Full Druid Spell List Easy Format Pathfinder

F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

0-Level

Chameleon Scales: Change the color of your skin to something else.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Flare: Dazzles one creature (–1 on attack rolls).
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sign of the Dawnflower R : Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st-Level

Abstemiousness R : Enhance simple food to provide greater nutrition.
Acid Maw: Enhance your animal companion's bite attack with acid.
Advanced Scurvy R : Force the target to contract an advanced form of scurvy.
Air Bubble: Creates a small pocket of air around your head or an object.
Alleviate Addiction: Ignore the effects of addictions.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Antitoxin Touch: Protect a creautre from incedental exposure to poison
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the Nightingale R : Your voice becomes clear and pleasant, like a nightingale.
Batrachian Surge R : Amplify your latent amphibian nature
Blend R : Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Brightest Night: Grant improved low-light vision to several creatures
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
Call Animal Y : Makes an animal come to you.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cheetah's Sprint: Sprint or charge with amazing speed.
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Commune with Birds R : Ask a question to all birds within a mile of your location.
Cure Light Wounds Y : Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Deadeye's Arrow R : Create an arrow of crackling electricity to harm your enemies or alert your allies.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Decompose Corpse: Turn a corpse into a clean skeleton.
Depilate R : Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Find others of the same faith.
Diagnose Disease: Detect and identify diseases.
Dream Feast R : Feed someone while they sleep.
Echo: Cause a sound to repeat itself
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Endure Elements Y : Exist comfortably in hot or cold regions.
Enlarge Tail: Increase the reach and power of your tail.
Entangle Y : Plants entangle everyone in 40-ft. radius.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Face of the Devourer R : Horribly mutate the target's face, disfiguring it while granting it a natural attack.
Faerie Fire Y : Outlines subjects with light, canceling blur, concealment, and the like.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Ferment: Affected liquid becomes alcoholic
Firebelly R : Breathe fire and become resistant to it.
Flare Burst: As flare, but affects all creatures in 10 ft.
Frostbite: Target takes cold damage and is fatigued.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Goodberry Y : 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hairline Fractures R : Create hairline fractures in earth and stone.
Heightened Awareness: Your recall and ability to process information improve.
Hibernate: Place a willing subject into a cataleptic state.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Hide from Animals: Animals can't perceive one subject/level.
Hydraulic Push Y : Wave of water bull rushes an enemy.
Ice Armor R : Create a thick suit of ice armor.
Instant Clot: Touched creature doesn't bleed
Ironbloom Sprouts F M R : Transform mushrooms into magical ironbloom mushrooms.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longstrider: Your speed increases by 10 ft.
Lucky Number: Tweak tiny variables in a creature's immediate future.
Magic Fang Y : One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Marid's Mastery R : Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mighty Fist of the Earth R Y : Fling a fist-sized rock at your opponent, this rock can channel your ki.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Mudball R : Throw a ball of mud to blind your enemy.
Nature's Paths: Learn the best way to travel overland
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negate Aroma: Subject cannot be tracked by scent.
Nereid's Grace R : Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Obscure Poison M : Make it harder to detect a poison or venomous creature.
Obscuring Mist Y : Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Pesh Vigor M : Increase target's strength with consumption of pesh.
Planar Orientation: Locate places of power on your current plane
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Ray of Sickening: Ray makes subject sickened.
Read Weather F R : Forecast the weather for the next 48 hours.
Recharge Innate Magic R : Regain a use of all 0-level and 1st-level spell-like abilities.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Rite of Bodily Purity M : +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Rite of Centered Mind M : +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Shield Companion (AA) F : As shield other, but affects the caster's animal companion or familiar.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Snowball: Throw a conjured ball of snow at a target
Speak with Animals: You can communicate with animals.
Spirit Call: Increase the power of spells related to your spirit/domain.
Spirit Share: Grant beneficial liquids with a touch
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Steady Saddle: Affected saddle has reduced penalties for actions requiring focus
Stone Fist: Your unarmed strikes are lethal.
Stone Shield R : Summon a thick stone slab from the ground to shield you from attacks.
Strong Wings R : Enhance the target's wings, giving them greater fly speed and maneuverability.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally 1: Summons creature to fight.
Suspend Drowning: Targets temporarily stop drowning
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thunderstomp: Trip one creature within range.
Touch of Bloodletting R : Cause any wounds the target has to bleed profusely.
Touch of Combustion R : Cause someone to combust with a touch.
Touch of the Sea: Swim speed becomes 30 ft.
Tracking Mark R : Gain a supernatural ability to detect tracks and other clues.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Underbrush Decoy: Create a rustling distraction to hide.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Whispering Lore R : Gain a bonus to Knowledge based on the terrain you are in.
Windy Escape R : Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Winter Feathers R : Protect a feathered creature from the cold for a day.

2nd-Level

Aboleth's Lung R : Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Alluring Spores: Creatures take penalty to saving throws against your enchantment spells
Alpha Instinct: Gain bonuses when you're interacting with animals
Alter Summoned Monster: Swap one summoned creature with another.
Amplify Stench: Amplify your natural stench ability.
Animal Aspect Y : You gain some of the beneficial qualities of an animal.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Trance: Fascinates 2d6 HD of animals.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts
Ashen Path: Allow one or more creautres to ignore airborne effects and see through magical smoke and fog
Aspect of the Bear: +2 AC and combat maneuver rolls.
Barkskin Y : Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Beastspeak: Speak normally while in animal form.
Binding Earth R : Areas of earth and stone attempt to drag the target of this spell down.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Brittle Portal R : Reduce the hardness of objects within the area.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning Gaze Y : Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Campfire Wall: Creates a shelter around a campfire.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Celestial Companion: Give your companion protections against evil creatures
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill Metal Y : Cold metal damages those who touch it.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Cloud of Seasickness R : Create a sickening cloud that mimics the effects of seasickness.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Control Vermin: Control a number of vermin for you and your allies to ride.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Curse Terrain, Lesser M : Curse an area with three mild hazards
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay Disease R : Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Magic, Greater: As detect magic, but learn more information.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Dousing Rain: Magical rain dampens fire but amplfies electricity
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Eagle Eye: Creates a magical sensor high above you.
Elemental Speech: Enables you to speak to elementals and some creatures.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3)
Euphoric Cloud M : Fog obscures vision and fascinates living creatures.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Fear the Sun: Impose light blindness on your enemies.
Feast of Ashes Y : A target starves with an insatiable hunger.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire Trap M : Opened object deals 1d4 + 1/level damage.
Flame Blade Y : Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog Cloud Y : Fog obscures vision.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Full Pouch M : Divide a consumable alchemical item into two nearly identical copies.
Fungal Blisters R : Develop a small number of fungal growths which burst as you take damage, choking your enemies with harmful spores.
Fury of the Sun R : Curse the target with internal heatstroke.
Garden of Peril: Grow a group of poisonous mushrooms.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Glide: You take no falling damage and move 60 ft./round while falling.
Gozreh's Trident R : Create a forked trident of electricity.
Grasping Vine R : Sprout a 20-ft long vine that can assist with numerous tasks.
Greensight: Grant a target the ability to see through plant matter as if it were transparent
Groundswell R : Raise the ground up underneath you.
Gust of Wind Y : Blows away or knocks down smaller creatures.
Gusting Sphere R : Release a swirling ball of wind to move around and knock your enemies about.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Harmless Form: Transform the target into a "harmless" animal.
Harvest Season: Cause an explosive burst of growth in a single plant.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Heat Metal Y : Makes metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Influence Wild Magic: Stabilize an area of primal magic
Inner Focus: Ignore divine focus components of your spells.
Insect Scouts: Create insects to scout an area for you.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Ironskin: Harden your skin into iron.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Lead Plating: Enclose the target in a thin sheath of lead.
Locate Portal: Detect portals within range
Lockjaw: Gives creature grab ability with a natural attack.
Magic Boulder: As magic stone, but with boulders.
Make Lost: Make the targets become lost.
Masterwork Transformation: Make a normal item into a masterwork one.
Mud Buddy: Create a small minion out of mud.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability
Outbreak: Diseased creatures in the area become extremely contagious
Overstimulate: Target creature gains the ferocity ability
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pale Flame: As produce flame, but shedding dimlight and increased damage vs plants
Pernicious Poison Y : Target takes a -4 penalty against poison.
Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pouncing Fury: Make a full attack with your claws after a charge
Pox Pustules Y : Subject is sickened and has –4 Dex.
Protection from Spores: Bolster a creature's body against the harmful effects of spore and fungus.
Quick Change: Use change shape as a swift action and surprise foes.
Radiation Ward: Protect a creature against radiation
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Reduce Animal: Shrinks one willing animal.
Resist Energy Y : Ignores 10 (or more) points of damage/attack from specified energy type.
Restful Cloak: Enchanted cloak functions as a tent
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Reveal Mirage: Discern illusory terrain from range.
Reveal True Shape M : Reveal the true form of a magically disguised/transformed creature.
Riversight: See events transpiring along a natural watercourse you touch.
Rock Whip: Create a whip that passes through unworked stone
Savage Maw R : Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Scale Spikes: Enhance a target's scales with jagged spikes.
Scamper: Grant your animal companion astonishing agility
Scent Trail: Leave trail for allies to follow.
Sea Steed: Your mount adapts to an aquatic environment
Seed Spies R : Create a group of wafting seeds with magical intellect that can spy for you.
Sense Fear: Perceive nearby creatures that are experiencing fear
Share Language: Subject understands chosen language.
Sickening Entanglement: As entangle, but plants have sickening sap.
Sickening Strikes R : Imbue yourself with disease, inflicting others with it when you strike them.
Slipstream: Wave boosts creature's speed.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Soothing Word: Lessen the severity of a target's conditions.
Spider Climb Y : Grants ability to walk on walls and ceilings.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Steal Breath R : Steal the breath from a creature's lungs.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather
Summon Nature's Ally 2: Summons creature to fight.
Summon Swarm Y : Summons swarm of bats, rats, or spiders.
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
Sympathetic Wounds M R : Force half of the damage you take onto another creature.
Tar Ball: Burning tar harms target and penalizes its Dex.
Tree Shape: You look exactly like a tree for 1 hour/level.
Unshakable Chill Y : Target is afflicted with severe cold.
Venomous Bite M : Enhance a target creature's bite with poison.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Visualization of the Body M : Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Warp Wood: Bends wood.
Wartrain Mount: Animal gains combat training.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Wilderness Soldiers: Nearby plants aid you in combat.
Wing Bounty R : Sprout berries from your wings, enhanced as if by goodberry.
Winter Grasp: Create a slippery sheet of ice on the ground
With the Wind: Protect a target from being blown away by wind of less than windstorm force
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Aggravate Affliction: Force ongoing afflictions to trigger.
Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aquatic Trail: Track creatures underwater
Aqueous Orb: Creates rolling sphere of water.
Ash Storm: Hamper vision and movement.
Aversion: Cause the target to avoid an object or location.
Badger's Ferocity: Weapons are keen while you concentrate.
Bite the Hand: Compel a summoned creature to attack its summoner.
Blade Snare: Create an invisible snare to trap weapons.
Bleed for your Master: Compel a companion to take damage for you
Blood Scent R : Magnify the target's ability to smell the presence of blood.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Burrow Y : Target gains a burrow speed of 15.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
Call Lightning Y : Calls down lightning bolts (3d6 per bolt) from sky.
Carrying Wind: Buffeting winds increase your fly speed or carry you aloft
Channel the Gift R : Fuel a target's spellcasting, spontaneously cast spells without expending the slot.
Clear Grove: Clear out vegetation from a small area.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally's spell.
Companion Mind Link Y : You can talk with your animal companion, and can handle it with supernatural ease.
Contagion Y : Infects subject with chosen disease.
Create Drug: Conjure a drug.
Create Treasure Map M : Creates treasure map out of a creature's corpse.
Cup of Dust Y : Causes a creature to become dehydrated.
Cure Moderate Wounds Y : Cures 2d8 damage + 1/level (max +10).
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
Daylight Y : 60-ft. radius of bright light.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Detoxify: Remove a creature's ability to posion others
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Drain Poison: Drain a creature's poison and apply it to your weapon.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fey Form I: Assume the form of a Small or Medium fey creature
Fins to Feet R : Give a creature legs, allowing it to walk on land.
Flashfire: Cause smoky fires to spring up to burn foes and set them alight
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Fungal Infestation: Target takes bleed from attacks.
Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Hide Campsite: Hides all traces of your campsite.
Hunter's Friend: Share some of your class abilities with your animal companion.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hydraulic Torrent Y : Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Ignoble Form: Transform the target into a half-elf form.
Improve Trap R : Increase a trap's effectiveness.
Insect Spies: Use magic beetles as spies.
Iron Stake: Hurl a spike of cold iron at a foe
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Leshy Swarm R : Call for a leshy swarm to aid you.
Life Current: Infuse a current with positive energy, healing all living creatures within
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Lily Pad Stride: Walk across water on moving lily pads.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Magic Fang, Greater Y : One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Mirage: Create illusory terrain
Nature's Exile: Gives subject –10 on Survival checks.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Pack Empathy: Create an empathic bond with allies.
Planar Inquiry M : Call an outsider to answer questions
Plant Growth: Grows vegetation, improves crops.
Pocketful of Vipers: Ward a container with summoned vipers.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Quell Energy: Reduce the target's ability to tap into a specific energy type
Quench: Extinguishes fires.
Raging Rubble R : Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Reinvigorating Wind: Magical wind invigorates your allies
Remove Disease: Cures all diseases affecting subject.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Sebaceous Twin R : Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Shadowmind: Force a target to see more darkness around them.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Signs of the Land: Learn up to three details about the surrounding territory
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Siphon Might: Drain strength from a creature and transfer it to another.
Sky Swim R : Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Soothing Mud: Create restorative mud that heals hit point and ability damage
Speak with Plants: You can talk to plants and plant creatures.
Spectral Scout: Summon a spectral animal to scout for you.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spit Venom: Spit blinding black adder venom.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Steal Size: Reduce a creature's size, enlarge your own.
Steal Years: Temporarily steal youth and vitality from the target.
Stench of Prey: Predatory animals must successfully save or attack the target.
Stone Shape Y : Sculpts stone into any shape.
Summon Nature's Ally 3: Summons creature to fight.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Sweat Poison R : Secrete a poison from your skin
Sylvan Hideaway: Create a secret extradimensional hideaway.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Thunderstomp, Greater: Trip multiple creatures within range.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Toxic Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Vermin Shape I Y : Take the form and some of the powers of a Small or Medium vermin.
Virulent Miasma: As fog cloud, but vapor is diseased
Ward of the Season R : Enhance a creature with the power of a season.
Water Breathing: Subjects can breathe underwater.
Water Shield: Surround yourself with a protective spout of acid.
Waters of Lamashtu M Y : Create a poison which looks like clean and pure water.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wing Thorns R : Sprout poisonous thorns from your wings.
Woodland Rune: Triggered rune slows the movements of creatures in the area

4th-Level

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing Inhalation R : Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Aerial Tracks: Track flying creatures through the air.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River: Alter the flow of water in a natural freshwater channel.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Antiplant Shell: Keeps animated plants at bay.
Arboreal Hammer Y : Tree branches attack opponents.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Atavism: Animal gains advanced creature simple template.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Baphomet's Blessing: Transmute the target's head into that of a bull.
Blast Barrier: Create a rippling but unstable wall from the earth.
Blast of Wind: As gust of wind, treater creatures in the area as smaller than they are for the effects of the wind
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Bountiful Banquet: Create a luxurious feast for two creatures/level.
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Calm Air: Reduce the strength of wind in an area.
Cape of Wasps Y : Wasp swarm defends or carries you.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Claim Identity: Steal a creature's face
Cloud Shape R : Assume the appearance of a large cloud.
Command Plants: Sways the actions of plant creatures.
Concealed Breath: Hold breath without negative effects
Control Water: Raises or lowers bodies of water.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Crimson Breath: Spit poison at a creature
Cure Serious Wounds Y : Cures 3d8 damage + 1/level (max +15).
Curse Terrain M : Curse an area with four hazards
Dispel Magic Y : Cancels one magical spell or effect.
Earth Glide R : Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental Mastery R : Gain mastery over your elemental essence, granting bonus movement and attack.
Explosion of Rot: Call forth a burst of decay that damages and can stagger targets
Film of Filth: Cause the target's flesh to exude a layer of putrescent slime with a horrible stench.
Firewalker's Meditation M : resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
Flame Strike Y : Smites foes with divine fire (1d6/level damage).
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Forest's Sense: Sense the location of a distant target that is near a plant or fungus
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Frigid Souls: Disrupt and dispel spells that protect against cold
Geyser: Creates a geyser of boiling water.
Giant Vermin Y : Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Grove of Respite: Creates trees and a small spring.
Healing Warmth R : Gain protection from fire, use absorbed energy to heal others.
Heavy Water: Make water heavier and harder to swim through.
Ice Storm Y : Hail deals 5d6 damage in cylinder 40 ft. across.
Infuse Effigy: Infuse an effigy with a powerful curse.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Irradiate: Flood an area with dangerous radiation.
Kiss of the First World M : Imbue a creature with raw energy from the First World.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Life Bubble: Protects creatures from sustained environmental effects.
Liquefy: Transmute an object into a liquid version of itself.
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Moonstruck: Subject is enraged and confused.
Nixie's Lure R : Create a seductive song to lure all nearby creatures.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Plague Carrier: Target's attacks carry filth fever.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Rebuke Technology: Render a piece of technology inert.
Reincarnate F M : Brings dead subject back in a random body.
Remove Radioactivity: Remove radiation effects from a target.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Repungant Taste: Foul liquid nauseates creatures that bite the target
Ride The Waves: Target can breathe water and swim.
Rising Water: Create a pillar of water
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F : Spies on subject from a distance.
Sea Stallion: You and your mount adapt to an aquatic environment
See Through Stone: Look through solid rock as if it were glass.
Sensory Amplifier: Enhance the sight of all creatures near you.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Soul Vault: Protect your soul from harmful effects after death
Spike Stones Y : Creatures in area take 1d8 damage, may also be slowed.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Strip Scales: Reduce the target's natural armor.
Strong Jaw: Natural attacks damage as two sizes bigger.
Substitute Trail: Disguise a creature's tracks as though made by a different creature
Summon Nature's Ally 4: Summons creature to fight.
Sword to Snake: Change an object into a venemous creature.
Thirsting Entanglement: As entangle, but thorns deal Constitution damage
Thorn Body: Your attackers take 1d6 +1 damage/level.
Thorn Snare: Create a snare trap covered with sharp thorns.
Touch of Slime: Touch infests a target with green slime.
Traveling Dream R : Create a magical sensor that you can watch through while you sleep.
True Form Y : Removes polymorph effects.
Vermin Shape II Y : As vermin shape, but Tiny or Large.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of Brine R : Conjure a 5-foot-thick wall of seawater with a powerful current.
Warp Metal: Warp wood, affecting metal objects
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Wave Form: Briefly turn into a huge wave that knocks down everything in your path
Wooden Wing Shield R : Transmute your wings into a wooden shield-like barrier.
Zone of Foul Flames: Create an area that returns fire spells and effects back onto their caster.

5th-Level

Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Animal Growth: One animal doubles in size.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Atonement F : Removes burden of misdeeds from subject and reverses magical alignment change.
Awaken M : Animal or tree gains human intellect.
Baleful Polymorph Y : Transforms subject into harmless animal.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Blood Ties: When a target is harmed, so is the target's relative.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Carve Passage F R : Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Cave Fangs M : Create a trap from stalactites and stalagmites
Commune with Nature: Learn about terrain for 1 mile/level.
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contagion, Greater: Infect a subject with a magical disease.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds Y : Cures 4d8 damage + 1/level (max +20).
Daemon Ward M : As death ward, but against daemons.
Darkvault: Ward shadows so light cannot penetrate them.
Death Ward: Grants bonuses against death spells and negative energy.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Entice Fey, Lesser M : Entice service from a fey with 6 Hit Dice or fewer.
Fey Form II: assume the form of a Tiny or Large fey creature
Fickle Winds: Wind walls selectively block attacks.
Fire Snake Y : Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Geniekind Y : Gain the power and influence of a genie.
Glimpse of Truth M : Gain true seeing for 1 round.
Half-Blood Extraction F M R : Transform a half-orc into a full-blooded orc.
Hallow M : Designates location as holy.
Hasten Judgement: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hunter's Blessing R : Grant creatures the benefits of favored enemy and favored terrain.
Insect Plague: Wasp swarms attack creatures.
Invoke Primal Power: Amplify the power of your wildshaped form at the cost of duration
Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Mantle of the Magic Warriors R : Imbue targets with animal spirits, granting them unique bonuses.
Master's Mutation: Mutate a summoned creature to grant it new abilities.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Oasis: Redirect the flow of water toward a designated point.
Old Salt's Curse R : Permanently sicken someone, worse if target is on or in the water far from shore.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Raise Animal Companion M : As raise dead, but on an animal.
Release the Hounds: Summon a swarm of wolves
Replay Tracks: Reconstruct past events from a set of tracks
Reprobation: Marked target is shunned by your religion.
Rest Eternal: Dead creature cannot be revived.
Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures
Siege Scatter R : Scatter a rolling blast of rough rock and dirt throughout the area.
Snake Staff: Transforms wood into snakes to fight for you.
Soulswitch F : Swap your soul with your familiar's.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Stoneskin M Y : Grants DR 10/adamantine.
Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches
Summon Kami R : As summon nature's ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Nature's Ally 5: Summons creature to fight.
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Threefold Aspect F : Appear older or younger.
Tidal Surge: Create a surge of water to bludgeon foes and extinguish fires
Touch of Slumber: Touched nonhostile creature falls asleep
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow M : Designates location as unholy.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
Waft R : Alter the targets so they are light enough to be carried by the wind.
Wall of Fire Y : Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Light: Create a wall of blinding light.
Wall of Thorns Y : Thorns damage anyone who tries to pass.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Wind Blades R : Harden the air around the target into jagged invisible blades.

6th-Level

Age Resistance: Ignore penalties from old age.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antitech Field: Create a field that prevents advanced technology from entering
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Binding Earth, Mass R : As binding earth but with multiple targets.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.
Bleaching Resistance R : Ability score drain from the Bleaching doesn't affect your ability score modifiers.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Claim Identity, Greater M : Turn a creautre into a mask, which can be used to take on its appearence
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse Terrain, Greater M : Curse an area with six dangerous hazards
Cyclic Reincarnation F M : Return a creature to life in a new body closely resembling their original one.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Enlightened Step M : Air Walk for 24 hours, discharge to temporarily gain a fly speed
Epidemic: Infect a subject with a highly contagious disease.
Fey Form III: Assume the form of a Diminutive or Huge fey creature
Find the Path: Shows most direct way to a location.
Fire Seeds Y : Acorns and berries become grenades and bombs.
Flash Flood: Wave of water batters and pushes creatures
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Green Caress: Slowly transform a creature into an inanimate plant.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Ironwood: Magic wood is as strong as steel.
Jatembe's Ire: Create evil-seeking tendrils from tall grass and weeds.
Liveoak: Oak becomes treant guardian.
Metabolic Molting M R : Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Move Earth Y : Digs trenches and builds hills.
Overwhelming Poison: Make a poison more difficult to resist.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Path of the Winds R : Call forth mighty winds to clear a path for you.
Plague Bearer R : Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Poison Breath: Expel a cone of poison from your mouth.
Primal Regression: Make a creature become bestial and unintelligent.
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Reincarnate Spy F M : As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Repel Wood Y : Pushes away wooden objects.
Roaming Pit M : Create a mobile extradimensional pit
Share Skin R : Possess the body of an animal
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Speak with Waves: As stone tell, but speaking with standing or flowing water
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Stoneskin, Communal M : As stoneskin, but you may divide the duration among creatures touched.
Summon Flight of Eagles F : Summon giant eagles as mounts or battle companions
Summon Giant Ally I R : Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood).
Summon Nature's Ally 6: Summons creature to fight.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Swarm Skin: Turns your body into a swarm of vermin.
Symbol of Storms M : Symbol creates stormwinds and lightning when triggered
Tar Pool: Converts the top layer of the ground into hot tar.
Terraform M : Expend mythic power to alter the immediate area's climate and terrain.
Transport via Plants: Move instantly from one plant to another of the same kind.
Unerring Tracker: Follow an entire trail unerringly.
Wall of Stone Y : Creates a stone wall that can be shaped.
Wandering Trail: Warp a creatures trail through the area.
What Grows Within R : Infect others with Xhamen-Dor's seeded infestation.
Whip of Ants: Create a whip made of army ants.

7th-Level

Age Resistance, Greater: Ignore penalties from venerable age.
Animate Plants Y : One or more plants animate and fight for you.
Baleful Shadow Transmutation: Mutate someone's shadow and trick the creature into believing they've transformed.
Black Mark R Y : Mark someone which makes them afraid of water and turns aquatic creatures against them.
Changestaff Y : Your staff becomes a treant on command.
Control Weather Y : Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Delectable Flesh R : Make a creature so delicious that all others nearby are consumed by the desire to eat it.
Elemental Bombardment Y : Hurl elementals from their respective planes onto your enemies.
Entice Fey M : Entice service from a fey with 12 Hit Dice or fewer.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Fire Storm Y : Deals 1d6/level fire damage.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Frost Mammoth: Conjure a Huge mastodon made of ice and snow
Heal Y : Cures 10 points/level damage, all diseases and mental conditions.
Infuse Robot: Transform a robot into a magical construct.
Legendary Proportions M : Increase the target's size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Morning Sun M : Create a sphere that sheds sunlight
Planar Refuge M : Enforce the rules of the Material Plane on another plane.
Plundered Power M : Kill a creature and steal its strongest spell-like ability
Rampart: Creates 5-ft.-thick earthen barrier.
Scouring Winds Y : Winds block vision and deal 3d6 damage per round.
Scrying, Greater: As scrying, but faster and longer.
Seismic Fissure: Create a massive fissure in the earth
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.
Summon Giant Ally II R : As summon giant ally I, except you can summon a desert, fire, frost, or jungle giant (or 1d3 more of the earlier giants).
Summon Nature's Ally 7: Summons creature to fight.
Sunbeam Y : Beam blinds and deals 4d6 damage.
Tectonic Communion: As commune with nature but at a much greater range.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M : Lets you see all things as they really are.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Vortex: Creates a whirlpool in water.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level

Animal Shapes: One ally/level polymorphs into chosen animal.
Atavism, Mass: One animal/level gains advanced template.
Blood Mist: Mist causes Wisdom damage and rage.
Control Plants: Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Curse of Night F : Curse an area with eternal night
Curse Terrain, Supreme M : Curse an area with seven deadly hazards
Earthquake Y : Intense tremor shakes 80-ft. radius.
Entomb M : Turn a location into a secure, underground vault
Euphoric Tranquility: Makes a creature friendly.
Fey Form IV: Assume the form of a powerful fey creature
Fey Gate: Create a portal that allows travel to the First World
Finger of Death Y : Deals 10 damage/level to one subject.
Form of the Exotic Dragon II: Turns you into a Large imperial or primal dragon
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity Y : Objects and creatures fall upward.
Rotting Alliance: Creatures waste away while close to one another
Seamantle: Sheathes you in protective water.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Summon Giant Ally III R : As summon giant ally I, except you can summon an ash or cloud giant (or greater quantities of previous giants).
Summon Nature's Ally 8: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Vinetrap: Constrict the subject with choking vines.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
Wandering Weather: Control weather in a large area that moves with you
Whirlwind Y : Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9th-Level

Antipathy: Object or location affected by spell repels certain creatures.
Ascension M Y : Imbue creatures with mythic power.
Clashing Rocks: 20d6 damage to target creature.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Curse of Fell Seasons F : Curse an area's weather
Death Clutch: Rip out someone's heart
Elemental Swarm: Summons multiple elementals.
Entice Fey, Greater M : Entice service from a fey of 18 Hit Dice or fewer.
Foresight Y : "Sixth sense" warns of impending danger.
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Polar Midnight: Cold darkness paralyzes and deals damage.
Regenerate Y : Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Rival's Weald: Transform the target into a tree
Sea of Dust: Permanently drive water out of a region to create a desert
Shambler: Creates 1d4+2 shambling mounds to fight for you.
Shapechange F : Transforms you into certain creatures, and you can change forms once per round.
Siege of Trees, Greater: As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Storm of Vengeance Y : Storm rains acid, lightning, and hail.
Summon Elder Worm: Summon a giant purple worm.
Summon Elemental Steed: Create a mighty chariot with a greater elemental bound to serve it.
Summon Froghemoth: Summon a froghemoth.
Summon Nature's Ally 9: Summons creature to fight.
Sympathy M : Object or location attracts certain creatures.
Temporal Regression F : Set a beacon in time that you can rewind to
Threefold Form F : As bilocation, but three copies instead of two
Tsunami Y : Huge wave damages and sweeps up all in its path.
Winds of Vengeance: Gives you the ability to fly and attack with wind.
World Wave: Earth moves you across distances.

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Source: https://aonprd.com/Spells.aspx?Class=Druid

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