage per 10’ it fell. 
   Any creature on the ground under the column is 
  knocked Prone (RefNeg, save is modified by 
  x4 the target’s size category bonus/penalty 
  (i.e., –4 for Small, +0 for Medium, +4 for 
  Large, etc.). 
  Hallow(PH p238) 
  <Evoc[good], VSM(herbs & incense worth 1,000gp + 
  1,000gp per level of the included spell)/DF, Touch, 
  24Hours, Instantaneous> 
  – Designates a 40’ radius Emanation from touch 
  spot as Holy.  For 1 year, everyone within the 
  Hallowed area has the following benefits: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Evil creatures; 
  b) Blocks any mind control; 
  c) Non-Good Summoned & Conjured 
  creatures cannot enter the area unless they 
  make a Spell Resistance check; 
  d) Dead bodies interred within the area 
  cannot become Undead; 
  e) One spell from the Hallow / Unhallow 
  Table can be added to the entire Hallowed 
  area for the full year.  The spell can be 
  designated to effect only followers of the 
  caster’s faith, only those who do not 
  follow the caster’s faith, creatures that 
  share the caster’s alignment, everyone, etc. 
  f) If cast by a Cleric, all Charisma checks to 
  Turn / Destroy Undead gain a +4 Sacred 
  bonus & all Charisma checks to Rebuke / 
  Command Undead receive a –4 Sacred 
  penalty (no SR). 
   This spell Counters Unhallow. 
  Memory Rot(MoF p108) 
  <Evoc, VS, 1StdAct, Close-range, Instantaneous, 
  FortNeg, SR applies> 
  – The brain of a living target is infested by 
  spores, causing Intelligence Drain (1d6 the 
  first round, 1 each round following).  Each 
  round, the target is allowed a new Fortitude 
  save.  Once a single save is made, the effect 
  ends. 
  Unhallow(PH p297) 
  <Evoc[evil], VSM(herbs & incense worth 1,000gp + 
  1,000gp per level of the included spell)/DF, Touch, 
  24Hours, Instantaneous> 
  – Designates a 40’ radius Emanation from touch 
  spot as Unholy.  For 1 year, everyone within 
  the Unhallowed area has the following 
  benefits: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves when attacked 
  by Good creatures; 
  b) Blocks any mind control; 
  c) Non-Evil Summoned & Conjured 
  creatures cannot enter the area unless they 
  make a Spell Resistance check; 
  d) One spell from the Hallow / Unhallow 
  Table can be added to the entire 
  Unhallowed area for the full year.  The 
  spell can be designated to effect only 
  followers of the caster’s faith, only those 
  who do not follow the caster’s faith, 
  creatures that share the caster’s alignment, 
  everyone, etc. 
  e) If cast by a Cleric, all Charisma checks to 
  Rebuke / Command Undead gain a +4 
  Profane bonus & all Charisma checks to 
  Turn / Destroy Undead receive a –4 
  Profane penalty. 
   This spell Counters Hallow. 
  Wall of Fire(PH p298) 
  <Evoc[fire], VS/AM(phosphorus)/DF, 1StdAct, 
  Medium-range, Concentrations + 1rnd/lvl, SR 
  applies> 
  – Creates a opaque 20’ tall wall of violet fire 
  that is either 20’ long per level & straight –
  or– a ring 5’ radius per 2 levels.  One side 
  (caster’s choice) causes 2d4 fire damage 
  within 10’ and 1d4 fire damage between 10’ 
  & 20’.  Going through the wall does 2d6 + 
  1/lvl (max +20) Fire damage (2x to Undead). 
   If the wall is created on top of someone, the 
  target gets a Reflex save to jump to one side 
  (taking damage if the wrong side is chosen).  
   20hp of Cold damage in one round will 
  extinguish a 5’ length of wall. 
  Wind Tunnel(MoF p134) 
  <Evoc, VS, 1StdAct, Close-range, 1rnd/lvl> 
  – The ranged attacks of 1 subject per level 
  improve due to favorable winds: 
  a) +10 Competence bonus on ranged attacks; 
  b) the range increment of  subject’s weapon 
  is doubled. 
  Necromancy 
  Contagion, Mass(RoF p190) 
  <Necro, VS, 1StdAct, Close-range, FortNeg, SR applies> 
  – Infects one or more targets within a 30’ area 
  with chosen disease which takes effect 
  without an incubation period. 
  
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  April 1, 2005 
   
  Druid Spell List – 5th level 
   
  Page 16 
   Disease choices are Blinding Sickness, Cackle 
  Fever, Filth Fever, Mind Fire, Red Ache, The 
  Shakes, or Slimy Doom. 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  Transmutation 
  Animal Growth(PH p198) 
  <Trans, VS, 1StdAct, Medium-range, 1min/lvl, 
  FortNeg, SR applies> 
  – One animal per two levels in a 30’ area is 
  increased to the next larger Size Category.  
  The targets also gain Damage Reduction 
  10/magic and a +4 Resistance bonus to 
  Saving Throws. 
   This spell does not grant the caster special 
  influence over the target animals. 
  Auril’s Flowers(DR312 p62) 
  <Trans[cold], VS, 1StdAct, Long-range, Ref½, no SR> 
  – The targeted area of ground freezes & 
  explodes in a 30’ radius Burst, causing 1d6 
  per level damage (max 15d6), half of which 
  is Cold damage.  The targeted area becomes 
  Dense Rubble (see DMG3.5 p90).   
   If there is no moisture within 3’ of the surface 
  (such as desert sand or solid stone), this spell 
  has no effect. 
  Awaken(PH p202) 
  <Trans, VSF(animal/tree)X(250), 1Day, Touch> 
  – The touched animal or tree gains sentience.   
  Animal - The caster must make a Will save 
  vs. DC 10 + target’s HD.  If successful, the 
  animal gains the following: 
  a) an Intelligence of 3d6; 
  b) +1d3 Charisma; 
  c) +2HD;  
  d) the ability to speak 1 language + 1 per 
  Intelligence modifier (all languages 
  must be known by the caster). 
  Tree – The caster must make a Will save vs. 
  DC of the HD the tree will have once 
  awakened.  If successful, the tree gains the 
  following: 
  a) an Intelligence of 3d6; 
  b) a Wisdom of 3d6; 
  c) a Charisma of 3d6; 
  d) gains skill points & feats appropriate for 
  an ‘aberration’ of its HD; 
  e) gains the ability to speak 1 language + 1 
  per Intelligence modifier (all languages 
  must be known by the caster). 
  f) other ability scores appropriate for an 
  animate object of its size; 
  g) gains the ability to move; 
  h) gains senses similar to a human’s. 
  Baleful Polymorph(PH p202) 
  <Trans, VS, 1StdAct, Close-range, Permanent, 
  WillNeg, SR applies> 
  – The target is permanently transformed into a 
  1HD animal of up to Small size (such as a 
  dog, lizard, monkey, etc.).  If the caster 
  attempts to transform the target into a form 
  that will be fatal (i.e., a fish on dry land), the 
  target receives a +4 bonus on its save. 
   If the target is transformed, it must make a Will 
  save to resist becoming the target animal 
  mentally too. 
  Cold Snap(DR312 p62) 
  <Trans[cold], VS, 1Minute, 2d4 hours, no SR> 
  – The temperature in a one mile radius lowers 
  by 5 degrees Fahrenheit per level (max 50 
  degrees), down to –20 degrees maximum.  
  See ‘Cold Dangers’ in DMG3.5 p302. 
   If cast by a Druid, the spell effects a two mile 
  radius area & the duration is doubled. 
  Control Winds(PH p214) 
  <Trans[air], VS, 1StdAct, 10min/lvl, FortNeg> 
  – The caster gains control of the direction & 
  strength of the winds in up to a 40’ per level 
  radius around him.  The caster has the option 
  of leaving up to a 40’ radius “eye” of calm air 
  around himself.   
  Direction Choices: 
  - Outward from the caster 
  - Inward to the caster, but going up at the 
  edge of the “eye”, if any. 
  - Clockwise 
  - Counter-clockwise. 
  - Straight, from any one side to the other 
  Strength Choices – increase / decrease by 1 
  category for each 3 levels: 
  Category mph Effect 
   
  Strong 
  21+ Difficult sailing 
  Severe 
  31+ Minor ship / building dmg 
  Windstorm51+ Grounds flyers, uproots trees, 
  flattens light wood buildings 
  Hurricane 75+ Flattens all wood buildings, 
  ships start taking on water 
  Tornado 
  175+ Flattens non-fortified 
  buildings, uproots big trees 
  Fireward(PGF p102) 
  <Trans, VS/DF, 1StdAct, Medium-range, 1hr/lvl> 
  – This spell extinguishes fires, which can be 
  used in several ways: 
  a) Put out fires in a one contiguous 20’ cube 
  per level, connected as the caster desires.  
  Normal fire is automatically extinguished.  
  Spells with the [fire] subtype are suppressed 
  automatically within the area of effect. 
  b) Elemental (fire) creatures take 1d6 per 
  caster level (max 15d6) (no save, no SR). 
  c) A targeted magic item that creates / 
  controls flames (including a Wand of 
  Fireball or a Flaming Weapon) has all its 
  fire ability Suppressed for 1d4 hours 
  unless the object makes a Will save. 
  Inferno(PGF p105) 
  <Trans[fire], VSM(bee’s wax), 1StdAct, Close-range, 
  up to 1rnd/lvl(D), FortNeg, SR applies> 
  – The target & its non-magical equipment take 
  6d6 Fire damage the first round, 5d6 Fire 
  damage the second round, and so on, until the 
  target takes 1d6 damage on the sixth and all 
  following rounds. The target’s flammable, 
  nonmagical equipment automatically fails it 
  save vs. the fire damage.  
   As a Full Round Action, the target can try to 
  put the fire out (Reflex save, +2 bonus if the 
  target rolls on the ground).  Enough water 
  also puts out the fire. 
  Owl’s Insight(MoF p111) 
  <Trans, VS, 1StdAct, Touch, 1hr> 
  – Subject gains half the caster’s level as an 
  Enhancement bonus to Wisdom.  
  Poison Thorns(CDiv p175) 
  <Trans, VM(black rose), 1StdAct, Personal, 1rnd/lvl(D)> 
  – Poisonous thorns grow from the caster’s body.  
  Any creature that attacks the caster with a 
  non-reach weapon or whom grapples the 
  caster takes (1d6 + Strength modifier) 
  damage and is exposed to Poison that does 
  1d4Str/1d4Str damage (DC = 10 + ½ Caster 
  level + Wisdom modifier). 
  Rushing Waters(Und p61) 
  <Conj(sum)[water], VS/DF, 1StdAct, Medium-range, 
  Instantaneous> 
  – A great wave of water is generated from the 
  spell’s target point out in a 15’ radius Spread.  
  All creatures in the area of effect are targeted 
  with a Bull Rush with a +30 bonus.  Each 
  target that looses its Strength check moves 5’ 
  + 5’ per 5 points which it lost the check.  Any 
  creature moved 5’ or more must make a 
  Reflex save or fall prone. 
   Any normal fire in the area of effect, up to a 
  bonfire, is extinguished. 
  Spear of Valarian(BoED p107) 
  <Trans, VS, 1StdAct, Touch, 1rnd/lvl(D)> 
  – A touched non-magical weapon becomes a +1 
  Silver Magical-Beast-Bane Spear.  If the 
  weapon is dropped or sundered, the spell ends 
  Stone Shape, Greater(Und p62) 
  <Trans[earth], VS/AM(clay sculpted into the new 
  shape)/DF, 1StdAct, Touch, Instantaneous> 
  – Permanently reshapes a single piece of stone 
  of up to 10 cubic feet + 10 cubic feet per 
  level into a shape of the caster’s choosing, 
  though fine detail is not possible. 
  Transmute Mud to Rock(PH p295) 
  <Trans[earth], VSM(sand, lime, water)/DF, 1StdAct, 
  Medium-range, Permanent, no SR> 
  – Transforms two contiguous 10’ cubes per 
  level of mud or quicksand into sandstone.  
  Anyone in the mud is allowed a Reflex save 
  to escape before it hardens. 
   This spell Counters & Dispels Transmute Rock 
  to Mud. 
  Transmute Rock to Mud(PH p295) 
  <Trans[earth], VSM(clay, water)/DF, 1StdAct, 
  Medium-range, Permanent, no SR> 
  – Transforms two contiguous 10’ cubes per 
  level of non-magical, unworked stone into 
  mud. 
  a) If cast on the ground, the depth of mud 
  cannot exceed 10’.   Movement through 
  the mud is reduced to 5’ & the target 
  receives a –2 penalty on attacks & AC. 
  b) If cast on the ceiling, the mud falls (doing 
  8d6 Ref½, no SR) & pools 5’ deep on the 
  floor. 
  If this spell is not dispelled, the mud dries 
  naturally into dirt. 
  This spell Counters & Dispels Transmute Mud 
  to Rock. 
  Wood Rot(CArc p130) 
  <Trans, VSM(live termite), 1StdAct, Touch, 
  Instantaneous, no save, no SR> 
   – The caster can instantly destroy a touched 
  non-magical wooden object. of up to 6’ in 
  diameter or a 3’ radius of a larger wooden 
  object (such as a door).  The caster may 
  attempt to sunder a wooden weapon, though 
  this typically generates an attack of 
  opportunity.  If a magical wooden weapon is 
  touched, the spell is discharged with no 
  effect.  
  -or- 
  <Trans, VSM(live termite), 1StdAct, Touch, 1rnd/lvl, 
  no save, no SR> 
   – The caster’s touch attack does 3d6 + 1 per 
  level (max 3d6+15) to Plant creatures.  The 
  touch attack can be used once per round.  
  Once used on a Plant creature, the spell 
  cannot be used to destroy a wooden object. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 6th level 
   
  Page 17 
  6th Level 
   
  Abjuration 
  Antilife Shell(PH p199) 
  <Abj, VS/DF, 1Round, 10min/lvl(D), no save, SR 
  applies> 
  – Creates a 10’ radius Emanation, mobile, 
  invisible sphere around the caster that cannot 
  be entered by Animals, Aberrations, Magical 
  Beasts, Dragons, Fey, Giants, Humanoids, 
  Monstrous Humanoids, Oozes, Plants, & 
  Vermin.   
   The following creature types are immune:  
  Constructs, Elementals, Outsiders, & Undead. 
  Dispel Magic, Greater(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +20).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Energy Immunity(CArc p105) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – The touched creature & his/her possessions 
  becomes immune to one type of Energy 
  Damage.  Non-damage effects, such as being 
  Deafened by a sonic attack, still apply. 
  Gate Seal(FR p70) 
  <Abj, VSM(50gp silver), Close-range, Permanent> 
  – The targeted Gate or Portal cannot no longer 
  be used unless this spell is dispelled. 
  Conjuration 
  Cometfall(CDiv p159) (CDivErrata)+ 
  <Conj(create), VS/DF, 1StdAct, Medium-range, 
  Instantaneous, Ref½, no SR> 
  – A 400 pound ball of rock and ice appears 10’ 
  per level above a 10’ by 10’ target square 
  (height is limited by the ceiling, if any). 
   Everything in the target square takes 2d6 per 
  10’ that the comet fell (max 20d6) (Ref ½) & 
  are targeted by a Trip check at +11 (RefNeg). 
   In addition, the broken comet fills the target 
  square with Dense Rubble. 
  Cure Light Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 1d8 +1/level damage (max +25) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Drown(Und p58) 
  <Conj(creat)[water], VS/DF, 1StdAct, Close-range, 
  Instantaneous, FortNeg, SR applies> 
  – One living target has its lungs filled with 
  water & begins drowning (DMG p304). 
  1st round – Target’s hp drop to 0 & he/she is 
  Unconscious. 
  2nd round – Target’s hp drop to –1 & he/she 
  is Dying.  
  3rd round – Target is Dead. 
   The water cannot be forced from the target’s 
  lungs, but the target can be Stabilized with a 
  Heal check vs. DC 15. 
  Fire Seeds(PH p230) 
  <Conj(creat)[fire], VSM(up to 4 acorns –or– up to 8 
  holly berries), Touch, 1StdAct per acorn/holy berry, 
  until detonated up to 10min/lvl> 
  – Create one of the following: 
  Acorn Grenades: Up to 4 touched acorns 
  become throwable weapons.  Requires a 
  ranged touch attack with a maximum 
  range of 100’.  The acorns do a total of 
  1d6/lvl Fire damage (max 20d6), divided 
  up between the acorns as the caster 
  desires.  If hit, the target does not get a 
  saving throw.  Everything within 10’ of 
  where the acorn hits takes 1hp per die of 
  damage that acorn does (Ref½); 
  Holly Berry Bombs: Up to 8 touched holly 
  berries become voice activated bombs 
  (200’ range).  On command, each berry 
  does 1d8 + 1/level Fire damage to 
  everything within 5’ (Ref½). 
  Stonehold(MoF p124)  
  <Conj(creat)[earth], VS, 1StdAct, Medium-range, 
  1day/lvl> 
  – Creates 1 stone arm per level distributed as the 
  caster desires within range.  Each arm must 
  be in its own 10’ x 10’ area, which must 
  contain rock or stone formations.  Before 
  attacking, each arm hides (Search check vs. 
  DC 31 to find one).  Any creature that comes 
  within an arm’s 10’ x 10’ area is grappled. 
  Each arm has the following capabilities: 
  a) considered Medium-size with Str 20; 
  b) attack bonus of 1 per Caster level + 5 
  (Strength modifier); 
  c) AC 18, Hardness 8, & 1hp per Caster level; 
  d) automatic grapple damage of 1d6+5/rnd; 
  e) uses its caster’s saving throws; & 
  f) keeps grappling, even if the opponent is 
  dead. 
  Summon Nature’s Ally VI(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally VI 
  1 
  Summon Nature’s Ally V 
  1d3 
  Summon Nature’s Ally IV (or less) 1d4+1 
  Transport via Plants(PH p295)(PHe)+ 
  <Conj[teleport], VS, 1StdAct, Personal> 
  – The caster can enter a living plant of at least 
  Medium-size that is not considered a creature 
  & teleport to another plant of the same type 
  any distance away.  The caster either needs to 
  be familiar with the target area or provide 
  directions (i.e., “200 miles north”) and the 
  spell will find the closest appropriate plant. 
   The caster can carry up to his/her Maximum 
  Load, plus one Medium-sized creature per 
  three Caster levels (or the Creature 
  Equivalent). 
  Vigorous Circle(CDiv p187)(DR324 p103)+ 
  <Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per 
  level (max 40rnds total)> 
  – One living creature per two Caster levels in a 
  30’ area gains Fast Healing 3. 
  Wall of Stone(PH p299) 
  <Conj(creat)[earth], VS/AM(granite)/DF, 1StdAct, 
  Medium-range, Instantaneous, no SR> 
   – Creates a wall of stone that is one 5’ square 
  per level & 1” thick per 4 levels.  The area 
  can be doubled by halving the thickness.  The 
  stone has a Hardness 8 & each 5’ square has 
  15 hit points per inch of thickness. 
   The wall can be of any shape & will merge into 
  adjoining stone surfaces. 
  Divination 
  Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  Stone Tell(PH p284) 
  <Div, VS/DF, 10Minutes, Personal, 1min/lvl> 
  – The caster can speak to natural or worked 
  stone about what has come into contact with 
  it, what is behind it, etc. 
  Evocation 
  Anger of the Noonday Sun(CDiv p150) 
  <Evoc[light], VS, 1StdAct, 0’, Instantaneous, RefNeg, 
  SR applies> 
  – All creatures in a 10’ radius Burst around the 
  caster that can see are Blinded for 1 minute 
  per Caster level. 
   In addition, Undead and Oozes take 1d6 dmg 
  per two Caster levels (max 10d6) (Ref½).  
  Undead that take special damage from 
  sunlight are destroyed if they fail their save. 
  Enveloping Cocoon(CDiv p164) 
  <Evoc[force], VSM(live caterpillar), 1StdAct, 
  Medium-range, 1rnd/lvl(D), RefNeg, SR applies> 
  – A target creature of up to Large-size is trapped 
  in a blue-green cocoon of Force.  The target 
  cannot move, cast spells with a somatic 
  component, or attack (except to damage the 
  cocoon with a Natural or Light weapon).  The 
  cocoon has Hardness 10 & 10hp per caster lvl 
   The caster has the option of casting an second 
  spell (from the list below) on the cocoon.  If 
  the cocoon is Dismissed or the duration ends 
  (but not if the cocoon is destroyed), the target 
  is effected by the second spell and receives 
  no saving throw (but SR still applies as usual) 
   The choice of spell is as follows:  Baleful 
  Polymorph, Blight, Contagion, Dominate 
  Animal, Flame Strike, Infestation of Maggots, 
  Languor, Miasma, Phantasmal Disorientation, 
  Poison (target still get his/her secondary save). 
  Fires of Purity(CDiv p165) 
  <Evoc[fire], VS/DF, 1StdAct, Touch, 1rnd/lvl, RefNeg, 
  SR applies> 
  – The touched (usually willing) creature is 
  engulfed in magical flames that do not harm 
  it and gains the following benefits: 
  a) melee attacks do +1d6 + 1 per caster level 
  (max +1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  b) any creature that strikes the subject with a 
  non-reach weapon 1d6 + 1/lvl (max 
  1d6+15) Fire damage (no save, SR 
  applies) and Catches Fire (RefNeg); 
  c) subject takes half damage from Fire-based 
  attacks.  If the attack allows a Reflex save, 
  the subject takes no damage on a 
  successful save. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 6th level 
   
  Page 18 
  Miasma(CDiv p168)(CDivErrata)+ 
  <Evoc, VS/DF, 1StdAct, Close-range, 3rnds/lvl, 
  FortNeg, SR applies> 
  – A breathing target has its mouth & throat 
  filled with unbreathable gas if it fails its 
  Fortitude save.  
   To avoid suffocating, it must hold its breath by 
  making a Constitution check vs. DC 10 + 1 
  per previous success.  A creature can only 
  hold its breath a maximum of 2 rounds per 
  Constitution point.  On a failed check, the 
  target begins to suffocate: 
  1st round – at 0 hp & Unconscious. 
  2nd round – at –1 hp & Dying. 
  3rd round – Dead.  
  Tidal Surge(CDiv p183) (CDivErrata)+ 
  <Evoc[water], VS, 1StdAct, Medium-range, 
  Instantaneous, Ref½, SR applies> 
  – If the caster is within Medium-range of a 
  large, natural source of water, then he/she 
  creates a wave of water with the following 
  effects: 
  a) targets all creatures within a 20’ radius 
  Burst; 
  b) each target takes 1d8 per two caster levels 
  (max 7d8); 
  c) each target receives a Bull Rush at +9.  If 
  successful, the target is moved 5’ + 5’ per 
  5 points that the wave’s check was greater 
  than the target’s check. 
   If the caster is not within range of a water 
  source, the spell has the following effects: 
  a) targets a single creature; 
  b) the target still takes 1d8 per two caster 
  levels (max 7d8); 
  c) the target receives a Bull Rush at +3.  If 
  successful, the target is moved 5’ + 5’ per 
  5 points that the wave’s check was greater 
  than the target’s check. 
   In either case, all non-magical exposed flames 
  up to Large-size within a 20’ radius Burst are 
  put out.  Magical fires are dispelled on a 
  successful Dispel Check (max +10). 
  Illusion 
  Phantasmal Disorientation(CDiv p172) 
  <Ill(phantasm)[mind], VS, 1StdAct, Medium-range, 
  10min/lvl(D), WillNeg, SR applies> 
  – The caster causes one living creature to see its 
  surroundings twist and move around.  Any 
  attempt to move around requires a Survival 
  check vs. DC 20 to go in the desired direction 
  (recheck each round). Failure means that the 
  target actually moved 90 degrees to the left or 
  right of the desired direction. 
   The target’s ability to fight, cast spells, etc., is 
  not effected by this spell.  
  Necromancy 
  Contagious Touch(CDiv p159) 
  <Necro[touch attack], VS, 1StdAct, Touch, 1rnd/lvl> 
  – Infects touched subject (limited to 1 per 
  round) with chosen disease which takes effect 
  without an incubation period (FortNeg).  
  Disease choices are Blinding Sickness, 
  Cackle Fever, Filth Fever, Mindfire, Red 
  Ache, The Shakes, or Slimy Doom. 
  Transmutation 
  Bear’s Endurance, Mass(PH p203) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Constitution. 
  Bull’s Strength, Mass(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Strength. 
  Burrow, Mass(Und p56) 
  <Trans, VS/AF(claw from burrowing creature)/DF, 
  1StdAct, Close-range, 1min/lvl(D)> 
  – One subject per level within a 30’ area gains 
  claws that do 1d6 damage and are treated as 
  an armed attack.  
   Each subject gains a Burrow speed of 10’ 
  through earth, sand, clay, & gravel , but not 
  solid stone. 
  Cat’s Grace, Mass(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Dexterity. 
  Cold Snap(DR312 p62) 
  <Trans[cold], VS, 1Minute, 2d4 hours, no SR> 
  – The temperature in a one mile radius lowers 
  by 5 degrees Fahrenheit per level (max 50 
  degrees), down to –20 degrees maximum.  
  See ‘Cold Dangers’ in DMG3.5 p302. 
   If cast by a Druid, the spell effects a two mile 
  radius area & the duration is doubled. 
  Crumble(CDiv p160)(MoF p86) 
  <Trans, VS, 1StdAct, Medium-range> 
  – One manufacture structure or Construct takes 
  1d6/lvl (max 15d6) that bypasses Hardness.  
  Effecting a target larger than Huge-size 
  requires a minimum casting level: 
  Size 
  Min Lvl 
  Size 
  Min Lvl 
  Gargantuan 
  16 
  Colossal 
  19 
  Extract Water Elemental(DR314 p46) 
  <Trans[water], VS, 1StdAct, Short-range, Instantaneous, 
  Fort½, SR applies> 
  – The targeted living creature has the water 
  pulled from his/her body, causing 1d6 
  damage per level (max 20d6) (Fort½).  
    If the target is slain, a Water Elemental of the 
  same size category as the target is formed.  
  The Elemental is free willed and has no 
  obligation towards the caster. 
   Creatures with the [fire] or [water] subtype 
  cannot be targeted by this spell. 
  Ironwood(PH p246) 
  <Trans, VS, 1Minute per pound, Touch, 1day/lvl(D)> 
  – 5 pounds of touched wood per level becomes 
  like iron.  Its Hardness increases to 10, it has 
  30hp per inch, & no longer burns.  Armor & 
  weapons made from ‘ironwood’ can be use 
  by Druids. 
  If only 2½ pounds of wood per level is targeted, 
  the resulting weapon or armor has a +1 
  Enhancement bonus. 
  Liveoak(PH p248) 
  <Trans, VS, 10Minutes, Touch, 1day/lvl(D)> 
  – The touched Huge oak tree becomes a Treant 
  when triggered.  The trigger condition can 
  have up to 1 word per caster level.  The 
  trigger instruction also tell the Treant what to 
  do (often attacking). 
  The caster may only have one pending Liveoak 
  spell at a time & can only cast it on a tree that 
  is near his/her dwelling, a location sacred to 
  the caster, or within 300’ of something the 
  caster wants to guard. 
  Move Earth(PH p257) 
  <Trans[earth], VSM(dirt, iron blade), 10Minutes per 
  150’square, Long-range> 
  – For each 10 minutes of cast time, 150’ square 
  (up to 10’ deep) of dirt, sand, etc., if moved, 
  up to a maximum of 750’ x 750’ (which 
  would have a casting time of 4hrs 10min).  
  The movement is smooth, so buildings, trees, 
  etc. are not toppled by this spell, though they 
  may be raised or lowered.  This spell cannot 
  be used to tunnel. 
  Owl’s Wisdom, Mass(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Wisdom. 
  Repel Wood(PH p271) 
  <Trans, VS, 1StdAct, 1min/lvl(D), no save, no SR> 
  – All wooden objects in a 60’ Line are pushed 
  away from the caster.  Wooden objects move 
  40’ per round.  If unable to move, objects less 
  than 3” in diameter snap.  If a creature holds 
  onto a wooden object as it is pushed away, it 
  is dragged along. 
  The location & direction of the line of force 
  fixed at casting time & cannot be changed. 
  Stone Metamorphosis, Greater(Und p61)(Und p103)+ 
  <Trans[earth], VSM(grain of talc, chip of obsidian), 
  1StdAct, Touch, Instantaneous> 
  – 10 cubic feet + 10 cubic feet per level of 
  touched stone is permanently changed into 
  another type of stone.  Typically this means 
  changing the stone’s Hardness anywhere 
  from 6 to 9 (see Underdark page 103 for 
  examples). 
   This spell cannot create gems and does not 
  change the value of stone objects. 
  Spellstaff(PH p282) 
  <Trans, VSF(staff), 10Minutes, Touch, until 
  discharged(D)> 
  – The caster “casts” ones of his/her spells into 
  the staff for later use (much like a scroll). 
   Any given caster may have only one spellstaff 
  at any time. 
  Tortoise Shell(CDiv p184) 
  <Tans, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched living creature receives the armor 
  plating & thick skin of a tortoise: 
  a) Enhancement bonus to the target’s Natural 
  AC of +6 + (1 per 3 levels above 11th). 
  b) target’s movement slows to its Heavy 
  Armor movement rate, though it does not 
  have any other Heavy Armor penalties. 
  Touch of Adamantine(BoED p110) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – A single touched weapon is considered to be 
  Adamantine.  It gains a +1 Enhancement 
  bonus on attacks (as if Masterwork), bypasses 
  Hardness of less than 20, has 30% extra hp, 
  & bypasses certain types of Damage 
  Reduction.  If the weapon is already made 
  from a special material (such as Cold Iron or 
  Adamantine), it looses the benefit from the 
  original material for the spell’s duration. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 7th level 
   
  Page 19 
  7th Level 
   
  Abjuration 
  Storm Tower(CDiv p182)(MoF p125) 
  <Abj, VS, 1FullRound, Long-range, 1rnd/lvl(D)> 
  – Creates a 20’ radius Spread by 100’ tall 
  cylinder of swirling clouds: 
  a) absorbs any electricity; 
  b) negates Magic Missiles cast into, out of, or 
  within the tower; 
  c) winds speeds within the tower are 60mph, 
  making ranged attacks impossible; 
  d) moving within the tower is normal, but it 
  can only be entered or existed by a 
  creature of at least Gargantuan size; 
  e) creatures within the tower have 
  Concealment from those outside the tower; 
  f) all creatures within 50’ of the tower 
  receives a –10 penalty on Listen checks. 
  Conjuration 
  Create Crossroads and Backroad(MoF p86) 
  <Conj(create), VSX(3,500)/DF, 1Day, Touch> 
  – Links two locations by magical path & 
  summons a guardian to maintain them.  
  Details are on MoF p44. 
  Creeping Doom(PH p214) 
  <Conj(sum), VS, 1Round, Close-range, 1min/lvl, no 
  save, no SR> 
  – Summons one Centipede Swarm(MM p238) per 
  2 Caster levels (max 10 swarms), each of 
  which appears where the caster designates 
  within Close-range. The swarms attack any 
  creature with which they come in contact 
  (they may even be summoned around a 
  creature). 
   As a Standard Action, the caster can direct one 
  or more swarms to move towards any 
  opponent within 100’ of the caster.  If the 
  caster is ever more that 100’ away from a 
  swarm, it will continue to attack any 
  opponent in its area, but will remain 
  stationary until the caster returns. 
  Cure Moderate Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 2d8 +1/level damage (max +30) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Heal(PH p239) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Touched subject is infused with Positive 
  Energy, healing 10hp per level (max 150hp) 
  and being immediately cured of the 
  following:  Ability Damage, Blindness, 
  Confusion, Dazed, Dazzled, Deafened, 
  Diseased, Exhausted, Fatigued, Feeblemind, 
  Insanity, Nauseated, Sickened, Stunned, and / 
  or being Poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
   If an Undead is the target of this spell, it takes 
  10hp per level (max 150hp) of Positive 
  Energy damage (SR applies). On a successful 
  save, the target only takes ½ damage and 
  cannot be brought to less than 1hp. 
  Poison Vines(CDiv p175) (CDivErrata)+ 
  <Conj(creat), VS/DF, 1StdAct, Long-range, 1min/lvl, 
  RefNeg, no SR> 
  – All plants in a 40’ radius Spread Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a full-round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled (including a target that has just 
  broken free) may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
   The vines are coated with a Contact Poison that 
  does 1d6 Dex / 2d6 Dex damage.  The caster 
  plus up to (caster level) allies are immune to 
  the poison. 
  Slime Wave(CDiv p180) (CDivErrata)+ 
  <Conj(sum), VSM(stagnant water), 1StdAct, Close-
  range, 1rnd/lvl, RefNeg, no SR> 
  – A 15’ radius Spread is splattered with Green 
  Slime.  Each creature or object receives one 
  Patch of Green Slime. 
   A Green Slim Patch does 1d6 Constitution 
  damage to flesh –or– 2d6 damage to wood & 
  metal (whose Hardness it ignores) each round 
   If not scraped off on its 1st round, the slime 
  must be destroyed with heat, cold, sunlight, 
  Remove Disease, or being cut away. 
   At the end of the spell’s duration, the Green 
  Slime disappears. 
  Summon Nature’s Ally VII(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally VII 
  1 
  Summon Nature’s Ally VI 
  1d3 
  Summon Nature’s Ally V (or less) 1d4+1 
  Divination 
  Scrying, Greater(PH p275)(PHe)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  True Seeing(PH p296) 
  <Div, VSM(250gp ointment), 1StdAct, Touch, 1min/lvl> 
  – Within 120 unobstructed feet, the subject can 
  see through normal & magical darkness, see 
  magically hidden secret doors, not effected 
  by Blur & Displacement, not effected by 
  Invisibility, sees through illusions, know the 
  true form of polymorphed creatures & 
  objects, and view the Ethereal Plane.  
   This spell cannot be used in conjunction with 
  scrying magics, such as Clairaudience / 
  Clairvoyance. 
  Evocation 
  Fire Storm(PH p231) 
  <Evoc[fire], VS, 1Round, Medium-range, Ref½, SR 
  applies> 
  – The caster designates 2 contiguous 10’ cubes 
  per level are filled with flame, doing 1d6 fire 
  damage per level (max 20d6).  Natural 
  vegetation & any other plant life are not 
  effected by the flames, and the caster has the 
  option of making Plant Creatures immune too. 
  Rain of Red Roses(BoED p105) 
  <Evoc[good], VSM(a red rose), 1StdAct, Long-range, 
  1rnd/lvl(D), Fort½, SR applies> 
  – Red roses fall in a 80’ radius by 80’ high 
  Cylinder.  Each Evil creature in the area of 
  effect takes 1d4 Wisdom damage per round 
  (no save) and is Sickened (FortNeg) as long 
  as it remains in the area of effect. 
  Sunbeam(PH p289) 
  <Evoc[light], VS/DF, 1StdAct, until depleted up to 
  1rnd/lvl, SR applies> 
  – As a Standard Action, the caster can generate 
  one sunbeam per round, up to a total of 1 per 
  3 levels (max 6 sunbeams).  The beam is a 
  60’ long Line. 
   Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 20d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 20d6) (Ref½). 
  others 
  4d6 (Ref½) & Blind (RefNeg). 
  Word of Balance(Und p63) 
  <Evoc[sonic], V, 1StdAct, SR applies> 
  – Any Lawful Good, Chaotic Good, Lawful 
  Evil, or Chaotic Evil creatures within a 30’ 
  radius Spread who hears ‘word of balance’ & 
  that has no more HD than the caster suffer 
  from the following effects (no save): 
  up to Caster lvl: 
  Nauseated for 1 round. 
  up to Caster lvl - 1: 
  Weakened for 2d4 rnds 
  & above. 
  up to Caster lvl - 5: 
  Paralyzed for 1d10 min 
  & above. 
  up to Caster lvl - 10: Dead / Destroyed. 
  In addition, if the caster is on his/her home 
  plane of existence, any LG, CG, LE, or CE 
  Extraplanar creature in the area of effect 
  (even if the ‘word of chaos’ cannot be heard) 
  that has no more HD than the caster is driven 
  back to its home plane for at least 1 day 
  (WillNeg at a –4 penalty). 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 7th level 
   
  Page 20 
  Transmutation 
  Animate Plants(PH p199) 
  <Trans, V, 1StdAct, Close-range, 1rnd/lvl> 
  – One Large-sized plant per three levels is 
  animated & can be directed to attack the 
  caster’s opponents.  As a Move Action, the 
  caster can change which plants he/she 
  animates. 
  The caster may animate bigger plants in place of 
  a number of Large plants. 
  1 Huge = 2 Large 
  1 Colossal = 8 Large 
  1 Gargantuan = 4 Large  
  -or- 
  <Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR> 
  – All plants within Close-range Entangle & 
  anchor everyone in the target area who fails a 
  Reflex save.  To become unentangled 
  requires a Full-Round Strength or Escape 
  Artist check vs. DC 20.  Anyone not 
  entangled may move ½ speed through the 
  area of effect.  On the caster’s action, anyone 
  in the area of effect who is not entangled 
  must make a new Reflex save to avoid being 
  entangled again. 
  Aura of Vitality(MoF p78) 
  <Trans, VS, 1StdAct, Close-range, 1rnd/lvl> 
  – One subject per 3 levels in a 30’ area gain +4 
  Enhancement bonuses to Strength, Dexterity, 
  and Constitution. 
  Brilliant Aura(CDiv p157)(MoF p83)(MoFe)+ 
  <Trans[light], VS, 1StdAct, Close-range, 1rnd/lvl> 
  – 1 ally per 2 levels gains a glowing aura: 
  a) Gives off light as bright as a torch. 
  b) All melee & ranged attacks become 
  Brilliant Energy (ignore non-living matter 
  (such as armor). 
  c) Gain an Enhancement bonus to damage of 
  +1 per 2 levels (max +10). 
  Changestaff(PH p207) 
  <Trans, VSF(specially carved staff), 1Round, Touch, 
  1hr/lvl(D)> 
  – The caster’s focus staff transforms into a Huge 
  Treant, which follows the caster’s 
  instructions (though it cannot animate or 
  control other trees).  If the Treant is every 
  destroyed, the focus staff is destroyed too. 
   The caster must personally spend 28 days 
  preparing & carving the focus staff. 
  Changestones(Und p57) 
  <Trans, VSF(prepared stone (see below)), 1Round, 
  Touch, 1hour/lvl(D)> 
  – One or more specially prepared focus stones 
  (see below) become Liths(Und p93), except 
  they are “stone-born” and have no psionics or 
  ability to speak. 
   For the spell’s duration, the Stone-Born Liths 
  will obey the caster’s commands, including 
  attacking his/her foes.  If destroyed, the focus 
  stone is destroyed too.  Otherwise, the focus 
  can be used over and over again, each time 
  becoming a Stone-Born Lith with full hp. 
   A caster may have one focus stone per four 
  caster levels (max 5).  Preparing each stone 
  require 200 gp of materials and 1 full day, 
  after which is can be used over and over. 
  Cloudwalkers(CDiv p159) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One subject per level within a 30’ area starts 
  to walk on air.  Once the spell is in effect, 
  each subject may act independently.   
  Each subject may “climb” straight up or down at 
  a movement of 30’.  Once a subject is 90’ off 
  the ground, he fly horizontally at a movement 
  of 60’ with Perfect maneuverability.   
   A subject may cancel the spell on himself as a 
  Standard Action.  The caster may dismiss the 
  spell normally, but this effects all subjects. 
  Control Weather(PH p214) 
  <Trans, VS, 10Minutes, 4d12hours> 
  – The caster can modify the weather in a two 
  mile radius (if the caster is a Druid, then the 
  spell effects a three mile radius, plus double 
  duration).  Once the spell is cast, it takes 10 
  minutes for the desired weather to manifest.  
  The weather must be seasonally appropriate. 
  Season 
  Weather Choices 
  Spring 
  Tornado, Thunderstorm, Hot 
  Summer 
  Rain, Heat Wave, Hailstorm 
  Autumn 
  Hot, Cold, Fog, Sleet 
  Winter 
  Frigid Cold, Blizzard, Thaw 
  Any time within the duration, the caster can 
  change the weather again as a Standard 
  Action (followed by another 10 minutes 
  while it manifests). 
  Creeping Cold, Greater(CDiv p160) 
  <Trans[cold], VSF(25gp bottle with water), 1StdAct, 
  Close-range, Fort½, SR applies> 
  – Turns the target’s skin ice-cold for at least 4 
  rounds.  At 15th level, the damage lasts for a 
  5th round & at 20th, the damage lasts for a 6th.  
  If the target makes the initial save, it takes ½ 
  damage for all the rounds.  
  Rnd 1 – 1d6 damage 
  Rnd 2 – 2d6 damage 
  Rnd 3 – 3d6 damage 
  Rnd 4 – 4d6 damage 
  (Rnd 5 – 5d6 damage) 
  (Rnd 6 – 6d6 damage) 
  Master Earth(MoF p107) 
  <Trans, VSF(fossil of an animal), 1StdAct, Personal> 
  – Travel instantly through the earth to any 
  location the caster can mentally picture. 
  Transmute Metal to Wood(PH p294) 
  <Trans, VS/DF, 1StdAct, Long-range, Instantaneous, 
  no save, SR applies> 
  – All metal objects in a 40’ radius Burst are 
  turned to wood.  Any magic item made from 
  metal is considered to have an Spell 
  Resistance of 20 + its caster level, which 
  must be overcome for it to be effected. 
   Restoring an object can only be done with a 
  Limited Wish, Wish, or Miracle. 
  Waterspout(FR p75) (CDiv p187)(CDivErrata)+ 
  <Conj(creat), VS/DF, 1Round, Long-range, 1rnd/lvl> 
  – Create a 10’ wide by 80’ tall waterspout. 
  a) must be cast in a body of water at least 20’ 
  deep & more than 10’ wide. 
  b) can move up to 30’ per round either under 
  the caster’s direction (which requires 
  Concentration) or following a simple 
  program (e.g., go in a circle, etc.).  
  Changing the program is a Standard 
  Action. 
  c) creatures & objects touched by the 
  waterspout (or those flying / swimming 
  within 10’ of it) must make a Reflex save 
  (SR applies) or take 3d8 damage.  In 
  addition, Medium-size or smaller targets 
  that fail their save are pulled into the 
  waterspout for 1d3 rounds (automatically 
  taking 2d6 per round) before being ejected 
  1d8 x 5’ above the waterspout’s base. 
  Wind Walk(PH p302) 
  <Trans[air], VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and one subject per three levels are 
  transformed into a gaseous form, which 
  grants the following: 
  a) Fly 10’/Perfect; 
  b) able to slip through any opening; 
  c) gains Damage Reduction 10/magic; 
  d) immune to poison & criticals; 
  e) has an AC based only on Dexterity, size, 
  Deflection bonuses, & armor bonuses due 
  to Force effects; 
  f) cannot attack 
  g) can only cast spells with no Verbal, 
  Somatic, Material, or Focus components 
  (due to Metamagics); 
  h) if wearing white, most viewers will think 
  the subject is a cloud / mist; 
  i) may invoke a magic wind, which makes 
  the subject Fly speed increase to 60mph 
  with Poor maneuverability; 
  j) each subject may independently spends 5 
  rounds to shift back to solid form.  At any 
  time before the end of the duration, the 
  subject may spend 5 more rounds shifting 
  back to the wind walk form. 
   The caster can dismiss the spell for any or all 
  subject at will. 
   If the spell is within 1 minute of its duration 
  ending, all remaining subjects automatically 
  descend at 60’ per round (or faster if desired) 
  before the spell expires. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 8th level 
   
  Page 21 
  8th Level 
   
  Abjuration 
  Repel Metal or Stone(PH p271) 
  <Abj[earth], VS, 1StdAct, 1rnd/lvl(D), no save, no SR> 
  – All metal & stone objects in a 60’ Line are 
  pushed away from the caster.  Objects less 
  then 500 pounds move 40’ per round.  If 
  unable to move, objects less than 3” in 
  diameter break or bend.  If a creature holds 
  onto an effected object as it is pushed away, it 
  is dragged along. 
   The location & direction of the line of force 
  fixed at casting time & cannot be changed. 
  Wall of Greater Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level. 
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +20).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Bombardment(PGF p100) 
  <Conj(creat), VSF(quarts crystal embedded in a rock), 
  Long-range, Ref½, SR applies> 
  – Rocks rain down on a 15’ radius Burst.  All 
  creatures in the area of effect take 1d8 per 
  level (max 20d8) (Ref½) and are buried 
  (RefNeg).  A buried creature beings to 
  suffocate unless it takes a Full Round Action 
  to get free. 
  Cocoon(MoF p85) 
  <Conj(create), VSM(silkworm cocoon)X(1,000), 
  1FullRound, Close-range, Instantaneous, FortNeg> 
  – The living target is surrounded by a cocoon, 
  which has Hardness 10 & 100hp.  As long as 
  he/she is in the cocoon, the target is 
  Paralyzed.  Each day, the target receives 1 
  Negative Level.   
  If the target dies due to being drained to 0 
  levels, the cocoon releases the corpse & 
  shrinks to the size of a walnut which lasts for 
  1day/lvl.  When carried by the caster, the 
  shrunk cocoon has the following benefits: 
  a) +4 Enhancement bonus on the ability score 
  which was the target’s highest; 
  b) any ranks the target had in Knowledge 
  skills become an Enhancement bonus on 
  the caster’s Knowledge checks; 
  c) if the target was a spellcaster, the caster 
  gains 1 spell slot of the highest spell slot 
  the target could cast. 
  Cure Serious Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 3d8 +1/level damage (max +35) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Maelstrom(FR p72) (CDiv p168)(CDivErrata)+ 
  <Conj(creat), VS/DF, 1FullRond, Long-range, 
  1rnd/lvl> 
  – Create a 120’ wide by 60’ deep whirlpool. 
  a) must be cast in a body of water at least 60’ 
  deep & more than 120’ wide. 
  b) creatures & objects within 50’ of the 
  whirlpool must make a Reflex save or take 
  3d8 damage & be pulled in for 2d4 rounds 
  (automatically taking 3d8 per round) 
  before being ejected.  Large-size and 
  smaller creatures are ejected from the 
  whirlpool’s bottom, while larger creatures 
  are ejected from its top. 
  Note that targets have the option of making a 
  Swim check vs. the spell’s DC instead of a 
  Reflex save. 
  Phantom Wolf(CDiv p174) 
  <Conj(sum), VS/DF, 1Round, Medium-range, 
  Concentration up to 1rnd/lvl, no save, no SR> 
  – The caster summons a Large, Incorporeal, 
  12HD Wolf to attack his/her foes.  
  Storm of Elemental Fury(CDiv p182) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 4 rounds, SR applies> 
  – A 40’ radius black cloud appears 200’ over the 
  target location.  After the first round, the 
  cloud can be moved laterally 40’ as a Move 
  Action (in addition to the Standard Action to 
  maintain Concentration).  
   Those below the cloud receive the following: 
  Round 1: The area from the cloud down to 
  the ground is effected by a Whirling Wind-
  storm(DMG p94), which requires Fortitude 
  saves to avoid being knocked down, 
  negates ranged attacks, spells require 
  Concentration checks, etc. 
  Round 2: All targets in the area of effect 
  take 5d6 Bludgeoning damage from falling 
  rocks (no save). 
  Round 3: Torrential rain falls, reducing 
  visibility to 5’, extinguishing unprotected 
  flames, and reducing movement to ½; 
  Round 4: All target in the area of effect take 
  1d6 per level Fire damage (Ref½). 
  Summon Nature’s Ally VIII(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally VIII 
  1 
  Summon Nature’s Ally VII 
  1d3 
  Summon Nature’s Ally VI (or less) 1d4+1 
  Word of Recall(PH p303) 
  <Conj[teleport], V, 1StdAct> 
  – Teleports the caster, his/her Maximum Load,  
  & one willing Medium-sized creature per 
  three levels (or the Creature Equivalent) back 
  to a very familiar place that was designated 
  when the spell was memorized.  The start & 
  end locations must be in the same plane of 
  existence. 
  Evocation 
  Earthquake(PH p225) 
  <Evoc[earth], VS/DF, 1StdAct, Long-range, 1rnd, no 
  SR> 
  – Intense tremor shakes a 80’ radius Spread 
  (shapeable).  The effect depends on the 
  terrain.  The result in [brackets] is halved / 
  avoided with a Reflex save vs. DC 15. 
  Terrain Effect 
  Cave 
  Roof collapses [8d6 damage to 
  anyone below & ‘pinned beneath 
  rubble’]. 
  Cliff 
  Landslide that goes horizontally as 
  far as it fell vertically [8d6 damage 
  & ‘pinned beneath rubble’]. 
  Open 
  [Fall down].  25% chance of falling 
  in a fissure (Reflex save vs. DC 20 to 
  get out before it closes & kills 
  anyone still trapped). 
  Building  Takes 100hp damage (no Hardness) 
  [8d6 damage to all within & ‘pinned 
  beneath rubble’]. 
  Marsh Fissures drain the water. [Sink in 
  mud / quicksand]. 
   Anyone ‘pinned beneath rubble’ takes 1d6 
  subdual damage each minute.  If he/she goes 
  unconscious, make a Constitution check vs. 
  DC 15 or take 1d6 lethal damage per minute. 
  Leonal’s Roar(BoED p102) 
  <Evoc[good][sonic], V, 1StdAct, SR applies> 
  – Any non-Good creatures within a 40’ radius 
  Spread who can hear the ‘roar’ & that has no 
  more HD than the caster suffer from the 
  following effects (no save): 
  up to Caster lvl: 
  Deafened for 1d4rnds. 
  up to Caster lvl - 1: 
  Blinded for 2d4 rounds 
  & above. 
  up to Caster lvl - 5: 
  Held for 1d10 minutes 
  & above. 
  up to Caster lvl - 10: Dead & above. 
   Also, every non-Good creature in the area of 
  effect takes 2d6 Sonic damage (FortNeg). 
   In addition, if the caster is on his/her home 
  plane of existence, any non-Good Extraplanar 
  creature in the area of effect (even if the ‘holy 
  word’ cannot be heard) that has no more HD 
  than the caster is driven back to its home 
  plane for at least 1 day (WillNeg at a –4 
  penalty). 
  Sunburst(PH p289) 
  <Evoc[light], VSM(sunstone, fire)/DF, 1StdAct, Long-
  range, Instantaneous, SR applies> 
  – A 80’ radius Burst of light is centered on the 
  caster.  Damage is based on creature type: 
  Type 
  Effect 
  Undead 
  1d6/lvl (max 25d6) (Ref½) & 
  destroyed if vulnerable to sunlight 
  (RefNeg) & Blind (RefNeg). 
  Oozes 
  1d6/lvl (max 25d6) (Ref½). 
  others 
  6d6 (Ref½) & Blind (RefNeg). 
  This spell Dispels any spells with the [darkness] 
  subtype within its area of effect. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 8th level 
   
  Page 22 
  Whirlwind(PH p301) 
  <Evoc[air], VS/DF, 1StdAct, Long-range, 1rnd/lvl(D)> 
  – Creates a 30’ tall cyclone that is 30’ wide at 
  the top & 10’ wide at the base.  As a Standard 
  Action, the caster can “program” the cyclone 
  to move when & where he/she desires at a 
  movement of 60’ (& can change it again as 
  another Standard Action). 
   Any creature that comes in contact with the 
  cyclone who is Large-sized or smaller takes 
  3d6 damage (RefNeg, SR applies).  If a 
  Medium-sized or smaller creature fails its 
  first save, it must make a second Reflex save 
  or be picked up by the cyclone & carried with 
  it (taking 1d8 damage per round) until the 
  spell ends or the caster directs the cyclone to 
  put the target down. 
   If the whirlwind moves out of range, it goes out 
  of control.  For 1d3 rounds, it moves 
  randomly & then dissipates. 
  Necromancy 
  Finger of Death(PH p230) 
  <Necro[death], VS, 1StdAct, Close-range, 
  Instantaneous, Fort½, SR applies> 
  – The living target dies on a failed saving throw.  
  On success, target takes 3d6 + 1/level (max 
  +25). 
  Transmutation 
  Animal Shapes(PH p198) 
  <Trans, VS/DF, 1StdAct, Close-range, 1hr/lvl(D)> 
  – One willing subject per level in a 30’ area are 
  polymorphed into an animal of the caster’s 
  choice.  All subject must be turned into the 
  same type of animal.  The caster may dismiss 
  the spell on all of the subjects, or an 
  individual subject may dismiss the spell from 
  himself as a Full-Round Action.  See the 
  Polymorph Table for details. 
  Awaken, Mass(CDiv p151) 
  <Trans, VSF(animal/tree)X(250 per target), 1Day, 
  Instantaneous> 
  – The one animal or tree per three levels in a 30’ 
  area gains sentience.  All targets must be the 
  same type of creature or tree.   
  Animal - The caster must make a Will save 
  vs. DC 10 + highest target HD.  If 
  successful, each animal gains the 
  following: 
  a) an Intelligence of 3d6; 
  b) +1d3 Charisma; 
  c) +2HD;  
  d) the ability to speak 1 language + 1 per 
  Intelligence modifier (all languages 
  must be known by the caster). 
  Tree – The caster must make a Will save vs. 
  DC = to the HD the greatest target tree will 
  have once awakened.  If successful, each 
  tree gains the following: 
  a) an Intelligence of 3d6; 
  b) a Wisdom of 3d6; 
  c) a Charisma of 3d6; 
  d) gains skill points & feats appropriate for 
  an ‘aberration’ of its HD; 
  e) gains the ability to speak 1 language + 1 
  per Intelligence modifier (all languages 
  must be known by the caster). 
  f) other ability scores appropriate for an 
  animate object of its size; 
  g) gains the ability to move; 
  h) gains senses similar to a human’s. 
  Control Plants(PH p213) 
  <Trans, VS/DF, 1StdAct, Close-range, 1min/lvl, 
  WillNeg, no SR> 
  – Up to 2HD per level of Plant Creatures in a 
  30’ area understand the caster’s commands 
  and will not attack.  The targets will even try 
  to obey orders that are not suicidal. 
  Reverse Gravity(PH p273) 
  <Trans, VSM(loadstone, iron filing)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), no save, no SR> 
  – All unattached objects & creatures in one 
  contiguous 10’ cube per 2 levels falls up.  If 
  an attached object is available, a target can 
  attempt a Reflex save to grab onto it.  Targets 
  only “fall” to the limit of the area of effect & 
  hover there until the spell ends.  Any ability 
  to fly or levitate makes this spell ineffective. 
  Stormrage(CDiv p182)(MoF p125) 
  <Trans[electricity], VS/DF, 1StdAct, Personal, 
  1min/lvl(D)> 
  – The caster embodies the power of a storm: 
  a) Caster Flies at a speed of 90’ (60’ if in 
  medium or heavy armor) with Average 
  maneuverability.  ½ speed going up, 2x 
  speed going down.  If spells expires/is 
  dispelled, subject descends at 60’ per 
  round for 1d6 rounds before falling. 
  b) An invisible wall of air 2’ wide is created 
  around the caster on all sides.  The wall is 
  total protection from arrows, bolts, gases 
  (including some breath weapons), gaseous 
  forms, birds, etc.  Larger ranged weapons 
  have a 30% miss chance, but large 
  weapons, such as giant’s boulders, are not 
  effected.  The wall may be walked through 
  normally. 
  c) Caster is unaffected by normal & magical 
  winds. 
  d) Has a pool of one 1d6 per Caster level 
  (max 20d6).  As a Standard Action, the 
  caster may strike a single opponent within 
  100’ with a stroke of electricity by making 
  a ranged touch attack (+3 bonus if the 
  target has a large amount of metal).  The 
  caster expends the dice in the pool to do 
  the damage, allowing many little attacks, 
  one big one, etc. 
  Unearthly Beauty(BoED p110) 
  <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the beauty of a Nymph.  Any 
  Humanoid within 60’ that looks at the caster 
  becomes permanently Blind (FortNeg).  The 
  caster can suppress & unsuppress this ability 
  as a Free Action. 
   Also as a Free Action, the caster can cause all 
  creature within 30’ that are looking at 
  him/her to die (WillNeg). 
   Note:  The caster must abstain from sexual 
  intercourse of one month in order to be able 
  to cast this spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 9th level 
   
  Page 23 
  9th Level 
   
  Conjuration 
  Cure Critical Wounds, Mass(PH p215) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 4d8 +1/level damage (max +40) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Drown, Mass(Und p58) 
  <Conj(creat)[water], VS/DF, 1StdAct, Close-range, 
  Instantaneous, FortNeg, SR applies> 
  – Any number of living target in a 30’ area have 
  their lungs filled with water & begins to 
  drown (DMG p304). 
  1st round – Target’s hp drop to 0 & he/she is 
  Unconscious. 
  2nd round – Target’s hp drop to –1 & he/she 
  is Dying.  
  3rd round – Target is Dead. 
   The water cannot be forced from a target’s 
  lungs, but a target can be Stabilized with a 
  Heal check vs. DC 15. 
  Elemental Swarm(PH p226) 
  <Conj(sum)[variable element], VS, 10Minutes, 
  Medium-range, 10min/lvl(D), no SR> 
  – Designate whether this casting of the spell will 
  connect with the Plane of Air, Earth, Fire, or 
  Water.  Summons 2d4 Large Elementals from 
  that Plane.  Ten minutes after the spell is 
  completed, 1d4 Huge Elementals arrive.  
  Twenty minutes after the spell is completed, 
  1 Greater Elemental appears.  All the 
  Elementals serve the caster for the duration of 
  the spell.  The caster can dismissed any / all 
  the Elementals as desired. 
  Phantom Bear(CDiv p173) 
  <Conj(sum), VS/DF, 1Round, Medium-range, 
  Concentration up to 1rnd/lvl, no save, no SR> 
  – The caster summons a Huge, Incorporeal, 
  14HD Bear to attack his/her foes.  
  Regenerate(PH p270) 
  <Conj(heal), VS/DF, 3Rounds, Touch, Instantaneous> 
  – Touched living subject’s missing limbs are 
  restored.  If the severed limb is touching the 
  subject, then it takes 1 round to heal, 
  otherwise the limb regrows in 2d10 rounds. 
  The subject is also healed 4d8 + 1/lvl (max +35) 
  hit points, is no longer Fatigued or Exhausted, 
  & all subdual damage is restored. 
   This spell cannot target Undead. 
  Shambler(PH p277) 
  <Conj(creat), VS, 1StdAct, Medium-range> 
  – Creates 1d4+2 11HD Shambling Mounds 
  within a 30’ area.  The caster can either use 
  them as guards or to perform tasks, in which 
  case they remain for 7 days, or to guard a 
  location within range, in which case they 
  remain for 7 months.  In either case, the 
  creatures are dismissible by the caster. 
  The Shambling Mounds only have their 
  standard fire resistance if they reside in rainy 
  or marshy terrain. 
  Storm of Vengeance(PH p285) 
  <Conj(sum), VS, 1Round, Long-range, Concentration 
  up to 10rnds, SR applies> 
  – Creates a storm cloud that is 360’ radius wide.  
  Unless indicated otherwise, everyone in the 
  area takes the following effects on the 
  specified round: 
  Rnd 1 – Thunder: Deaf 1d4x10min (FortNeg) 
  Rnd 2 – Acid Rain:  1d6 Acid dmg (no save) 
  Rnd 3 – Lightning:  6 targets of the caster’s 
  choice take 10d6 Electrical dmg (Ref ½) 
  Rnd 4 – Hail: 5d6 bludgeoning dmg (no save) 
  Rnd 5-10 – Downpour:  Concealment at 5’, 
  Total Concealment at 10’, movement at ¼, 
  no ranged attacks, spells require 
  Concentration checks vs. DC (spell DC + 
  level of spell being cast). 
  Summon Elemental Monolith(CArc p124) 
  <Conj(sum)[variable element], VSM(100gp gem)/DF, 
  1Round, Medium-range, Concentration up to 
  1rnd/lvl> 
  – Summons one Elemental Monolith (CArc p156), 
  a CR17 Gargantuan Elemental, of Air, Earth, 
  Fire, or Water.  It attacks immediately on the 
  turn that the caster finishes the spell under the 
  verbal direction of the caster. 
   The material component determines which type 
  of elemental is summoned:  Aquamarine for 
  Air, Tourmaline for Earth, Garnet for Fire, & 
  Pearl for Water. 
  Summon Nature’s Ally IX(PH p289) 
  <Conj(sum)[variable alignment/element], VS/DF, 
  1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Nature’s Ally IX 
  1 
  Summon Nature’s Ally VIII 
  1d3 
  Summon Nature’s Ally VII (or less) 1d4+1 
  Tsunami(DR314 p47) 
  <Conj(creat)[water], VSF(5,000gp crown of coral & 
  pearls), 1Round, Long-range, 1rnd/lvl(C), Fort½, no 
  SR> 
  – The caster creates a wave of water that has its 
  starting point anywhere within range and then 
  moves is a direction the caster chooses.  All 
  creatures struck by the wave take 1d6/lvl 
  (max 20d6) bludgeoning damage (Fort½).  If 
  a creature of up to Huge-size fails its save, it 
  is pulled into the wave & takes damage each 
  round (but gets a new Fortitude save each 
  round for half damage). 
   If cast on dry land, the wave is 20’/lvl wide, 10’ 
  long, & 40’ high and moves 60’. 
   If cast in the water, the wave is 40’/lvl wide, 
  10’ long, & 40’ high and moves 60’.  Also, 
  all creatures receive a –4 penalty on their 
  save. 
  Divination 
  Foresight(PH p233) 
  <Div, VSM(feather)/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster receives mental warnings about 
  what may harm the touched subject. 
   If the caster placed the spell on himself, he can 
  never be surprised or flat-footed, knows if 
  he/she is being targeted with spells, ranged 
  attacks, sneak attacks, etc., gains a +2 Insight 
  bonus to AC & Reflex saves, & knows in 
  general what to do in order to be safe (such as 
  “close your eyes”, “jump”, “run”). 
   If cast on a different target, the caster gets the 
  warnings & must pass them on verbally to the 
  target.  In this case, neither gets the Insight 
  bonuses. 
  Enchantment 
  Antipathy(PH p200) 
  <Ench(comp)[mind], VSM(alum, vinegar)/DF, 1Hour, 
  Close-range, 2hrs/lvl, Will½, SR applies> 
  – Target object or location (up to 10’ cube per 
  level) is avoided by a named type of creature 
  (such as Red Dragons) or specific alignment 
  (such as Lawful Evil).  If a creature of the 
  named type makes its Will save, it can enter 
  the area or touch the object, but even this 
  causes a –4 penalty to Dexterity due to the 
  discomfort of the act. 
   This spell Counters and Dispels Sympathy. 
  Sympathy(PH p292) 
  <Ench(comp)[mind], VSM(1,500gp of pearls, 
  honey)/DF, 1Hour, Close-range, 2hrs/lvl, Will½, SR 
  applies> 
  – Target object or location (up to 10’ cube per 
  level) attracts a named type of creature (such 
  as Red Dragons) or  specific alignment (such 
  as Lawful Evil).  If a creature of the named 
  type makes its Will save, it can leave the area 
  or object, but must make an other save 10-60 
  minutes later or feel the urge to return. 
   This spell Counters and Dispels Antipathy. 
  Evocation 
  Nature’s Avatar(CDiv p170) 
  <Evoc, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched animal gains the following: 
  a) +10 Morale bonus to attack & damage; 
  b) +1d8 per level of Temporary hit points; 
  c) +1 Dodge bonus to AC; 
  d) +30’ Enhancement bonus to all forms of 
  movement (land, climb, swim, burrow, 
  fly), up to double the base movement; 
  e) when making a Full-Round Attack, the 
  subject gets an additional attack at his/her 
  best attack bonus. 
  Rain of Black Tulips(BoED p104) 
  <Evoc[good], VSM(a black tulip), 1StdAct, Long-
  range, 1rnd/lvl(D), Fort½, SR applies> 
  – Black tulips fall in a 80’ radius by 80’ high 
  Cylinder.  Each Evil creature in the area of 
  effect takes 5d6 damage per round (no save) 
  and is Nauseated (FortNeg) as long as it 
  remains in the area of effect. 
  Whirlwind, Greater(CDiv p189) 
  <Evoc[air], VS/DF, 1StdAct, Medium-range, 
  1rnd/lvl(D), SR applies> 
  – Creates a cyclone that is 20’ radius from top to 
  bottom and 5’ per level tall  As a Move 
  Action, the caster can move the cyclone 60’.   
  a) Ranged attacks cannot pass through the 
  cyclone; 
  b) it extinguishes all flames; 
  c) Listen check fail within the cyclone; 
  d) it uproots trees & vegetation and leaves a 
  trail of Dense Rubble in its wake.  
  e) structures within the cyclone’s radius take 
  2d6 x 10 hp of damage each round. 
   Creatures within range the cyclone are pulled 
  towards it by the distant listed (FortNeg): 
  Size 
  Flying? Range Distance  
  up to Large No 
  60’ 
  1d4 x 10’ +1d4 
  non-lethal / 10’ 
  Huge 
  No 
  40’ 
  Prone 
  Gargantuan+ No 
  40’ 
  Can’t move away 
  up to Huge Yes 
  60’? 
  60’ + 2d6 dmg 
  Gargantuan Yes 
  60’? 
  1d6 x 10’ 
  Colossal 
  Yes 
  60’? 
  1d6 x 5’ 
   
   Creature that start their round within the 
  cyclone take 6d6 dmg per round (no save).  
  After 1d10 rounds, a creature it thrown from 
  the cyclone 4d6 x 5’ horizontally & 4d6 x 5’ 
  vertically (taking falling damage if can’t fly). 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Druid Spell List – 9th level 
   
  Page 24 
  Illusion 
  Shadow Landscape(CDiv p178)  
  <Ill(shadow), VS/DF, 1Hour, Long-range, 1day/lvl(D), 
  SR applies> 
  – Causes natural terrain in a 1 mile radius 
  Spread is infused with energy from the Plane 
  of Shadow to become more dangerous: 
  -all-:  Roll twice for all weather condition 
  (three times for Plains) and take the worst 
  result. 
  Desert:  Average temperature becomes more 
  extreme by 30 degrees and sandstorms 
  blow through hourly. 
  Forest:  The canopy of leaves block the sun, 
  Light Undergrowth becomes Heavy 
  Undergrowth, & Heavy Undergrowth 
  becomes Entangle. 
  Hill:  Light Undergrowth becomes Heavy 
  Undergrowth, it takes two movement to go 
  up a Gradual Slope, four movement to go 
  up a Steep Slope, and cliffs require a 
  Climb check vs. DC 25 to go up or down. 
  Marsh:  Half the terrain is considered 
  Quicksand. 
  Mountain:  Cliffs require a Climb check vs. 
  DC 25 to go up or down, Avalanches are 
  10% likely to occur when there is a loud 
  noise, and the altitude effects are one 
  category worse. 
  Plains:  Half the spaces with Undergrowth 
  are treated like Entangle and there are 
  more tornados & thunderstorms. 
  Underground:  Naturally occurring caverns 
  require 4 movement to enter & 10% of the 
  floor is covered by stalagmites. 
  The caster and one creature per 4 caster levels 
  can be designated a ‘Traveler’ & is not 
  effected by the special traits of the landscape 
  (but weather effects still apply). 
  One HD per caster level of Animal, Plants, or 
  Magical Beasts native to the target area can 
  be designated ‘Shadow Guardians’.  While in 
  the area of effect, the Shadow Guardians are 
  Friendly toward the ‘Travelers’, gain Low-
  Light Vision, Darkvision 60’, Resist Cold 10, 
  Damage Reduction 10/magic, & Evasion. 
  Transmutation 
  Cast in Stone(MoF p83)(MoFe)+ 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – Anyone meeting the caster’s gaze within 
  Close-range must make a Will save or be 
  turned to stone. 
  Shapechange(PH p277)(PHe)+ 
  <Trans, VSF(1500gp jade circlet), 1StdAct, Personal, 
  10min/lvl(D)> 
  – The caster takes a new form, which can be 
  changed each round as Free Action, which: 
  a) can by any creature type, including those 
  which has Incorporeal or Gaseous forms; 
  b) cannot have more HD than the Caster level 
  (max 25HD); 
  c) may be as small as Fine-size & as large as 
  Colossal-size. 
   The caster gets the following from the new form: 
  a) Strength, Dexterity, & Constitution; 
  b) Extraordinary & Supernatural attacks & 
  qualities. 
   The caster keeps the following from its original 
  form: 
  a) Intelligence, Wisdom, & Charisma; 
  b) hit points (ignore new Constitution score); 
  c) level, class, & alignment; 
  d) base attack bonus & base save bonuses 
  (though these can be modified by the new 
  form’s Str, Dex, & Con); and 
  e) extraordinary abilities, spells, & spell-like 
  abilities (but not supernatural abilities). 
  In addition: 
  a) the new form can cast spells if it is 
  physically capable (i.e., mouth for verbal 
  components, hands for somatic, etc.); 
  b) the caster’s equipment is transformed into 
  analogous equipment for the new form if 
  humanoid shaped, otherwise it is absorbed 
  into the body & suppressed; 
  c) +10 bonus on Disguise checks; 
  d) gain 1 day’s natural healing of hit-points 
  only; and 
  e) if slain, return to original form. 
  Undermaster(Und p62) 
  <Trans[earth], VX(1,000), 1StdAct, Personal, 1rnd/lvl> 
  – While the caster stand upon or below the 
  earth, he/she can use any of the following as a 
  spell-like ability as a Standard Action (even if 
  the normal casting time is longer):  Burrow, 
  Earthquake, Excavate, Flesh to Stone, Meld 
  into Stone, Move Earth, Reverse Gravity, 
  Soften Earth and Stone, Statue, Stone Shape, 
  Stone Sphere, Stone Tell, Stone to Flesh, 
  Transmute Mud to Rock, Transmute Rock to 
  Mud, and Wall of Stone. 
  Unyielding Roots(CDiv p185)(DR324 p103)+ 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl(D)> 
  – The touched willing creature grows roots into 
  the ground, with the following effects: 
  a) subject cannot move or be moved from 
  his/her current location; 
  b) heals 30 hp per round; 
  c) neutralizes poisons automatically; 
  d) removes Negative Levels automatically; 
  e) +4 bonus to Fortitude & Will saves; 
  f) –4 penalty to Reflex saves; and 
  g) any attempt to Overrun the subject fails 
  and grants the subject an opposed Strength 
  check (vs. the enemy’s Strength or 
  Dexterity) to knock the enemy Prone.
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
  Spell Tables 
   
  Page 25 
  Spell Tables 
  Summon Nature’s Ally 
  List constructed from the table on PH p288. 
  Summon Nature’s Ally I 
   
  Dire Rat 
  (MM p64) 
  Eagle 
  (MM p272) 
  Monkey 
  (MM p276) 
  Octopus 
  (MM p276) 
  Owl 
  (MM p277) 
  Porpoise 
  (MM p278) 
  Snake, Small Viper 
  (MM p279) 
  Wolf 
  (MM p283)  
   
  Summon Nature’s Ally II 
   
  Bear, Black 
  (MM p269) 
  Crocodile 
  (MM p271) 
  Dire Badger 
  (MM p62) 
  Dire Bat 
  (MM p62)  
  Elemental, Air (small) [air]  
  (MM p95) 
  Elemental, Earth (small) [earth]  
  (MM p98) 
  Elemental, Fire (small) [fire]  
  (MM p98) 
  Elemental, Water (small) [water]  
  (MM p98) 
  Hippogriff 
  (MM p152) 
  Shark, Medium 
  (MM p279) 
  Snake, Medium Viper 
  (MM p279) 
  Squid 
  (MM p281) 
  Wolverine 
  (MM p283) 
   
  Summon Nature’s Ally III 
   
  Ape 
  (MM p268) 
  Dire Weasel 
  (MM p65)  
  Dire Wolf 
  (MM p65) 
  Elemental, Storm (small) [air]  
  (MM3 p48) 
  Giant Eagle 
  (MM p93) 
  Giant Owl 
  (MM p205) 
  Lion 
  (MM p274) 
  Satyr (without pipes)  
  (MM p219) 
  Shark, Large  
  (MM p279) 
  Snake, Constrictor 
  (MM p279) 
  Snake, Large Viper 
  (MM p279) 
  Thoqqua  [earth][fire]  
  (MM p242) 
   
  Summon Nature’s Ally IV 
   
  Arrowhawk, Juvenile  [air] 
  (MM p19) 
  Bear, Brown 
  (MM p269) 
  Crocodile, Giant 
  (MM p271) 
  Deinonychus 
  (MM p60) 
  Dire Ape 
  (MM p62) 
  Dire Boar 
  (MM p63) 
  Dire Wolverine 
  (MM p66) 
  Elemental, Air (med.) [air]  
  (MM p95) 
  Elemental, Earth (med.) [earth]  
  (MM p98) 
  Elemental, Fire (med.) [fire]  
  (MM p98) 
  Elemental, Water (med.) [water]  
  (MM p98) 
  Salamander, Flamebrother  [fire]  
  (MM p218) 
  Sea Cat 
  (MM p220) 
  Shark, Huge  
  (MM p279) 
  Snake, Huge Viper 
  (MM p279) 
  Tiger 
  (MM p281) 
  Tojanida, Juvenile  [water]  
  (MM p243) 
  Unicorn 
  (MM p249) 
   
  Summon Nature’s Ally V 
   
  Arrowhawk, Adult  [air]  
  (MM p19) 
  Bear, Polar 
  (MM p269) 
  Dire Lion 
  (MM p63) 
  Elasmosaurus 
  (MM p60) 
  Elemental, Air (large) [air]  
  (MM p95) 
  Elemental, Earth (large) [earth]  
  (MM p98) 
  Elemental, Fire (large) [fire]  
  (MM p98) 
  Elemental, Storm (med.) [air]  
  (MM3 p48) 
  Elemental, Water (large) [water]  
  (MM p98) 
  Griffon 
  (MM p139) 
  Janni  
  (MM p116) 
  Nixie 
  (MM p235) 
  Rhinoceros 
  (MM p278) 
  Satyr (with pipes) 
  (MM p219)  
  Snake, Giant Constrictor 
  (MM p279) 
  Tojanida, Adult  [water]  
  (MM p243) 
  Whale, Orca 
  (MM p283) 
   
  Summon Nature’s Ally VI 
   
  Dire Bear 
  (MM p63) 
  Elemental, Air (huge) [air]  
  (MM p95) 
  Elemental, Earth (huge) [earth]  
  (MM p98) 
  Elemental, Fire (huge) [fire]  
  (MM p98) 
  Elemental, Storm (large) [air]  
  (MM3 p48) 
  Elemental, Water (huge) [water]  
  (MM p98) 
  Girallon 
  (MM p126) 
  Megaraptor 
  (MM p60) 
  Octopus, Giant 
  (MM p276) 
  Pixie (no special arrows, cannot cast 
  Otto’s Irresistible Dance)  
  (MM p236) 
  Salamander, Average  [fire]  
  (MM p218) 
  Whale, Baleen 
  (MM p282) 
  Xorn, Average  [earth]  
  (MM p260) 
   
  Summon Nature’s Ally VII 
   
  Arrowhawk, Elder  [air]  
  (MM p19) 
  Dire Tiger 
  (MM p65) 
  Djinni 
  (MM p114) 
  Elemental, Air (greater) [air]  
  (MM p95) 
  Elemental, Earth (greater) [earth]  
  (MM p98) 
  Elemental, Fire (greater) [fire]  
  (MM p98) 
  Elemental, Storm (huge) [air]  
  (MM3 p48) 
  Elemental, Water (greater) [water]  
  (MM p98) 
  Invisible Stalker  [air] 
  (MM p160)  
  Pixie (sleep arrows, cannot cast 
  Otto’s Irresistible Dance)  
  (MM p236) 
  Triceratops 
  (MM p61) 
  Tyrannosaurus 
  (MM p61) 
  Whale, Cachalot 
  (MM p283) 
  Xorn, Elder  [earth]  
  (MM p260) 
   
  Summon Nature’s Ally VIII 
   
  Dire Shark 
  (MM p64) 
  Elemental, Storm (greater) [air]  
  (MM3 p48) 
  Roc 
  (MM p215) 
  Salamander, Noble  [fire]  
  (MM p218) 
  Tojanida, Elder  [water]  
  (MM p243)
   
  Summon Nature’s Ally IX 
   
  Elemental, Air (elder) [air]  
  (MM p95) 
  Elemental, Earth (elder) [earth]  
  (MM p98) 
  Elemental, Fire (elder) [fire]  
  (MM p98) 
  Elemental, Water (elder) [water]  
  (MM p98) 
  Grig (with fiddle)  
  (MM p235) 
  Pixie (sleep & memory loss arrows, 
  cannot cast Otto’s Irresistible Dance)  
  (MM p236) 
  Unicorn, Celestial Charger 
  (MM p249) 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Spell Tables 
   
  Page 26 
  Hallow/Unhallow Table 
   
   
  Spell that can be added to a Hallow(PH p238) / Unhallow(PH p297) Spell 
  GP 
  Cost 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR> 
  – The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the strength of the most powerful aura.  If not in line-of-sight, the caster only knows the direction. 
  3rd round – strength & location of each aura.  If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 
  15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead. 
  500 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no Fortitude saves) from being in heat up to 140 degrees Fahrenheit –and– cold down to –50. 
  1,000 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ radius & dim light for another 60’.  The light may be blocked by putting the object in a container. 
   Treated as ‘sunlight’ for creatures who receive penalties in those conditions, but is not real sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is suppressed by it, leaving only the natural illumination in the overlapping area. 
   This spell Counters and Dispels spells with the [darkness] category of equal or lower level. 
  2,000 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are protected from one Energy Type.  Each attack doing damage of that type has the hp of damage 
  reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  2,000 
  Dispel Magic(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a successful Dispel Check (max +10).  This spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard counterspell except it works against any spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell effect on one target gets a separate Dispel Check.  If successful, the spell effect is ended (except for 
  those caused by magic items, which are only suppressed for 1d4 rounds).   
  c) Area Dispel – Each target in a 20’ radius Burst gets a Dispel Check against each spell in turn (highest caster level spell checked first) until 
  one is dispelled or all checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check to end a spell he/she cast. 
  3,000 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, gaining Negative Levels, and Negative Energy damage & ability loss. 
  4,000 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 10min/lvl> 
  – Subject moves normally despite magical impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any Grapple check to resist being grappled, plus any Grapple check or Escape Artist check to escape a 
  grapple and/or a pin. 
   While under the effect of this spell, the subject can fight underwater. 
  4,000 
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 27 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 28 
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PHe)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH pXXX) 
  The default casting time for a 
  spell. 
  Full Round Action(PH pXXX) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 29 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’ or to ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living & heals the Undead. 
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 30 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living & damages the Undead, who 
  typically receives a Will save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  Costs 2 movement to go through each hex. 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Druid Spell Summaries 
   
  April 1, 2005 
  Appendix 
   
  Page 31 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
  Key to Sourcebooks 
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PHe 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Spells-Druid.pdf