Cure Minor Wounds: (PF) Heal target for 1 point Detect Fey: (HB) Detect Magic: (PF) Detects spells and magic items within 60 ft. Detect Poison: (PF) Detects poison in one creature or object. Nature's Guidance: (HB) Know Direction: (PF) You discern north. Plant Light: (HB) Mending: (PF) Makes minor repairs on an object. Nature’s watch: (HB) Purify Food and Drink: (PF) Purifies 1 cu. ft./level of food or water. Read Magic: (PF) Read scrolls and spellbooks. Green Luck: (HB) Autumn's Virtue: (HB)
1ST-LEVEL GREENBOUND SPELLS Animate wood: (PF) transform a wooden object into an animated object Beget Bogun: (HB) Creates a tiny sized plant creature that serves its creator Camouflage: (HB) Target gains +10 to hide checks Charm Plant: (HB) (as charm animal) Cure light Wounds: (PF) Cures 1d8 damage +1/ level (max+5) Delay Poison: (PF) Stops poison from harming subject for 1 hour/level. Detect Plants: (HB) Detects kinds of plants. Detect Snares and Pits: (PF) Reveals natural or primitive traps. Endure Elements: (PF) Exist comfortably in hot or cold environments. Entangle: (PF) Plants entangle everyone in 40-ft.-radius. Faerie Fire: (PF) Outlines subjects with light, canceling blur, concealment, and the like. Goodberry: (PF) 2d4 berries each cure 1 hp (max 8 hp/24 hours). Healing Rest: (HB) Healing is doubled during rest Jump: (PF) Subject gets bonus on Jump checks. Longstrider: (PF) Your speed increases by 10 ft. Magic Thorn: (HB) One natural weapon of subject creature gets +1. Obscuring Mist: (PF) Fog surrounds you. Pass without Trace: (PF) One subject/level leaves no tracks. Remove Fear: (PF) Sanctuary: (PF) Shillelagh: (PF) Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. Shield of Leaves: (HB) Speak with plants: (HB) (as speak with animals) Vigor, Lesser: (HB) Touched creature gains fast healing 1 Vine Strike: (HB) makes plant creature not immune to sneak attacks Wood Wose: (HB) Summon a translucent nature spirit that can do simple tasks
2ND-LEVEL GREENBOUND SPELLS Barkskin: (PF) Grants +2 (or higher) enhancement to natural armor. Brambles: (HB) Branch to Branch: (HB) Briar Web: (HB) Commune with Nature: (HB)Cure Moderate Wounds: (PF) Cures 2d8 damage +1/ level (max +10) Decomposition: (HB) Easy trail: (HB) Plants move aside creating a path Healing Lorecall: (HB) Nature’s Favor: (HB) Oak’s Endurance: (HB) Subject gains +4 to Con for 1 min./level. Plant Messenger: (HB) Sends a Tiny animal to a specific place. Plant Trance: (HB) Fascinates 2d6 HD of plants. Reduce Plant: (HB) Shrinks one willing plant. Remove Paralysis: (PF) Restoration, Lesser: (PF) Dispels magical ability penalty or repairs 1d4 ability damage. Spider Climb: (PF) Grants ability to walk on walls and ceilings. Summon Swarm: (PF) Summons swarm of vermin or insects. Treant’s Strength: Subject gains +4 to Str for 1 min./level. Tree Shape: (PF) You look exactly like a tree for 1 hour/level. Venomous Volley: (HB) Warp Wood: (PF) Bends wood (shaft, handle, door, plank). Wise Wood: Subject gains +4 to Wis for 1 min./level. Wood Shape: (PF) Rearranges wooden objects to suit you. Woodland Veil: (HB)
3RD-LEVEL GREENBOUND SPELLS Burst of Nettles: (PF) You release a burst of barbed, acid-filled nettles. Contagion: (HB) Spores Infect subject with chosen disease.Cure serious Wounds: (PF) Cures 3d8 damage +1/level (max +15). Greenlight: (HB) 60-ft. radius of bright greenish hued light. Diminish Plants: (PF) Reduces size or blights growth of normal plants. Dominate Plants: (HB) Subject plant creature obeys silent mental commands. Entangling Staff: (HB) Green Fire: (HB) Green energy churns up from the earth doing acid damage, does not harm vegetation Healing Sting: (HB) Castor stings opponent and heals damage dealt. Leaf Blades: (HB) Magic Thorn, Greater: (HB) One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). Meld into wood: (PF) You and your gear merge with wood. Neutralize Poison: (PF) Immunizes subject against poison, detoxifies venom in or on subject. Plant Growth: (PF) Grows vegetation, improves crops. Plant Wall: (PF) Deflects arrows, smaller creatures, and gases. Poison: (HB) Touch deals 1d10 Con damage, repeats in 1 min. Quench: (HB) Extinguishes nonmagical fires or one magic item. Remove blindness /deafness: (PF) Remove Disease: (PF) Cures all diseases affecting subject. Snare: (PF) Creates a magic booby trap. Spike Growth: (PF) Creatures in area take 1d4 damage, may be slowed. Spikes: (HB) Thornskin: (HB) Vigor: (PF) Vigor Mass Lesser: (HB)
| 4TH-LEVEL GREENBOUND SPELLS Antiplant Shell: (HB) Keeps animated plants at bay. Arboreal Hammer: (PF) This spell animates a tree’s branch and directs it against your foes.Blight: (PF) Withers one plant or deals 1d6/level damage to plant creature. Camoflauge, Mass: (HB) Command Plants: (HB) Sway the actions of one or more plant creatures. Commune with Nature, Greatter: (HB) As divination spell but with a powerful nature spirit or fey. Cure critical Wounds: (PF) Cures 4d8 damage +1/level (max +20). Dispel Magic: (PF) Cancels spells and magical effects. Forestfold: (HB) Freedom of Movement: (PF) Subject moves normally despite impediments. Giant Vermin: (PF) Turns centipedes, scorpions, or spiders into giant vermin. Languor: (HB) Nature’s Balance: (HB) Plant womb: (HB) Repel Vermin: (PF) Insects, spiders, and other vermin stay 10 ft. away. Restoration: (PF) Rusting Grasp: (PF) Your touch corrodes iron and alloys. Scrying: (PF) Spies on subject from a distance. Slow: (PF) 5TH-LEVEL GREENBOUND SPELLS Atonement: Removes burden of misdeeds from subject. Awaken : Plants gains human intellect. Baleful Polymorph: Transforms subject into harmless plant. Break enchantment: Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dancing Web: (HB) Death Ward: Grants immunity to all death spells and negative energy effects. Hallow: Designates location as sacred. Insect Plague: Locust swarms attack creatures. Memory Rot: (HB) Poison Thorns: (HB) Rejuvenation cocoon: (HB) Spore Cloak: (HB) Spores of Blindness/Deafness: (HB) Spores of slumber: (HB) Treant skin: (HB) Ignore 10 points of damage per attack. Tree Stride: Step from one tree to another far away. Vigor, Greater: (HB) Vine Mine: (HB) Wall of Thorns: Thorns damage anyone who tries to pass.
6TH-LEVEL DRUID SPELLS Antilife Shell: 10-ft.-radius field hedges out living creatures. Boom Seeds: (HB) (Fire Seeds) Acorns and berries become grenades and bombs. Cure moderate wounds, Mass: cures 2d8 damage +1/level for many creatures. Enveloping Cocoon: (HB) Find the Path: Shows most direct way to a location. Heal: (PF) Cures 10 points/level of damage, all diseases and mental conditions. Heroes’ Feast: (PF) Food for one creature/level cures and grants combat bonuses. Ironwood: (PF) Magic wood is strong as steel. Briar Barrier: (HB) Liveoak: (PF) Oak becomes Treant guardian. Oaks’s Endurance, Mass: (HB) As bear’s endurance, affects one subject/ level. Repel Wood: (PF) Pushes away wooden objects. Spellstaff: (PF) Stores one spell in wooden quarterstaff. Transport via Plants: (PF) Move instantly from one plant to another of the same kind. Treant’s Strength, Mass: (HB) As bull’s strength, affects one subject/level. Vigorous Circle: One creature per two castor levels in a 30’ area gains fast healing 3. Wises Wood, Mass: (HB) As owl’s wisdom, affects one subject/level.
7TH-LEVEL DRUID SPELLS Animate Plants: One or more plants animate and fight for you. Aura of Vitality: (HB) Changestaff: Your staff becomes a treant on command. Creeping Doom: Swarms of centipedes attack at your command. Cure serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Green Aura: (HB) Poison Vine: (HB) Rain of Red Roses: (HB) Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Restoration, Greater: As restoration, plus restores all levels and ability scores. Scrying, Greater: As scrying, but faster and longer. Transmute Metal to Wood: Metal within 40 ft. becomes wood. True Seeing: Lets you see all things as they really are. Unyielding Roots, Lesser: (HB)
8TH-LEVEL DRUID SPELLS Awaken Mass: (HB) Cocoon: (HB) Control Plants: (HB) Control actions of one or more plant creatures. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. PlantShapes: One ally/level polymorphs into chosen plant creature. Repel Metal Unyielding Roots: (HB)
9TH-LEVEL DRUID SPELLS Antipathy: Object or location affected by spell repels certain creatures. Foresight: “Sixth sense” warns of impending danger. Heal Mass: As heal, but with several subjects. Reincarnation: Shambler: Summons 1d4+2 shambling mounds to fight for you. Shapechange: (HB) Transforms you into any plant creature, and change forms once per round. Sympathy: Object or location attracts certain creatures. Nature’s Avatar: (HB) Rain of Black Tulips: (HB) |
Green Bound Spell List
PF-Standard pathfinder spell HB – Homebrew Spell ( see below for full spell description)