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Otherworld Odd
2010-08-22, 12:37 AM
'Ello. Me name is Odd and I have something to donate to the playground. It's nothing special and I'm sure there's more like it out there (probably done better) but I still feel like putting it up here since it's helped me in the past. It's just a list of druid spells from various books (not all of them) so you don't have to go scrounging through books to find spells you want. You can just look at the list, the brief description and say "Ah, that one seems good in a situation like this." Then you go look it up. It saves time, methinks.

Well, here we be:



1st Level
Cloak of Shade: Touched creature gains protection from heat and sun. (SS)
Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area. (SS)
Locate Water: Reveals location, size, and quality of water sources. (SS)
Summon Desert Ally I: Calls dustform creature to fight. (SS)
Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. (SS)
Waste Strider: Move through the wasteland without penalties. (SS)
Hawkeye: Increase range increments by 50%, +5 on Spot checks. (CAD)
Healthful Rest: Subjects heal at twice the normal rate. (CAD)
Vine Strike: Swift. You can sneak attack plant creatures for 1 round. (CAD)
Animate Water: Turn Small or smaller quantity of water into animated object. (CAR)
Animate Wood: Turn Small or smaller wooden item into animated object. (CAR)
Climbing Tree: Temporarily grow a tall tree for use as a ladder. (CM)
Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. (SW)
Quickswim: Your swim speed increases by 10 ft. (SW)
Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. (SW)
Conjure Ice Beast I: Conjures ice creature to fight for you. (FB)
Crunchy Snow: –20 penalty on Move Silently checks in area. (FB)
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness. (FB)
Ice Skate: While on ice, your speed increases by 60 feet. (FB)
Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. (FB)
Snowdrift: Forms existing snow into another shape. (FB)
Snowsight: Normal vision in winter weather conditions. (FB)
Animate Fire: Turn campfire into Small elemental. (SC)
Animate Water: Turn quantity of water into Small elemental. (SC)
Animate Wood: Turn Small or smaller wooden item into animated object. (SC)Aspect of the Wolf: You change into a wolf and gain some of its abilities. (SC)
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires. (SC)
Babau Slime: Secrete a body-covering acid that damages attacking foes. (SC)
Beast Claws: Your hands become slashing natural weapons. (SC)
Beastland Ferocity: Subject fights without penalty while disabled or dying. (SC)
Beget Bogun: You create a Tiny nature servant. (SC)
Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest. (SC)
Breath of the Jungle: Fog makes poison and diseases harder to resist. (SC)
Buoyant Lifting: Underwater creatures rise to surface. (SC)
Camouflage: Grants +10 bonus on Hide checks. (SC)
Claws of the Bear: Your hands become weapons that deal 1d8 damage. (SC)
Climb Walls: Touched creature gains increased climbing ability. (SC)
Cloudburst: Hampers vision and ranged attacks, puts out normal fires. (SC)
Cold Fire: Fire becomes blue and white, emits cold. (SC)
Crabwalk: Touched creature gains bonus while charging. (SC)
Deep Breath: Your lungs are filled with air. (SC)
Delay Disease: Ravages of disease staved off for a day. (SC)
Enrage Animal: Animal rages like barbarian, not fatigued. (SC)
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks. (SC)
Hawkeye: Increase range increments by 50%, +5 on Spot checks. (SC)
Healthful Rest: Subjects heal at twice the normal rate. (SC)
Horrible Taste: Touched creature or object nauseates biting or swallowing foes. (SC)
Low-Light Vision: See twice as far as a human in poor illumination. (SC)
Omen of Peril: You know how dangerous the future will be. (SC)
Raging Flame: Fires burn twice as hot, half as long. (SC)
Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage. (SC)
Rapid Burrowing: +20 ft. to subject’s burrow speed. (SC)
Remove Scent: Hides touched creature’s scent. (SC)
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. (SC)
Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. (SC)
Slow Burn: Fires burn twice as long. (SC)
Snake’s Swiftness: Subject immediately makes one attack. (SC)
Snowshoes: Subject walks easily on ice and snow. (SC)
Surefooted Stride: You can move over rubble as easily as you can over open ground. (SC)
Thunderhead: Small lightning bolts deal 1d6 damage/round. (SC)
Traveler’s Mount: Creature moves faster but can’t attack. (SC)
Updraft: Column of wind lifts you aloft. (SC)
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). (SC)
Vine Strike: You can sneak attack plant creatures for 1 round. (SC)
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through. (SC)
Wings of the Sea: +30 ft. to subject’s swim speed. (SC)
Winter Chill: Creature takes 1d6 cold damage and is fatigued. (SC)
Wood Wose: Nature spirit does simple tasks for you. (SC)

2nd Level
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature. (SS)
Freedom of Breath: Protects against suffocation and dangerous vapors. (SS)
Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels. (SS)
Hydrate: Heals desiccation damage. (SS)
Protection from Desiccation: Absorb 10 points/level of desiccation damage. (SS)
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. (SS)
Summon Desert Ally II: Calls dustform creature to fight. (SS)
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance. (CAD)
Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest. (CAD)
Daggerspell Stance: Swift. You gain +2 insight bonus on attack and damage if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action. (CAD)
Easy Trail: You make a temporary trail through any kind of undergrowth. (CAD)
Embrace the Wild: You gain an animal’s senses for 10 min./level. (CAD)
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. (CAD)
Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. (CAD)
Nature’s Favor: Animal touched gains luck bonus on attack and damage rolls of +1/3 levels. (CAD)
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. (CAD)
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. (CAD)
Animate Fire: Turn Small or smaller fire into animated object. (CAR)
Chameleon: Subject gets +10 on Hide checks. (CAR)
Swim: Subject gains swim speed, +8 bonus on Swim checks. (CAR)
Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. (CC)
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity. (CC)
Interfaith Blessing: Subjects gain combat benefits based on their individual deities. (CC)
Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. (CC)
Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. (CC)
Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes. (CM)
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once. (CM)
Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. (SW)
Jaws of the Moray: Subject gains a bite attack. (SW)
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Swim: Subject gains swim speed and +8 bonus on Swim checks. (SW)
Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
Tojanida Sight: Gain all-around vision. (SW)
Urchin’s Spines: Target grows spines that damage opponents. (SW)
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. (FB)
Brumal Stiffening: Brittle weapon’s hardness reduced by 5. (FB)
Conjure Ice Beast II: Conjures ice creature to fight for you. (FB)
Conjure Ice Object: Conjures an object made of ice. (FB)
Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold. (FB)
Flash-Freeze: Earth, stone, and water become frozen. (FB)
Frost Weapon: Weapon gains frost special ability, +1d6 cold damage. (FB)
Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. (FB)
Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. (FB)
Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. (FB)
Thaw: Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.
Thin Air: Creatures suffer from altitude sickness. (FB)
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area. (FB)
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic. (SC)
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. (SC)
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance. (SC)
Binding Winds: Air prevents subject from moving, hinders ranged attacks. (SC)
Bite of the Wererat: You gain the Dexterity and attacks of a wererat. (SC)
Blinding Spittle: Ranged touch attack blinds subject. (SC)
Blood Frenzy: Grants extra use of rage. (SC)
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels. (SC)
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10). (SC)
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved. (SC)
Burrow: Subject can burrow with a speed of 30 feet. (SC)
Camouflage, Mass: As camouflage, but multiple subjects. (SC)
Cloud Wings: +30 ft. to subject’s fly speed. (SC)
Countermoon: Forces lycanthrope to its natural form. (SC)
Creeping Cold: Creature feels chill that increases with each round. (SC)
Decomposition: Wounds deal 3 extra points of damage each round. (SC)
Earthbind: Subject creature can’t fly. (SC)
Earthen Grace: Subject takes only nonlethal damage from stone and earth. (SC)
Earthfast: Doubles the hit points of stone structure or rock formation and increases hardness to 10. (SC)
Frost Breath: Icy breath deals 1d4 damage/2 levels. (SC)
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. (SC)
Healing Sting: Touch deals 1d12 damage +1/level; caster gains damage as hp. (SC)
Heartfire: Subjects outlined by fire, take 1d4 damage/round. (SC)
Kelpstrand: Strands of kelp grapple foes. (SC)
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC. (SC)
Master Air: You sprout insubstantial wings and can fly. (SC)
Mountain Stance: Subject becomes hard to move. (SC)
Nature’s Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels. (SC)
One with the Land: Link with nature gives a +2 bonus on nature-related skill checks. (SC)
Saltray: Ray deals 1d6 damage/2 levels and stuns. (SC)
Scent: Grants the scent special ability. (SC)
Share Husk: See and hear through the senses of a touched animal. (SC)
Snake’s Swiftness, Mass: Allies each immediately make one attack. (SC)
Splinterbolt: 4d6 piercing damage to subjects hit by ranged attack. (SC)
Tiger’s Tooth: One natural weapon of subject gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round. (SC)
Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. (SC)
Wings of Air: Subject’s flight maneuverability improves by one step. (SC)
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become exhausted. (SC)


3rd Level
Control Sand: Raise or lower the level of sand. (SS)
Haboob: Cloud of dust obscures sight and abrades those passing through it. (SS)
Soul of the Waste: Meld into surrounding sand. (SS)
Storm Mote: Dust devil of flensing sand. (SS)
Summon Desert Ally III: Calls dustform creature to fight. (SS)
Whispering Sand: Sand delivers your message. (SS)
Entangling Staff: Swift. Quarterstaff gains improved grab and can constrict grappled foes. (CAD)
Fly, Swift: Swift. Gain fly speed of 60 ft. for 1 round. (CAD)
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type. (CAR)
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage. (CAR)
Forest Eyes: See through a distant plant. (CC)
Forest Voice: Converse with a creature through a distant plant. (CC)
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once. (CM)
Prickling Torment: Target is sickened, takes damage whenever it acts.
Rusted Blade: Touched weapon delivers filth fever. (CM)
Unicorn Horn: You grow a horn that functions as a natural weapon. (CM)
Air Breathing: Subject breathes air as easily as water. (SW)
Favorable Wind: Produces a strong wind that lasts 10 min./level. (SW)
Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. (SW)
Arctic Haze: Fog obscures vision and deals 4 cold damage/round. (FB)
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Binding Snow: Snow freezes, impeding movement. (FB)
Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air. (FB)
Conjure Ice Beast III: Conjures ice creature to fight for you. (FB)
Control Temperature: Raise or lower temperature by oneband/5 levels. (FB)
Ice Shape: Sculpts ice into any shape. (FB)
Meld into Ice: You and your gear merge with ice. (FB)
Winter’s Embrace: Subject takes 1d8 damage/round; can cause fatigue. (FB)
Air Breathing: Subjects can breathe air freely. (SC)
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic. (SC)
Attune Form: Grant creature temporary protection against overtly damaging planar traits. (SC)
Bite of the Werewolf: You gain the Strength and attacks of a werewolf. (SC)
Blindsight: Subject gains blindsight 30 ft. for 1 minute/level. (SC)
Bottle of Smoke: Uncorking bottle creates fast horse made of smoke. (SC)
Capricious Zephyr: Gale-force winds push creatures. (SC)
Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack. (SC)
Circle Dance: Indicates direction to known individual. (SC)
Corona of Cold: Aura of cold protects you, damages others. (SC)
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage. (SC)
Crumble: You erode building or other structure. (SC)
Dehydrate: Deals Con damage to subject. (SC)
Downdraft: Flying creatures knocked down. (SC)
Energy Vortex: Burst of energy centered on you damages nearby creatures. (SC)
Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage. (SC)
Fly, Swift: Gain fly speed of 60 ft. for 1 round. (SC)
Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain. (SC)
Giant’s Wrath: Pebbles you throw become boulders. (SC)
Girallon’s Blessing: Subject gains one additional pair of arms. (SC)
Heatstroke: Subject creature takes nonlethal damage and becomes fatigued. (SC)
Hypothermia: Causes 1d6 cold damage/level, fatigue. (SC)
Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds. (SC)
Infestation of Maggots: Touch attack deals 1d4 Con damage/round. (SC)
Jagged Tooth: Doubles the critical threat range of natural weapons. (SC)
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level. (SC)
Lion’s Charge: You can make a full attack on a charge for 1 round. (SC)
Nature’s Balance: You transfer 4 ability score points to the subject for 10 minutes/level. (SC)
Nature’s Rampart: You mold the terrain to provide fortifications. (SC)
Primal Form: You change into elemental, gain some abilities. (SC)
Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks. (SC)
Resist Energy, Mass: Creatures ignore damage from specified energy type. (SC)
Sink: Subject sinks in water, must make Swim checks. (SC)
Snakebite: Your arm turns into poisonous snake you can use to attack. (SC)
Snowshoes, Mass: As snowshoes, affects one creature/level. (SC)
Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks. (SC)
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. (SC)
Spirit Jaws: Ghostly jaws grapple creature, deal 2d6 damage. (SC)
Standing Wave: Magically propels boat or swimming creature. (SC)
Thunderous Roar: Roar deals 1d6 damage/2 levels, deafens. (SC)
Treasure Scent: You detect valuable metals and gems. (SC)
Tremor: Subjects knocked prone. (SC)
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds). (SC)
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds). (SC)
Vine Mine: Vines grow rapidly, giving various effects. (SC)
Weather Eye: You accurate predict weather up to one week ahead. (SC)

4th Level
Blast of Sand: Cone deals 1d6 damage/level. (SS)
Dispel Water: Cancels water spells and effects or dismisses
water creatures. (SS)
Sandform: You become an oozelike being of sand. (SS)
Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration. (SS)
Slipsand: Creates a volume of slipsand. (SS)
Summon Desert Ally IV: Calls dustform creature to fight. (SS)
Wall of Salt: Wall of salt that can be shaped. (SS)
Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks. (SS)
Wall of Water: Wall impedes movement and can drown creatures. (SS)
Forestfold: Gain +20 competence bonus on Hide and Move Silently checks in one type of terrain. (CAD)
Arc of Lightning: Line of electricity between two creatures (1d6/level damage). (CAR)
Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment. (CC)
Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once. (CM)
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. (LM)
Control Currents: Changes current direction and speed. (SW)
Thalassemia: Turns blood to seawater, dealing 1d6/level damage. (SW)
Wake Trailing: You can track a ship across the sea. (SW)
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. (FB)
Conjure Ice Beast IV: Conjures ice creature to fight for you. (FB)
Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement. (FB)
Frostfell Slide: Move instantly from one area of frostfell to another. (FB)
Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150). (FB)
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage). (SC)
Bite of the Wereboar: You gain the Strength and attacks of a wereboar. (SC)
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level. (SC)
Burrow, Mass: As burrow, but affects 1/level subjects. (SC)
Chain of Eyes: See through other creatures’ eyes. (SC)
Contagious Touch: You infect one creature/round with chosen disease. (SC)
Contingent Energy Resistance: Energy damage triggers a resist energy spell. (SC)
Creeping Cold, Greater: As creeping cold, but longer duration and more damage. (SC)
Enhance Wild Shape: Your wild shape ability gains a bonus. (SC)
Essence of the Raptor: Base speed becomes 60 feet, gain skill bonuses and scent. (SC)
Eye of the Hurricane: Storm pushes creatures, calm at center. (SC)
Jaws of the Wolf: One carving/2 levels turns into a worg. (SC)
Land Womb: You and one creature/level hide within the earth. (SC)
Languor: Ray slows subject and diminishes its Strength. (SC)
Last Breath: Reincarnate recently deceased creature with no level loss. (SC)
Lay of the Land: You gain an overview of the geography around you. (SC)
Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels. (SC)
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst. (SC)
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless. (SC)
Murderous Mist: Steam deals 2d6 damage, blinds creatures. (SC)
Perinarch: Gain greater control over Limbo’s morphic essence. (SC)
Planar Tolerance: Provides long-term protection against overtly damaging planar traits. (SC)
Poison Vines: Vines grow and poison creatures stuck within them. (SC)
Resistance, Greater: Subject gains +3 on saving throws. (SC)
Rushing Waters: Wave makes bull rush attack. (SC)
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow. (SC)
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. (SC)
Spark of Life: Undead creature loses most immunities. (SC)
Starvation: Hunger pangs deal 1d6 damage/level, cause fatigue. (SC)
Sudden Stalagmite: Impaling stalagmite damages and holds foes. (SC)
Summon Elementite Swarm: Summon an elementite swarm to follow your commands. (SC)
Surefooted Stride, Mass: As surefooted stride but multiple subjects. (SC)
Swim, Mass: As swim, but one creature/level. (SC)
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area. (SC)
Wall of Water: Creates shapeable transparent wall of water. (SC)
Wild Runner: Change into centaur, gain some abilities. (SC)
Wind at Back: Doubles overland speed of subjects for 12 hours. (SC)
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps. (SC)
Wood Rot: Destroy wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures. (SC)

5th Level
Choking Sands: Touched creature begins to suffocation sand. (SS)
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level. (SS)
Flesh to Salt: Turns creature into a statue of salt. (SS)
Fuse Sand: Hardens sand and may trap creatures. (SS)
Sleep Mote: Dust devil of magic sand puts foes to sleep. (SS)
Summon Desert Ally V: Calls dustform creature to fight. (SS)
Transmute Sand to Glass: Transforms two 10-ft. cubes per level. (SS)
Transmute Sand to Stone: Transforms two 10-ft. cubes per level. (SS)
Transmute Stone to Sand: Transforms two 10-ft. cubes per level. (SS)
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures. (CAR)
Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. (CC)
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once. (CM)
Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once. (CM)
Blackwater Tentacle: Create blackwater tentacle that attacks your foe. (SW)
Flowsight: You can scry creatures in contact with a body of water. (SW)
Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. (SW)
Blizzard: Temperature drops and powerful blizzard reduces visibility to zero. (FB)
Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects. (FB)
Conjure Ice Beast V: Conjures ice creature to fight for you. (FB)
Hibernate: Sends subject into state of hibernation for one week/level. (FB)
Ice Shield: Subject gains damage reduction 15/—. (FB)
Mantle of the Icy Soul: Gives subject the cold subtype. (FB)
Pass through Ice: Subject can pass through ice or snow like water. (FB)
Wall of Coldfire: Deals 2d4 of cold damage out to 10ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level. (FB)
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold. (SC)
Bite of the Weretiger: You gain the Strength and attacks of a weretiger. (SC)
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water. (SC)
Cold Snap: You lower temperature in area. (SC)
Contagion, Mass: As contagion, but 20-ft. radius. (SC)
Dance of the Unicorn: Purifying mist washes the air clean of smoke, dust, and poisons. (SC)
Dire Hunger: Subject grows fangs, attacks creatures near it. (SC)
Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level. (SC)
Fireward: As quench, but also suppresses magical fire effects in affected
area. (SC)
Freeze: Ray immobilizes subject and deals 6d6 cold damage/round. (SC)
Heal Animal Companion: As heal on your animal companion. (SC)
Ice Flowers: Ice and earth deal 1d6 damage/level. (SC)
Inferno: Creature bursts into flames and takes fire damage per round. (SC)
Jungle’s Rapture: Curse causes 1d6 Dexterity drain. (SC)
Mantle of the Icy Soul: Touched creature gains the cold subtype. (SC)
Memory Rot: Spores deal 1d6 Int damage to subject, plus 1 Int drain/round. (SC)Owl’s Insight: Subject gains Wis bonus equal to half your level for 1 hour. (SC)
Panacea: Removes most afflictions. (SC)
Phantom Stag: Magic stag appears for 1 hour/level. (SC)
Plant Body: Subject’s type changes to plant. (SC)
Poison Thorns: You grow thorns that poison your attackers. (SC)
Quill Blast: You fling quills in spread, dealing damage and imposing penalties. (SC)
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it. (SC)
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water. (SC)
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. (SC)
Swamp Stride: As tree stride, but with bodies of water. (SC)
Vigor, Greater: As lesser vigor, but 4 hp/round. (SC)
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. (SC)
Wind Tunnel: Ranged weapons gain +5 bonus and double range increment. (SC)

6th Level
Awaken Sand: A region of sand forms into a Huge, sentient creature. (SS)
Desiccate, Mass: Desiccates several creatures. (SS)
Mephit Mob: Summons 2d6 mephits of a kind you designate. (SS)
Mummify: Touched living creature dies and is mummified. (SS)
Sandstorm: Creates a controlled duststorm. (SS)
Scalding Mud: Transmute rock or earth into boiling muck. (SS)
Summon Desert Ally VI: Calls dustform creature to fight. (SS)
Wall of Magma: Deals 2d6 fi re damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. (SS)
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. (CAR)
Wooden Blight: Subject turns to wood and takes ld4/ round Dex damage, becoming a wooden statue at 0 Dex. (CC)
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. (CM)
Mudslide: Landslide buries, mires creatures within a 40-ft. radius. (SW)
Stormwalk: Teleport yourself and one creature/2 levels from a storm. (SW)
Animate Snow: Turns snow into creatures to fight for you.(FB)
Conjure Ice Beast VI: Conjures ice creature to fight for you.(FB)
Death Hail: Summons a storm of death hail.(FB)
Entomb: Captures subjects in blocks of ice, suffocating them.(FB)
Ice Rift: Intense quake shakes 40-ft. radius spread of ice.(FB)
Move Snow and Ice: Digs trenches and builds hills in ice and snow.(FB)
Snow Wave: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage. (FB)
Anger of the Noonday Sun: Blinds creatures within 20 ft., damages undead.
Animate Snow: You animate snow to attack foes. (SC)
Aspect of the Earth Hunter: Change into bulette and gain some of its abilities. (SC)
Bite of the Werebear: You gain the Strength and attacks of a werebear. (SC)
Blood Sirocco: Wind bowls over foes and draws away their blood. (SC)
Cometfall: Comet falls atop foes, damaging them and knocking them prone. (SC)
Dinosaur Stampede: Spectral dinosaurs deal 1d12 damage +1/level. (SC)
Drown: Subject immediately begins to drown. (SC)
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. (SC)
Enveloping Cocoon: Entraps subject creature and denies save for attached spell. (SC)
Extract Water Elemental: Pulls water from victim, forms water elemental. (SC)
Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. (SC)
Hide the Path: Area warded against divinations. (SC)
Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage. (SC)
Miasma: Gas fills creature’s mouth, suffocating it. (SC)
Phantasmal Disorientation: Fools creature’s sense of direction, making movement difficult. (SC)
Stonehold: Stony arm trap grapples and damages creatures. (SC)
Summon Greater Elemental: Summon a greater elemental to follow your commands. (SC)
Resistance, Superior: Subject gains +6 on saving throws. (SC)
Tidal Surge: Wave of water deals 1d6/level damage and bull rushes. (SC)
Tortoise Shell: Creature gains +6 natural armor, +1/3 levels above 11th. (SC)
Vigorous Circle: As mass lesser vigor, but 3 hp/round (max 40 rounds). (SC)

7th Level
Flesh to Salt, Mass: Turns several creatures into statues of salt. (SS)
Summon Desert Ally VII: Calls dustform creature to fight. (SS)
Great Worm of the Earth: Enormous wormlike maw attempts to swallow target. (CM)
Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Conbased checks; use dimension door once. (CM)
Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. (SW)
Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft. (FB)
Conjure Ice Beast VII: Conjures ice creature to fight for you. (FB)
Raise Ice Forest: Conjures trees of ice. (FB)
Whiteout: Snow and wind obscure sight; creatures affected may become lost. (FB)
Aura of Vitality: Subjects gain +4 to Str, Dex, and Con. (SC)
Brilliant Blade: Weapon or projectiles shed light, ignore armor. (SC)
Cloudwalkers: Subjects can fly outdoors at speed of 60 ft. (SC)
Master Earth: Travel through the earth to any location. (SC)
Shifting Paths: Illusion hides path, creates false new path. (SC)
Slime Wave: Creates a 15-ft. spread of green slime. (SC)
Storm of Elemental Fury: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame. (SC)
Storm Tower: Swirling clouds absorb electricity and magic missiles and prevent ranged attacks. (SC)
Swamp Lung: Water in lungs makes subject helpless, diseased. (SC)
Waterspout: Waterspout you control picks up and damages foes. (SC)
Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutral creatures. (SC)

8th Level
Flashflood: Wave of water smashes everything in its path and floods area. (SS)
Mantle of the Fiery Spirit: Permanently grants one creature the fire subtype. (SS)
Summon Desert Ally VIII: Calls dustform creature to fight. (SS)
Forest Child: Create a wooden duplicate of yourself. (CC)
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. (CM)
Spark of Life: Undead creature loses most immunities. (LM)
Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. (SW)
Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level. (SW)
Red Tide: Creates a surge of tainted water that sickens, weakens, and nauseates. (SW)
Conjure Ice Beast VIII: Conjures ice creature to fight for you. (FB)
Fimbulwinter: Creates winter weather for miles around you that lasts for months. (FB)
Frostfell: Intense cold turns all subjects in area into ice. (FB)
Glacier: Conjures glaciers that attack your enemies. (FB)
Awaken, Mass: As awaken, but multiple creatures. (SC)
Bombardment: Falling rocks deal 1d8 damage/level and bury subjects. (SC)
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor. (SC)
Cocoon: Preserves a corpse and reincarnates with no loss of level. (SC)
Deadfall: Falling wood causes damage and knocks foes prone. (SC)
Maelstrom: Water vortex traps and damages creatures and objects. (SC)
Phantom Wolf: Incorporeal wolf fights for you. (SC)
Red Tide: Nauseating water knocks foes prone and deals Strength damage. (SC)
Stormrage: You can fly and fire lightning from your eyes. (SC)
Unyielding Roots: Creature grows roots that keep it stationary and heal it every round. (SC)

9th Level
Summon Desert Ally IX: Calls dustform creature to fight. (SS)
Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (CAR)
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects. (CAR)
Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells. (CM)
Death Ward, Mass: As death ward, but more targets. (LM)
Doom of the Seas: Summons a fiendish kraken under your command. (SW)
Cometstrike: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage. (FB)
Conjure Ice Beast IX: Conjures ice creature to fight for you. (FB)
Cast in Stone: Petrifying gaze attack. (SC)
Death Ward, Mass: As death ward, but more subjects. (SC)
Drown, Mass: As drown, but affects multiple subjects. (SC)
Nature’s Avatar: Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level. (SC)
Perinarch, Planar: Gain control over a small area of any divinely morphic plane. (SC)
Phantom Bear: Incorporeal bear fights for you. (SC)
Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command. (SC)
Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (SC)
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects. (SC)
Tsunami: Massive wave deals 1d6 damage/level. (SC)
Undermaster: You gain earth-related spell-like abilities. (SC)
Whirlwind, Greater: As whirlwind, but larger and more destructive. (SC)



SS = Sandstorm
CAD = Complete Adventurer
CAR = Complete Arcane
CM = Complete Mage
SW = Stormwrack
FB = Frostburn
CC = Complete Champion
SC = Spell Compendium

Yes, I omitted PHB because those are extremely easy to come by.

Edit 8/22 - Added Spell Compendium Spells! =]

Awnetu
2010-08-22, 12:22 PM
I assume you left out the Spell Compendium for the same reason?

Also, have you taken a look at the Crystal keep spells list? There is a pdf on the site which has done alot of this for the classes, it doesn't include the SW/FB books, but would work well as a supplement for this.

Its a nice list to be sure, I know Im saving it. :smallsmile:

Project_Mayhem
2010-08-22, 12:26 PM
Well that's certainly a more endearing initial appearance than the conventional done-to-death topic, poor spelling, and/or thread necromancy :smalltongue:. Cheers!

Reis Tahlen
2010-08-22, 12:36 PM
Oooh, great! That will be most useful for my Spirit Shaman! Thanks :)

Otherworld Odd
2010-08-22, 02:20 PM
I assume you left out the Spell Compendium for the same reason?

Also, have you taken a look at the Crystal keep spells list? There is a pdf on the site which has done alot of this for the classes, it doesn't include the SW/FB books, but would work well as a supplement for this.

Its a nice list to be sure, I know Im saving it. :smallsmile:

I put the books I had on it right now. I'll update it as time goes on, for sure. *Scribbles Spell Compendium on things to do list* And I haven't looked at the Crystal Keep spell lists. I didn't even know they had one. O.O. I'll go take a gander at those.

Thanks everyone though. I'm a fairly new D&D player (about a year or so), so I'm not that great at these things. e.e

Zeta Kai
2010-08-22, 02:44 PM
Well that's certainly a more endearing initial appearance than the conventional done-to-death topic, poor spelling, and/or thread necromancy :smalltongue:. Cheers!

Agreed. Kudos, Odd, & welcome to the forum. :smallcool:

Naia
2010-08-22, 02:57 PM
Thanks a bunch for sharing this. And welcome. :smallsmile:

mjames
2010-08-22, 03:21 PM
Welcome! Fun list. Frostburn and Sandstorm don't get enough love IMO. I love seeing spells that useful in or out of combat.

Also, you like mindflayers, so here's a cookie...
http://2.bp.blogspot.com/_W87ZO3r1N5I/SFywAulZLDI/AAAAAAAAACE/Cqmm9jFV21k/s400/cthulhusquirrel.jpg

Otherworld Odd
2010-08-22, 04:16 PM
Thank you for the endearments, you're welcome for the list and thank you for the cookie! o___o. Delicious octopoid shaped cookies.



Have you heard that joke about the squirrel? A squirrel goes up to a tree and says "I forgot to store nuts for the winter. HA! It's funny cause the squirrel gets dead. (Squirrel cookie reminded me of this. >.>)

Anyways, I added the Spell Compendium list for your viewing pleasure. There may be some duplicates.

Jera
2010-08-22, 06:24 PM
'Ello. Me name is Odd and I have something to donate to the playground. It's nothing special and I'm sure there's more like it out there (probably done better)

Right you are, and here it is. http://www.crystalkeep.com/d20/rules/DnD3.5Index-Spells-Druid.pdf

Consequently http://www.crystalkeep.com/d20/index.php besides having spells lists, incantations, infusions, and domains; it also has prestige classes, creatures, feats, skills, equipment, deities and most playable races. Plus plenty of other useful tidbits.

Awnetu
2010-08-22, 06:32 PM
That list doesnt have all the FB/SW spells.

So they are a good supplement for eachother.

And to Odd, welcome to the community, and nice additions.