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Green Bound Spell List

PF-Standard pathfinder spell  HB – Homebrew Spell ( see below for full spell description)


0-LEVEL GREENBOUND SPELLS (ORISONS)

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) 

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