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Druid Spell List

Each spell links to its individual rules page. Spell save DCs follow the shared spell rules; Wisdom is the Druid’s primary spellcasting ability.

1st-Level Spells

Spell School Description
Barkskin Aegis Abjuration Grant one creature a +2 Enhancement bonus to Natural Armor AC; it also ignores the first 3 damage from each nonmagical hit.
Rootbound Guard Abjuration A creature gains +2 on saves against forced movement and cannot be knocked prone by ordinary terrain until the…
Beast Call I Conjuration Summon one CR 1 beast or 1d4 beasts of the same lower CR for 1 minute.
Bramble Snare Conjuration Plants seize one Large or smaller creature; it must succeed on a Strength save or have its speed reduced to 0 until…
Scent of Rain Divination Learn whether natural water, poison, or a creature passed through a 20-foot area within the last hour; you learn…
Seed of Warning Divination Choose one creature; it cannot be surprised by a creature it can see before the end of its next turn.
Gentle Herd Enchantment One beast must succeed on a Wisdom save or regard you as nonthreatening for 1 minute; hostile actions end the effect.
Pollen Trance Enchantment One creature must succeed on a Wisdom save or be dazed until the end of its next turn, unable to take Reactions.
Emberseed Evocation Make a ranged spell attack against one creature; on a hit it takes 2d6 fire damage plus 1d6 per 3 caster levels.
Mender’s Dew Evocation One living creature you touch regains 1d4 hit points at the start of each of its next three turns.
Foxglove Double Illusion Create a silent illusory copy of yourself in a space within 30 feet; it lasts 1 minute and vanishes if touched.
Leafshade Illusion One willing creature blends into natural surroundings, gaining advantage on Stealth checks while motionless for 10…
Wither Touch Necromancy Make a melee spell attack against one creature; on a hit it takes 2d6 corrupt damage plus 1d6 per 3 caster levels, and you gain temporary hit points equal to half the damage dealt.
Mothwing Mercy Necromancy One creature you touch gains 1d6 temporary hit points for 1 hour; these do not stack with themselves.
Creeper’s Grip Transmutation Grow grasping vines in a 10-foot square; one creature in it must succeed on a Strength save or have its speed…
Barkstep Transmutation One willing creature gains a climb speed equal to its walking speed for 10 minutes.
Goodberry Transmutation Create up to ten berries; each nourishes a creature for a day and restores 1 hit point when eaten.
Enlarge Animal Transmutation One willing animal gains a +1 Enhancement bonus to Size; apply all adjustments from the new Size in Combat Scaling.
Reduce Animal Transmutation One willing animal decreases one Size category; apply all adjustments from its new Size in Combat Scaling.

2nd-Level Spells

Spell School Description
Mossward Circle Abjuration Choose up to three creatures in a 10-foot-radius area; each gains a +2 Circumstance bonus to Shield AC against ranged attacks.
Stillwater Shelter Abjuration A creature gains resistance to cold damage and advantage on checks to resist being moved by water or wind for the…
Lesser Restoration Conjuration End Blinded, Deafened, Fatigued, or Sickened, or restore 1d4 temporary ability damage from one score.
Beast Call II Conjuration Summon one CR 2 beast or 1d4 beasts of the same lower CR for 1 minute.
Burrowstep Conjuration Teleport yourself and one willing adjacent creature to unoccupied spaces you can see within 30 feet; neither space…
Green Echo Divination Learn the direction and approximate distance to the nearest natural water source within 1 mile.
Tracks Beneath Leaves Divination Inspect a 30-foot area to learn the number and creature sizes of tracks made there in the last day.
Hush of Ferns Enchantment Up to two creatures must succeed on Wisdom saves or be unable to speak above a whisper for 1 minute; this does not…
Pack’s Accord Enchantment Up to three willing creatures gain +2 on checks made to coordinate or assist one another for 10 minutes.
Rime Needle Evocation Make a ranged spell attack against one creature; on a hit it takes 3d6 cold damage plus 1d6 per 3 caster levels and its speed is reduced by 10 feet until your next turn.
Thunderleaf Burst Evocation Creatures in a 10-foot-radius area must make Dexterity saves, taking 1d6 sonic damage per caster level on a failure or half on a success.
Whispering Grove Illusion Create a sound at a point within range, no louder than a conversation, that lasts up to 1 minute and can be heard…
False Trail Illusion Create convincing tracks leading from a point you touch for up to 1 mile; they remain visible for 1 hour.
Siphon Sap Necromancy One creature must make a Constitution save, taking 1d6 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half the damage dealt.
Quietus Mark Necromancy Mark one creature for 1 minute; the next time it regains hit points, reduce that healing by 1d8.
Stonefoot Transmutation One willing creature gains advantage on checks to resist forced movement and difficult terrain for 10 minutes.
Budding Renewal Transmutation One creature touched regains 1d6 hit points at the start of each of its next three turns.

3rd-Level Spells

Spell School Description
Thornseal Abjuration Seal a door, chest, or 10-foot opening; opening it without your permission requires a Strength check against your…
Elemental Husk Abjuration A creature gains resistance to acid, cold, fire, or electric damage (choose one) until the duration ends.
Springwell Conjuration Create up to 20 gallons of clean water in containers or on the ground; uncontained water flows naturally and remains…
Hedge Corridor Conjuration Grow a 30-foot-long, 5-foot-wide passage through nonmagical vegetation; it remains open for the duration and closes…
Beast Call III Conjuration Summon one CR 3 beast or 1d4 beasts of the same lower CR for 1 minute.
Beastmind Glimpse Divination Choose a beast within range; learn its current emotional state and whether it is hungry, frightened, or injured.
Canopy Survey Divination For 10 minutes, you can see through the senses of a tiny plant within 60 feet, though you remain aware of your own…
Calm the Clearing Enchantment Creatures of your choice in a 10-foot-radius area must succeed on Wisdom saves or become calm for 1 minute; damage…
Nectarous Welcome Enchantment One beast must succeed on a Wisdom save or follow you at a walking pace for 10 minutes; it stops if endangered or…
Cinderfall Evocation Creatures in a 15-foot-radius area take 1d6 fire damage per caster level, with a Dexterity save for half damage.
Call Lightning Evocation Call one vertical bolt each round as a Standard Action; it deals 1d6 Electric damage per 2 caster levels (round up, minimum 3d6), Reflex half.
Spring Renewal Evocation Up to three living creatures touched regain 1d8 hit points at the start of each of their next two turns.
Shimmering Canopy Illusion A 10-foot-radius area appears as ordinary foliage for 1 hour; a creature that examines it can recognize the illusion…
Borrowed Shape Illusion One willing creature appears to be another humanoid of its size for 1 hour; touch reveals the illusion.
Rotbloom Necromancy One creature takes 1d6 corrupt damage per caster level on a failed Constitution save, or half on a success; plants in its space wilt harmlessly.
Borrowed Vitality Necromancy You or one willing creature gains 2d8 temporary hit points for 1 hour; they vanish when the duration ends.
Thornskin Transmutation A willing creature gains a +1 Natural Armor bonus to Natural Armor AC and its unarmed strikes deal 1d6 piercing damage for 1 minute/CL.
Canopy Leap Transmutation You or one willing creature can jump up to 60 feet horizontally or 30 feet vertically without taking falling damage…
Beast Shape I Transmutation Assume a Small or Medium animal form; gain a form-specific Natural Armor bonus to Natural Armor AC and use its Size AC adjustment.

4th-Level Spells

Spell School Description
Grove Bastion Abjuration Create a 15-foot-radius ward; allies inside gain a +2 Circumstance bonus to Shield AC against attacks from outside.
Unbroken Bough Abjuration A creature that would fall to 0 hit points instead remains at 1 hit point; the spell then ends.
Beast Call IV Conjuration Summon one CR 4 beast or 1d4 beasts of the same lower CR for 1 minute.
Mistway Conjuration Teleport up to four willing creatures within 10 feet of you to a place you have visited within 1 mile; the…
Restoration Conjuration Restore 2d4 temporary and 1 permanent ability damage, divided among the target’s scores.
Wind-Script Divination Ask one question about weather or natural terrain within 1 mile; receive a truthful answer of no more than twelve words.
Pathfinder’s Instinct Divination For 1 hour, you know the direction of the nearest safe route to a destination you can name within 5 miles.
Shared Instinct Enchantment Up to four willing creatures can exchange simple emotions and sensory impressions with one another for 1 hour while…
Still the Quarry Enchantment One creature must succeed on a Wisdom save or have disadvantage on attacks against creatures other than you for 1…
Lightning Bough Evocation A 60-foot-long, 5-foot-wide lightning line deals 1d6 electric damage per caster level; creatures in it make Dexterity saves for half.
Stonewave Evocation Creatures in a 20-foot cone take 1d6 blunt damage per caster level and are pushed 10 feet on a failed Strength save; success halves damage and prevents the push.
Phantom Stag Illusion Create an illusory beast that runs along a route you indicate for up to 1 mile; creatures can recognize it as unreal…
Murkglass Veil Illusion Create a 15-foot-radius visual haze for 1 minute; creatures inside are lightly obscured to creatures outside, but…
Pallid Harvest Necromancy Creatures in a 15-foot-radius area make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half total damage dealt.
Gravebloom Beacon Necromancy One creature you touch cannot be reduced below 1 hit point by nonmagical damage until the start of your next turn.
Riverform Transmutation One willing creature becomes fluid enough to pass through gaps as narrow as 1 inch for 1 minute; it cannot attack…
Meld with the Oak Transmutation You merge into a tree large enough to contain you for up to 1 hour; you can see outside and leave as a Standard Action.
Verdant Regrowth Transmutation One creature touched regains 2d6 hit points at the start of each of its next three turns.
Beast Shape II Transmutation Assume animal forms from Tiny to Large; gain the listed Size ability adjustments and Natural Armor bonus to Natural Armor AC, and apply the form’s Size AC adjustment.

5th-Level Spells

Spell School Description
Weatherproof Mantle Abjuration Up to four creatures gain resistance to one chosen energy type (acid, cold, fire, or lightning) for the duration.
Verdant Reprisal Abjuration The first time each round a warded creature is hit in melee, its attacker takes 2d8 piercing damage plus 1d8 per 8 caster levels; duration 1 minute/CL.
Stonebloom Step Conjuration Open a 5-foot-wide tunnel through natural earth up to 30 feet long; creatures can pass through before it seals after…
Beast Call V Conjuration Summon one CR 5 beast or 1d4 beasts of the same lower CR for 1 minute.
Predator’s Measure Divination Study one creature you can see; learn its current hit points relative to yours and one damage resistance or…
Echoes of the Hunt Divination Reconstruct the last minute of visible movement in a 30-foot area as silent, translucent outlines.
Circle of Trust Enchantment Up to six willing creatures gain advantage on saves against fear and charm for 1 hour.
Lulling Chorus Enchantment Creatures of your choice in a 15-foot-radius area must succeed on Wisdom saves or fall asleep for 1 minute; damage…
Sunspore Evocation Creatures in a 20-foot-radius area take 1d6 holy damage per caster level, with a Constitution save for half.
Call Lightning Storm Evocation Call a 10-foot-radius lightning strike each round as a Standard Action; it deals 2d6 + 1d6 per 2 caster levels (round up) Electric damage, Reflex half.
Restorative Rain Evocation Up to six creatures in a 20-foot-radius area each regain 1d8 per 4 caster levels (round up) + your Wisdom modifier hit points; undead instead make Constitution saves or take that amount as holy damage.
Echoing Decoy Illusion Create three illusory copies of a creature you can see; attacks against it have a 25% chance to hit a copy and miss…
Dreaming Orchard Illusion Up to six willing creatures see a vivid, harmless shared dreamscape for 10 minutes while remaining aware of their…
Fading Season Necromancy One creature makes a Constitution save, taking 1d6 corrupt damage per caster level on a failure or half on a success; on a failed save it also cannot regain hit points until your next turn.
Circle of Returning Breath Necromancy Up to six creatures gain 3d8 temporary hit points for 1 hour; an affected creature that drops to 0 hit points can…
Adaptable Hide Transmutation One willing creature gains resistance to one damage type (acid, cold, fire, or lightning) and can breathe either air…
Stonebloom Shape Transmutation Turn a 10-foot cube of natural stone or earth into a rough doorway or close an existing doorway in it.
Animal Growth Transmutation Enlarge up to one animal per caster level by one Size category; apply the Size adjustments from Combat Scaling. Each gains Damage Reduction 10 against nonmagical physical damage.
Beast Shape III Transmutation Assume Diminutive/Huge animal or Small/Medium magical-beast forms; gain the listed Natural Armor bonus to Natural Armor AC and apply the form’s Size AC adjustment.

6th-Level Spells

Spell School Description
Shelter of Seasons Abjuration Create a 20-foot-radius shelter that blocks ordinary wind, rain, and heat; up to eight creatures inside gain +2 on…
Nullseed Ward Abjuration Choose one creature; the next spell of 6th level or lower that targets it is negated, ending this ward.
Hidden Hollow Conjuration Create a 15-foot-radius pocket beneath natural ground for up to six willing creatures; it has an air supply and a…
Tidegate Conjuration Open a 10-foot-wide passage through nonmagical water or loose earth, up to 60 feet long; it remains stable for 10…
Beast Call VI Conjuration Summon one CR 6 beast or 1d4 beasts of the same lower CR for 1 minute.
Far Canopy Eye Divination Create a sensor at a natural place you have seen within 1 mile; you can see and hear from it for 10 minutes, but not…
Seasonal Premonition Divination Ask about one likely natural hazard in the next 24 hours within 1 mile; receive a clear sign indicating its type and…
Command the Thicket Enchantment One creature must succeed on a Wisdom save or use its next Standard Action to move up to its speed toward a space…
Concord of Beasts Enchantment Up to eight beasts that can hear you regard you and your allies as familiar companions for 1 hour, unless any is harmed.
Tempest Lance Evocation Make a ranged spell attack against one creature; on a hit it takes 1d6 electric damage per caster level and cannot take Reactions until its next turn.
Glacial Crown Evocation Creatures in a 20-foot-radius area take 1d6 cold damage per caster level, with a Dexterity save for half; failed saves also reduce speed to 0 until your next turn.
Wandering Horizon Illusion Make a 30-foot-radius area appear to be a different natural setting for 1 hour; physical interaction reveals its…
Phantom Thicket Illusion Create illusory barriers across up to four 10-foot squares for 10 minutes; creatures that investigate can recognize…
Hollow Orchard Necromancy Creatures in a 20-foot-radius area make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; failed saves also prevent healing until your next turn.
Life from Loam Necromancy One creature that died within the last minute returns to life with 1 hit point; this cannot restore a creature that…
Ironwood Transmutation Give wood the strength and durability of steel for 1 day/CL without making it metal.
Aerial Seed Transmutation One willing creature gains a 40-foot fly speed for 10 minutes; if the spell ends while aloft, it descends safely at…
Prism of Seasons Transmutation Choose up to four willing creatures; each gains resistance to cold, fire, or electric damage (choose separately)…
Beast Shape IV Transmutation Assume Tiny or Large magical-beast forms; gain the listed Natural Armor bonus to Natural Armor AC and apply the form’s Size AC adjustment and eligible special qualities.

7th-Level Spells

Spell School Description
Living Rampart Abjuration Raise a 30-foot-long, 10-foot-high barrier of interwoven trunks with AC 15 and 60 hit points; it lasts until…
Primal Deflection Abjuration For the duration, a creature gains a +3 Deflection bonus to Deflection AC and advantage on saves against elemental spells.
Beast Call VII Conjuration Summon one CR 7 beast or 1d4 beasts of the same lower CR for 1 minute.
Farroot Passage Conjuration Teleport up to six willing creatures to a natural landmark you have visited within 10 miles; the destination must be…
Greater Restoration Conjuration Restore 4d4 temporary and 1d4 permanent ability damage, divided among the target’s scores.
Thread of Return Divination For 8 hours, you know the direction and distance to a creature you touched when casting, while it remains on the…
Read the Rootways Divination Learn the location of the nearest passage, shelter, or water source within 10 miles, choosing which kind to seek.
Captive Attention Enchantment Creatures in a 20-foot-radius area must make Wisdom saves; on a failure, they cannot willingly move farther from you…
Sovereign Pack Enchantment Up to six willing allies share one initiative count of your choice and gain +2 on saves for 1 minute/CL.
Crownfire Arc Evocation Choose up to three creatures within 60 feet; each takes 1d8 fire damage per 2 caster levels (round up), with a Dexterity save for half.
Healing Monsoon Evocation Creatures of your choice in a 30-foot-radius area regain 1d8 per 3 caster levels (round up) + your Wisdom modifier hit points; undead make Constitution saves or take that amount as holy damage.
Many-Path Mirage Illusion Create illusory versions of up to six willing creatures, each appearing 10 feet away; attacks against a creature…
Silent Wildfire Illusion Make a 40-foot-radius area appear to burn and fill with smoke for 10 minutes; the image has no heat, damage, or sound.
Ashen Reaping Necromancy Creatures in a 30-foot cone make Constitution saves, taking 1d6 corrupt damage per caster level on a failure or half on a success; you gain temporary hit points equal to half total damage dealt.
Unquiet Rootguard Necromancy Animate one Large dead tree as a guardian (AC 15, 70 hit points) for 1 minute; it obeys commands and attacks once…
Mountain’s Motion Transmutation Move one 20-foot cube of natural earth up to 30 feet along the ground; creatures on it move with it unless they…
Change Weather Transmutation Gradually change weather in a 3-mile radius to a season- and climate-appropriate condition for 24 hours.
Legendary Proportions Transmutation One willing creature gains a +1 Enhancement bonus to Size and Damage Reduction 10 against nonmagical physical damage.

8th-Level Spells

Spell School Description
Elderwood Refuge Abjuration Form a sealed, 20-foot-radius refuge for up to ten creatures; it has AC 18 and 120 hit points, and its occupants…
Spellbark Reversal Abjuration When a spell of 7th level or lower targets one creature you touch, negate it and end this spell; otherwise this ward…
Bower Beyond Conjuration Create a furnished, weatherproof extradimensional glade for up to twelve creatures; the entrance is a visible arch…
Beast Call VIII Conjuration Summon one CR 8 beast or 1d4 beasts of the same lower CR for 1 minute.
Truth in the Rings Divination Touch a tree and learn the broad events that occurred within 30 feet of it during one day in the past year.
Foresight of the Pack Divination Choose up to six allies; for 1 round/CL each can add 1d4 to one attack roll or saving throw, once per round.
Peace of the Deepwood Enchantment Creatures of your choice in a 30-foot-radius area must succeed on Wisdom saves or be charmed by you for 1 minute…
The Wild’s Command Enchantment Up to four creatures must succeed on Wisdom saves or obey one brief, non-self-destructive command on their next turn.
Worldstorm Column Evocation A 20-foot-radius, 40-foot-high column deals 1d8 electric damage per caster level; creatures inside make Dexterity saves for half.
Dawn Through Leaves Evocation Up to eight creatures in a 30-foot-radius area regain 1d8 per 2 caster levels (round up) + your Wisdom modifier hit points; undead make Constitution saves or take that amount as holy damage.
Mirrorwood Labyrinth Illusion Make a 60-foot-radius natural area appear to contain shifting paths for 1 hour; a creature that fails a Wisdom save…
Veil of the Great Beast Illusion Up to eight willing creatures appear as harmless local wildlife to observers for 1 hour; an observer that studies…
Breath Returned Necromancy Restore one creature dead for no more than 100 years to life with half its hit points; it must have an intact body…
Harvest of the Last Leaf Necromancy Creatures of your choice in a 30-foot-radius area make Constitution saves, taking 1d8 corrupt damage per caster level on a failure or half on a success; you regain hit points equal to half the damage dealt.
Turn the Tide Transmutation Redirect a nonmagical current or wind in a 100-foot-radius area for 1 hour, changing its direction and doubling or…
Beast Shape V Transmutation You and up to five willing creatures assume animal or magical-beast forms as Beast Shape IV for 10 minutes/CL, applying each form’s Size AC adjustment and Natural Armor bonus to Natural Armor AC.

9th-Level Spells

Spell School Description
Worldroot Sanctuary Abjuration Create a 60-foot-radius sanctuary for 10 creatures; allies inside gain resistance to all damage and cannot be…
Aegis of the First Grove Abjuration Up to six creatures gain immunity to one chosen damage type for 1 round/CL.
Worldroot Passage Conjuration Transport up to eight willing creatures to a natural place you have visited on the same plane, provided it is…
Beast Call IX Conjuration Summon one CR 9 beast or 1d4 beasts of the same lower CR for 1 minute.
World’s Living Map Divination Learn the layout of natural terrain within 1 mile, including creatures larger than Tiny and sources of water; this…
Unerring Season-Sight Divination Ask up to three questions about creatures or events within 10 miles; the land answers each truthfully with a brief…
Primal Stillness Enchantment Creatures of your choice in a 40-foot-radius area must succeed on Wisdom saves or be incapacitated for 1 minute; a…
Confluence of Minds Enchantment Up to ten willing creatures share thoughts, speech, and willing sensory impressions across any distance on the same…
Starfall Deluge Evocation Choose a point within range; creatures in a 30-foot-radius area take 1d8 fire or holy damage per caster level (choose one), with Dexterity saves for half.
Renewal of the First Rain Evocation Up to ten creatures in a 40-foot-radius area regain 1d8 per 2 caster levels (round up) + your Wisdom modifier hit points and end one poison or disease affecting each; undead make Constitution saves or take the healing amount as holy damage.
Everchanging Wild Illusion Create a 100-foot-radius illusion of terrain, creatures, sound, and scent for 8 hours; an observer that interacts…
Vanishing Grove Illusion Up to ten willing creatures become invisible for 1 minute/CL, until they attack or cast a spell.
Rebirth of the Green Necromancy Restore one creature dead for no more than 200 years to life with all hit points and end poison and disease; it can…
Life’s Deep Current Necromancy Up to ten creatures regain 1d8 per 2 caster levels (round up) hit points; undead make Constitution saves or take the same amount as corrupt damage, half on success.
Reshape the Living Land Transmutation Alter up to ten 20-foot cubes of natural earth, stone, or vegetation into a stable terrain feature; the change is…
Beast Shape VI Transmutation You and up to nine willing creatures assume animal or magical-beast forms as Beast Shape IV for 1 hour/CL, applying each form’s Size AC adjustment and Natural Armor bonus to Natural Armor AC.