Druid Spell Level 2
Druid Spell Level 2
Druid Spell Level 2
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Accelerate Poison [2] Animal Messenger [2] Animal Messenger (Continued) [2]
School transmutation; School enchantment(compulsion)[mind-affecting]; expires, w hereupon it resumes its normal activities.
Level druid 2, ranger 2, sorcerer/w izard 2 Level bard 2, druid 2, ranger 1
Casting Time 1 standard action Casting Time 1 minute During this period of w aiting, the messenger allow s others to
Components V, S, M (a thorn) Components V, S, M (a morsel of food the animal likes) approach it and remove any scroll or token it carries. The
Range touch Range close (25 ft. + 5 ft./2 levels) intended recipient gains no special ability to communicate w ith
Targets creature touched Targets one Tiny animal the animal or read any attached message (if it's w ritten in a
Duration instantaneous Duration 1 day/level language he doesn't know , for example).
Saving Throw Fortitude negates; SR yes Saving Throw none; see text; SR yes
Description Description
You hasten the onset of poison in the target. If the poison You compel a Tiny animal to go to a spot you designate. The
normally has an onset time, its effects begin immediately. If the most common use for this spell is to get an animal to carry a
poison has no onset time, its frequency is doubled, requiring message to your allies. The animal cannot be one tamed or
tw o saving throw s and inflicting damage tw ice per round or trained by someone else, including such creatures as familiars
minute, though its duration is halved. Accelerate poison does and animal companions.
not change the cure condition for the poison. If the target is
affected by more than one poison, you may choose w hich is Using some type of food desirable to the animal as a lure, you
affected if you administered the poison; otherw ise, randomly call the animal to you. It advances and aw aits your bidding.
determine w hich poison is affected. You can mentally impress on the animal a certain place w ell
know n to you or an obvious landmark. The directions must be
simple, because the animal depends on your know ledge and
can't find a destination on its ow n. You can attach a small item
or note to the messenger. The animal then goes to the
designated location and w aits there until the duration of the
spell
Source: APG Source: PFRPG Core
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Burning Gaze (Continued) [2] Campfire Wall [2] Campfire Wall (Continued) [2]
additional effects from burning gaze. School evocation[fire, light]; creatures vulnerable to light.
Level bard 3, druid 2, ranger 2, sorcerer/w izard 3
Note that this spell does not grant an actual gaze attack- foes Casting Time 1 standard action Creatures inside the barrier can leave w ithout penalty, but if
and allies are not in danger of catching on fire simply by Components V, S, M/DF (ash made from burnt thorns) they try to return they suffer the same consequences as
meeting your gaze. Range close (25 ft. + 5 ft./2 levels) anyone else. If the fire source at the barrier's center is
Effect 20-ft.-radius sphere centered on fire source extinguished or moved, the spell ends.
Duration 2 hours/level; see below (D)(D)
Saving Throw none; SR yes
Description
You can create a barrier around a fire of at least campfire size
that shelters everyone inside so long as the fire continues to
burn. The barrier appears as a crackling sphere of light and fire
that is clearly visible, providing as much illumination as a torch.
Source: APG
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Cat's Grace [2] Chill Metal [2] Chill Metal (Continued) [2]
School transmutation; School transmutation[cold]; round, icy coldness causes pain and damage. In the third,
Level bard 2, druid 2, ranger 2, sorcerer/w izard 2, summoner 2, Level druid 2 fourth, and fifth rounds, the metal is freezing cold, and causes
alchemist 2 Casting Time 1 standard action more damage, as show n on the table below .
Casting Time 1 standard action Components V, S, DF
Components V, S, M (pinch of cat fur) Range close (25 ft. + 5 ft./2 levels)
Range touch Targets metal equipment of one creature per tw o levels, no (See: Table 1)
Targets creature touched tw o of w hich can be more than 30 ft. apart; or 25 lbs. of
Duration 1 min./level metal/level, none of w hich can be more than 30 ft. aw ay from
any of the rest
Any heat intense enough to damage the creature
Saving Throw Will negates (harmless); SR yes
Duration 7 rounds
negates cold damage from the spell (and vice
Description versa) on a point-for-point basis. Underwater,
Saving Throw Will negates (object); SR yes (object)
The transmuted creature becomes more graceful, agile, and chill metal deals no damage, but ice immediately
coordinated. The spell grants a +4 enhancement bonus to Description forms around the affected metal, making it float if
Dexterity, adding the usual benefits to AC, Reflex saves, and Chill metal makes metal extremely cold. Unattended, nonmagical unattended.
other uses of the Dexterity modifier. metal gets no saving throw . Magical metal is allow ed a saving
throw against the spell. An item in a creature's possession
uses the creature's saving throw bonus unless its ow n is
Chill metal counters and dispels heat metal.
higher.
On the first round of the spell, the metal becomes chilly and
Source: PFRPG Core uncomfortable to touch but deals noSource:
damage. The same effect
PFRPG Core
Created by Perram's Spellbook, www.theGM.org also occurs by
Created on the last roundSpellbook,
Perram's of the spell's www.theGM.org
duration. During the Created by Perram's Spellbook, www.theGM.org
second (and also the next-to-last)
Chill Metal - [Table 1] [2] Delay Poison [2] Eagle Eye [2]
Round Metal Temperature Damage
School conjuration(healing); School divination;
1 Cold None
2 Icy 1d4 points
Level bard 2, cleric 2, druid 2, paladin 2, ranger 1, alchemist 2, Level druid 2, ranger 2
3-5 Freezing 2d4 points w itch 2, inquisitor 2, alchemist 2, w itch 2, inquisitor 2 Casting Time 1 minute
6 Icy 1d4 points Casting Time 1 standard action Components V, S, DF
7 Cold None
Components V, S, DF Range long (400 ft. + 40 ft./level)
Range touch Effect magical sensor
Targets creature touched Duration 1 minute/level (D)(D)
Duration 1 hour/level Saving Throw none; SR no
Saving Throw Fortitude negates (harmless); SR yes
Description
(harmless)
Eagle eye creates a magical sensor directly above you. The
Description sensor can appear anyw here above you, to a maximum height
The subject becomes temporarily immune to poison. Any poison equal to the spell's range. You can see from this vantage as if
in its system or any poison to w hich it is exposed during the you w ere actually there, rotating your view point 360 degrees.
spell's duration does not affect the subject until the spell's
duration has expired. Delay poison does not cure any damage You perceive w ith your normal visual senses. A caster using
that poison may have already done. eagle eye can easily see for a considerable distance. The spell
does not penetrate any solid surface, although it is unaffected
by foliage and the like.
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Elemental Speech [2] Elemental Speech (Continued) [2] Feast of Ashes [2]
School divination[air, earth, fire, or w ater]; When cast as a fire spell, you can converse in Ignan and w ith School transmutation;
Level bard 3, cleric 3, druid 2, sorcerer/w izard 2 any creature that has the fire subtype. Level druid 2, w itch 2
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (iron filings) When cast as a w ater spell, you can converse in Aquan and Components V, S, M (a pinch of ash)
Range personal w ith any creature that has the w ater subtype or a sw im Range close (25 ft. + 5 ft/2 levels)
Targets you speed. Targets one creature
Duration 1 minute/level Duration 2 days/level (D)(D)
Description Saving Throw Fortitude negates; SR yes
A fire-trapped item cannot have a second closure or w arding The sphere moves as long as you actively direct it (a move
spell placed on it. A knock spell does not bypass a fire trap. An action for you); otherw ise, it merely stays at rest and burns. It
unsuccessful dispel magic spell does not detonate the spell. can be extinguished by any means that w ould put out a normal
fire of its size. The surface of the sphere has a spongy,
Source: PFRPG Core Source: PFRPG Core yielding consistency and so does not Source: PFRPG Core
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Gust of Wind [2] Gust of Wind (Continued) [2] Gust of Wind (Continued) [2]
School evocation[air]; Medium or smaller creatures are unable to move forw ard spell.
Level druid 2, sorcerer/w izard 2 against the force of the w ind unless they succeed at a DC 15
Casting Time 1 standard action Strength check.
Components V, S
Range 60 ft. Large or larger creatures may move normally w ithin a gust of
Effect line-shaped gust of severe w ind emanating out from you w ind effect.
to the extreme of the range
Duration 1 round This spell can't move a creature beyond the limit of it's range.
Saving Throw Fortitude negates; SR yes
Any creature, regardless of size, takes a -4 penalty on ranged
Description
attacks and Perception checks in the area of a gust of w ind.
This spell creates a severe blast of air (approximately 50 mph)
that originates from you, affecting all creatures in its path. All
The force of the gust automatically extinguishes candles,
flying creatures in this area take a -4 penalty on Fly skill
torches, and similar unprotected flames. It causes protected
checks. Tiny or smaller flying creatures must make a DC 25 Fly
flames, such as those in lanterns, to dance w ildly and has a
skill check or be blow n back 2d6 x 10 feet and take 2d6 points
50% chance to extinguish those lights.
of damage. Small or smaller flying creatures must make a DC 20
Fly skill check to move against the force of the w ind.
In addition to the effects noted, a gust of w ind can do anything
that a sudden blast of w ind w ould be expected to do. It can
A Tiny or smaller creature on the ground is knocked dow n and
create a stinging spray of sand or dust, fan a large fire,
rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per
overturn delicate aw nings or hangings, heel over a small boat,
10 feet.
and blow gases or vapors to the edge of its range.
Heat Metal [2] Heat Metal (Continued) [2] Heat Metal - [Table 1] [2]
Round Metal Temperature Damage
School transmutation[fire]; duration. During the second (and also the next-to-last) round, 1 Warm None
Level druid 2 intense heat causes pain and damage. In the third, fourth, and 2 Hot 1d4 points
Casting Time 1 standard action fifth rounds, the metal is searing hot, and causes more 3-5 Searing 2d4 points
Components V, S, DF damage, as show n on the table presented on the follow ing 6 Hot 1d4 points
7 Warm None
Range close (25 ft. + 5 ft./2 levels) page.
Targets metal equipment of one creature per tw o levels, no
tw o of w hich can be more than 30 ft. apart; or 25 lbs. of
metal/level, all of w hich must be w ithin a 30-ft. circle (See: Table 1)
Duration 7 rounds
Saving Throw Will negates (object); SR yes (object) Any cold intense enough to damage the creature
Description negates fire damage from the spell (and vice
Heat metal causes metal objects to become red-hot. versa) on a point-for-point basis.
Unattended, nonmagical metal gets no saving throw . Magical If cast underwater, heat metal deals half damage
metal is allow ed a saving throw against the spell. An item in a and boils the surrounding water.
creature's possession uses the creature's saving throw bonus
unless its ow n is higher.
Heat metal counters and dispels chill metal.
A creature takes fire damage if its equipment is heated. It takes
full damage if its armor, shield, or w eapon is affected. The
creature takes minimum damage (1 point or 2 points; see the
table) if it's not w earing or w ielding such an item.
On the first round of the spell, the metal becomes w arm and
uncomfortable to touch but deals noSource: PFRPG
damage. The Core
same effect
Created
also occurs by Perram's
on the last roundSpellbook,
of the spell's www.theGM.org Created by Perram's Spellbook, www.theGM.org Created by Perram's Spellbook, www.theGM.org
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Resist Energy [2] Resist Energy (Continued) [2] Restoration, Lesser [2]
School abjuration; protection from energy. If a character is w arded by protection School conjuration(healing);
Level cleric 2, druid 2, paladin 2, ranger 1, sorcerer/w izard 2, from energy and resist energy, the protection spell absorbs Level cleric 2, druid 2, paladin 1, inquisitor 2, alchemist 2
alchemist 2, summoner 2, inquisitor 2 damage until its pow er is exhausted. Casting Time 3 rounds
Casting Time 1 standard action Components V, S
Components V, S, DF Range touch
Range touch Targets creature touched
Targets creature touched Duration instantaneous
Duration 10 min./level Saving Throw Will negates (harmless); SR yes (harmless)
Saving Throw Fortitude negates (harmless); SR
Description
Description Lesser restoration dispels any magical effects reducing one of
yes (harmless) This abjuration grants a creature limited the subject's ability scores or cures 1d4 points of temporary
protection from damage of w hichever one of five energy types ability damage to one of the subject's ability scores. It also
you select: acid, cold, electricity, fire, or sonic. The subject eliminates any fatigue suffered by the character, and improves
gains resist energy 10 against the energy type chosen, an exhausted condition to fatigued. It does not restore
meaning that each time the creature is subjected to such permanent ability drain.
damage (w hether from a natural or magical source), that
damage is reduced by 10 points before being applied to the
creature's hit points. The value of the energy resistance
granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's
equipment as w ell.
Scent Trail [2] Scent Trail (Continued) [2] Share Language [2]
School transmutation; move action in the same spot. Subject creatures seeking to School divination;
Level druid 2 understand this message must make another DC 20 Survival Level bard 1, cleric 2, druid 2, sorcerer/w izard 2
Casting Time 1 standard action check, w ith a -1 penalty for every w ord or emotion in the Casting Time 1 standard action
Components V, S, M (a queen ant) message, in order to understand it. Creatures cannot benefit Components V, S, M (a page from a dictionary)
Range close (25 ft. + 5 ft./2 levels) from this smell if they cannot use, or do not have, a sense of Range touch
Targets one creature/level, no tw o of w hich can be more than smell. Creatures can use this spell to backtrack through a Targets creature touched
30 ft. apart dungeon, maze, or similar areas even if the creature laying Duration 24 hours
Duration 1 hour/level dow n the trail crossed over the spot multiple times. Saving Throw Will negates (harmless); SR yes (harmless)
Saving Throw Fortitude negates (harmless); SR yes
Description
(harmless)
You can share your facility for one particular language w ith
Description another creature. For 24 hours the target can read,
You, or a w illing creature you touch, lay dow n a trail of scents understand, and communicate to the best of its ability in any
that only the creatures you designate at the time of can detect. one language w hich you already know . For every 5 levels you
These creatures find it very easy to follow this trail. possess, you can grant the use of another language you
know , to a maximum of 5 languages at 20th level. The target
They gain a +20 competence bonus on any Survival checks must have the physical capacity to articulate sounds, make
made for the purpose of tracking the creature laying this trail. gestures, or engage in w hatever other method speakers of the
language use to communicate w ith each other in order to
Subject creatures w ith the scent special ability gain a +10 actually converse. If the target lacks the mental capacity to
competence bonus on Wisdom or Survival checks to follow the grasp an actual language it still gains enough know ledge to
trail. respond to and carry out even extremely complex commands
or suggestions coached in the language (w hether w ritten or
spoken). How ever, since this spell does not endow the target
In addition, you can leave scent messages along the trail.
w ith greater reasoning capacity, merely a temporarily
enhanced vocabulary, the person offering up
Each w ord or emotion in this message requiresSource:
spending APG
a Source: APG
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Share Language (Continued) [2] Slipstream [2] Soften Earth and Stone [2]
instructions to non-sentient creatures must take care to remove School conjuration(creation)[w ater]; School transmutation[earth];
any ambiguity or guessw ork. Level druid 2, ranger 2, sorcerer/w izard 2 Level druid 2
Casting Time 1 standard action Casting Time 1 standard action
Similarly, this spell does not affect the basic nature of the Components V, S, M/DF (a few drops of oil and w ater) Components V, S, DF
target, or its disposition tow ard you or anyone else, so Range touch Range close (25 ft. + 5 ft./2 levels)
convincing it to actually carry out these instructions could Targets creature touched Effect 10-ft. square/level; see text
require negotiation, threats, or outright bribery. Duration 10 minutes/level (D)(D) Duration instantaneous
Saving Throw Reflex negates (harmless); SR no Saving Throw none; SR no
Description Description
You create a low -cresting w ave of w ater that carries the When this spell is cast, all natural, undressed earth or stone in
target along the surface of w ater or the ground. When moving the spell's area is softened. Wet earth becomes thick mud, dry
across level ground, the target's speed increases by 10 feet. earth becomes loose sand or dirt, and stone becomes soft clay
that is easily molded or chopped. You affect a 10-foot square
If going dow nhill, speed increases by 20 feet instead, but area to a depth of 1 to 4 feet, depending on the toughness or
slipstream provides no movement bonus w hen going uphill. resilience of the ground at that spot. Magical, enchanted,
dressed, or w orked stone cannot be affected. Earth or stone
While sw imming, the slipstream increases the target's sw im creatures are not affected.
speed by 20 feet-if the target does not have a sw im speed,
this spell grants a sw im speed of 20 ft. A creature in mud must succeed on a Reflex save or be caught
for 1d2 rounds and unable to move, attack, or cast spells. A
creature that succeeds on its save can move through the mud
at half speed, and it can't run or charge. Loose dirt is not as
troublesome as mud, but all creatures in the area can move at
only half their normal
Source: APG Source: PFRPG Core
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Soften Earth and Stone (Continued) [2] Spider Climb [2] Stone Call [2]
speed and can't run or charge over the surface. Stone School transmutation; School conjuration(creation)[earth];
softened into clay does not hinder movement, but it does allow Level druid 2, sorcerer/w izard 2, alchemist 2, summoner 2 Level druid 2, ranger 2, sorcerer/w izard 2
characters to cut, shape, or excavate areas they may not have Casting Time 1 standard action Casting Time 1 standard action
been able to affect before. Components V, S, M (a live spider) Components V, S, DF
Range touch Range medium (100 ft. + 10 ft./level)
While this spell does not affect dressed or w orked stone, Targets creature touched Effect cylinder (40-ft. radius, 20 ft. high)
cavern ceilings or vertical surfaces such as cliff faces can be Duration 10 min./level Duration 1 round/level
affected. Saving Throw Will negates (harmless); SR yes (harmless) Saving Throw none; SR no
Summon Nature's Ally II [2] Summon Swarm [2] Tree Shape [2]
School conjuration(summoning); School conjuration(summoning); School transmutation;
Level druid 2, ranger 2 Level bard 2, druid 2, sorcerer/w izard 2, summoner 2, w itch 2 Level druid 2, ranger 3
Casting Time 1 round Casting Time 1 round Casting Time 1 standard action
Components V, S, DF Components V, S, M/DF (a square of red cloth) Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels) Range personal
Effect one summoned creature Effect one sw arm of bats, rats, or spiders Targets you
Duration 1 round/level(D) Duration concentration + 2 rounds Duration 1 hour/level(D)
Saving Throw none; SR no Saving Throw none; SR no Description
Description Description This spell allow s you to assume the form of a Large living tree
This spell functions as summon nature's ally I, except that you You summon a sw arm of bats, rats, or spiders (your choice), or shrub or a Large dead tree trunk w ith a small number of
summon one 2nd-level creature or 1d3 1st-level creatures of w hich attacks all other creatures w ithin its area. (You may limbs. The exact type of tree, as w ell as its appearance, is
the same kind. summon the sw arm so that it shares the area of other completely under your control.
creatures.) If no living creatures are w ithin its area, the sw arm
attacks or pursues the nearest creature as best it can. The Even the closest inspection cannot reveal that the tree in
caster has no control over its target or direction of travel. question is actually a magically concealed creature. To all
normal tests you are, in fact, a tree or shrub, although a detect
magic spell reveals a faint transmutation on the tree. While in
tree form, you can observe all that transpires around you just
as if you w ere in your normal form, and your hit points and
save bonuses remain unaffected. You gain a +10 natural armor
bonus to AC but have an effective Dexterity score of 0 and a
speed of 0 feet. You are immune to critical hits w hile in tree
form. All clothing and gear carried or w orn changes w ith you.
You can dismiss tree shape as a free action (instead of as a
Source: PFRPG Core Source: PFRPG Core standard action). Source: PFRPG Core
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Warp Wood [2] Warp Wood (Continued) [2] Wood Shape [2]
School transmutation; You can combine multiple consecutive w arp w ood spells to School transmutation;
Level druid 2 w arp (or unw arp) an object that is too large for you to w arp Level druid 2
Casting Time 1 standard action w ith a single spell. Until the object is completely w arped, it Casting Time 1 standard action
Components V, S suffers no ill effects. Components V, S, DF
Range close (25 ft. + 5 ft./2 levels) Range touch
Targets 1 Small w ooden object/level, all w ithin a 20-ft. radius Targets one touched piece of w ood no larger than 10 cu. ft. +
Duration instantaneous 1 cu. ft./level
Saving Throw Will negates (object); SR yes (object) Duration instantaneous
Saving Throw Will negates (object); SR yes (object)
Description
You cause w ood to bend and w arp, permanently destroying its Description
straightness, form, and strength. A w arped door springs open Wood shape enables you to form one existing piece of w ood
(or becomes stuck, requiring a Strength check to open, at your into any shape that suits your purpose. While it is possible to
option). A boat or ship springs a leak. Warped ranged make crude coffers, doors, and so forth, fine detail isn't
w eapons are useless. A w arped melee w eapon causes a -4 possible. There is a 30% chance that any shape that includes
penalty on attack rolls. moving parts simply doesn't w ork.
You may w arp one Small or smaller object or its equivalent per
caster level. A Medium object counts as tw o Small objects, a
Large object as four, a Huge object as eight, a Gargantuan
object as 16, and a Colossal object as 32.
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