Druid Spell List

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Spell Name Comp Description
Orisons
Defiler Scent Smells the presence or absence of defilers.
Nurturing Seeds Makes 10 seeds or cuttings hardy and easy to transplant.
1st–Level
Backlash M 1d6+1 damage/2 levels to defilers.
Black Cairn DF Locates a corpse nearby.
Cooling Canopy Summons a cloud to provide shade and prevent dehydration.
Detect Undead Reveals undead within 60 feet.
Plant Renewal Brings one plant back from near destruction.
Sanctify Corpse Prevents dead subject from being raised as undead.
2nd–Level
Boneharden Hardens bone, making weapons stronger and impairing living beings.
Clear Water Doubles the benefit of water.
Conservation M Protect the land from defilement.
Darkness 20-foot radius of supernatural darkness.
Echo of the Lirr Stuns creatures in a cone.
Gentle Repose Preserves one corpse.
Remove Paralysis Frees one or more creatures from paralysis, hold, or slow.
Sleep Put 2d4 HD of creatures into comatose slumber.
Sting of the Gold Scorpion Enlivens scorpion barb to strike with poison of real scorpion once.
3rd–Level
Boneclaw’s Cut DF Deals damage that continues to cause bleeding damage.
Claws of the Tembo Deals 1d6 Str damage and transfers hp.
Clear-river Blows aways or knocks creatures.
Curse of the Black Sands Target leaves black oily footprints
Daylight 60-ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60-ft. radius.
Eye of the Storm Protects 30 ft. radius from effects of storm for 1 hour/level.
Remove Curse Frees object or person from curse.
Return to the Earth Turns dead and undead bodies into dust.
Searing Light Ray deals 1d8/two levels against undead.
Surface Walk Subject treads on unstable surfaces as if solid.
Water Walking Replaced by surface walk.
Worm's Breath Subjects can breathe underwater, in silt, or earth.
Zombie Berry 1d4 berries from the zombie plant become attuned to you.
4th–Level
Control Tides Raises, lowers, or parts bodies of water or silt.
Control Water Replaced by control tides.
Elemental Strike Smites foes with 1d6/level of divine and elemental energy (max 15d6).
Flame Strike Replaced by elemental strike.
Klar's Heart Enhances combat abilities of all creatures within range.
Nondetection Hides subject from divination, scrying.
5th–Level
Braxatskin Your skin hardens, granting armor bonus and damage reduction.
Cleansing Flame 1d6/level fire damage (max 10d6).
Coat of Mists M Coalesce a magical mist about the subject’s body.
Conversion DF Removes burden of acts of defiling from a wizard.
Groundflame Mist deals 1d6/level acid damage (max 15d6).
Mark of Justice Designates action that will trigger curse on subject.
Rejuvenate Increase the fertility of the land.
Righteous Might Your size increases, and you gain +4 Str.
Skyfire Three exploding spheres each deal 3d6 fire damage.
6th–Level
Allegiance of the Land Grants bonus to AC, temporary hit points, and energy resistance.
Awaken Water Spirits Gives sentience to a natural body of water.
Create Oasis Conjures a temporary oasis.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Infestation Tiny parasites infect creatures within area.
7th–Level
Elemental Storm Deals 1d6 energy damage/level (max 20d6).
Fire Storm Replaced by elemental storm.
Waters of Life M Absorb another creature’s ailments.
8th–Level
Flame Harvest Creates a timed fire trap.
Sirocco You conjure a legendary desert wind.
9th–Level
Flash Flood Conjures a flood.
Heartseeker Creates a deadly piercing weapon.
Storm Legion Transports willing creatures via a natural storm.
Swarm of Anguish Transforms you into a swarm of agony beetles.
Wild Lands Attract wild creatures to an area.