Druid Spells

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==0th Level (Orisons)==
Create Water - Creates 2 gallons/lvl of pure water
Cure Minor Wounds - Cures 1 point of damage
Detect Poison - detect poison in one creature or object
Flare - dazzles one creature (-1 penalty on attacks rolls)
Guidance - +1 on one attack rolls saving throws or skill checks
Know Direction- personal range instantly know which way north is
Light- touch range causes object to shine like a torch lighting up a 20ft radius last 10min/lvl.
Mending- repairs small breacks or tears in a object of up to 1 lb.
Purify Food or Drink - purifies 1 cubic ft/lvl of food or water
Read Magic-you can decipher magical texts on objects
Resistance - subject gains +1 on saving throws
Virtue - subject gains 1 temporary hp
==1st Level==
Calm Animals - calms 2d4 +lvl HD animals
Charm Animal - makes one animal your friend
Cure Light Wounds- cure 1d8 damage +1/lvl (+5 max)
Detect animal or plants - detects kinds of animals or plants
Detect Snares or Pits - reveals all natual or primitive traps
Endure Elements - exist comfortably in hot or cold environments
Entangle - plants entangle everyone within 40ft raduis
Faerie Fire - outlines subjects with light canceling blur concealment and the like
Goodberry - 2d4 berries each cures 1hp (max 8 hp/24 hours)
Hide from Animals - animals cant perceive one subject/lvl
Jump - subject gets a bonus on jump checks
Longstrider - your speed increases by 10ft
Magic Fang - one natural weapon of subject creature gets +1 on attack and damage rolls
Magic Stone - three stones gain +1 on attack rolls deal 1d6+1 damage
Obscuring Mist - fog surrounds you 
Pass without Trace - one target/lvl leaves no tracks
Produce Flame - 1d6 damage +1/lvl touch or thrown
Shillelagh - cudgel or quarterstaff becomes +1 weapon and deals extra damage for 1 min/lvl
Speak with Animals - you can communicate with animals
Summon Nature's ally 1 - calls an animal to fight for you
==2nd Level==
Animal Messenger - sends a tiny animal to a specific place
Animal Trance- facinates 2d6 HD of animals
Barkskin - grants +2(or higher) enhancement to natural armor
Bear's Endurance - subject gains +4 to CON for 1 min/lvl
Bull's Strength - subject gains +4 to STR for 1 min/lvl
Cat's Grace- target gains +4 to DEX for 1 min/lvl
Chill Metal - cold metal damages those who touch it
Delay Poison - stop poison from harming subject for 1 hour/lvl
Fire Trap - opened object deals 1d4 +1/lvl damage
Flame Blade - touch attack deals 1d8+1 /2lvls damages
Flaming Sphere - creates a rolling ball of fire dealing 2d6 damage lasts 1round/lvl
Fog Cloud - fog obscure vision
Gust of Wind - blows away or knocks down smaller creatures
Heat Metal - Make metal so hot it damages those who touch it
Hold Animal - paralyzes one animal for 1 round/lvl
Owl's Wisdom - subject gains +4 to WIS for 1 min/lvl
Reduce Animal - shrink a willing animal
Resist Energy - ignores 10 or more points of damage/attack from specifed energy type
Restoration, Lesser - dispels magical ability penalty or repairs
Soften Earth and Stone - turns stone or clay into sand or mud
Spider Climb - grant the ability to walk on walls or ceilings
Summon Nature's ally 2 - calls animal to fight for you
Summon Swarm- summon a swarm of bats, rats, or spiders
Tree Shape - you look exactly like a tree for 1hour/lvl
Warp Wood - bend wood  (shaft, handle, door, plank)
Wood Shape - rearranges wooden object to suit you
==3rd Level==
Call Lightning - calls down lightning bolts (3d6 per bolt) from the sky
Contagion - infects subject with chosen disease
Cure Moderate Wounds - cures 2d8 damage +1/lvl (max +10)
Daylight - 60ft radius of bright light
Diminish Plants - reduces sizes or blights growth of normal plants
Dominate Animal - target animal obeys silent mental commands
Magic Fang, Greater - one natural weapon of subject gets +1/4lvls on attack and damage rolls
Meld into Stone - you and your gear merge with stone
Neutralize Poison - immunize subject against poison detoxifies venom in or on subject
Plant Growth - grows vegetation, improves crops
Poison - touch deals 1d10 CON damage repeats in 1 min
Protection from Energy - absorb 12 points/lvl of damage from one kind of energy
Quench - extinguishes nonmagical fires or one magic item
Remove Disease - cures all diseases affecting subject
Sleet Storm - hampers vision and movement
Snare - creates a magic booby trap
Speak With Plants- you can talk to normal plants and plant creatures
Spike Growth - creatures in area take 1d4 damage may be slowed
Stone Shape - sculpt stone into any shape
Summon Nature's Ally 3 - calls an animal to fight for you
Water Breathing - allows subjects to breath underwater
Wind Wall - Deflect arrows smaller creatures and gases
==4th Level==
Air Walk - subject treads on air as if soild (climbs at a 45-degree angle)
Antiplant Shell - Keeps animated plant creatures at bay
Blight - withers one plant or deal 1d6/lvl damage to plant creature
Command Plants - sway the actions of one or more plant creatures
Control Water - raises or lowers bodies of water
Cure Serious Wounds- cures 3d8 damages+1/lvl (max+15)
Dispel Magic- cancels magical spells and effects
Flame Strike - smite foes with divnie fire (1d6/lvl damage)
Freedom of Movement- subject moves freely despite impediments
Giant Vermin - turns centipedes, scorpiond, or spiders into gaint vermin
Ice Storm - Hail deal 5d6 damage in cylinder 40ft across
Reincarnate - bring dead subject back in a random body
Repel Vermin- insects spiders and other vermin stay 10ft away
Rusting Grasp - your touch corrodes iron and alloys
Scrying- spies on subject from a distance
Stone Spikes - creatures in area take 1d8 damage may be slowed
Summon Nature's Ally 4 - calls an animal to fight for you
==5th Level==
Ainmal Growth - one animal/2lvls double in size
Atonement - removes burden of misdeeds from subject
Awaken - animal or tree gains human intellect
Baleful Polymorph - transforms subject into harmless animal
Call Lightning Storm - as call lightning but 5d6 damage per bolt
Commune with Nature - learn about terrain for 1 mile/lvl
Control Winds - change direction and speed
Cure Criticle Wounds- cures 4d8 damage +1/lvl(max+20)
Death Ward - grants immunity to death spells and negative energy effects
Hallow - designates location as holy
Insect Plague - loccust swarms attack creatures
Stoneskin - ignores 10 points of damages per attack
Summon Nature's Ally 5 - calls an animal to fight for you
Transmute Mud to Rock - transforms two 10ft cubes per lvl
Transmute Rock to Mud - transforms two 10ft cubes per lvl
Tree Stride - step from one tree to another far away
Unhallow - designates location as unholy
Wall of Fire - deals 2d4 fire damage out to 10ft and 1d4 out to 20ft passing though wall deal 2d6 damage +1/lvl
Wall of Thorns - thorns damage anyone who tries to pass
==6th Level==
Antilife Shell - 10ft raduis hedges out living creatures
Bear's Endurance, Mass - as bear's endureance affects one subect/lvl
Bull's Strengh, Mass - ass bull's strengh affect one subject/lvl
Cat's Grace, Mass- as cats grace affects one subject/lvl 
Cure Light Wounds, Mass- cures 1d8 damage +1/lvl for many creatures
Dispel Magic, Greater- as dispel magic but +20 on check
Find the Path- shows most direct way to a location
Fire Seeds - acorns and berries become grenades and bombs
Ironwood - magic wood is strong as steel
Liveoak - oak becomes a treant gaurdian
Move Earth - dig trenches and builds hills
Owl's Wisdom, Mass - as owl's wisdom affects one subject/lvl
Repel Wood - Pushes away wooden object
Spellstaff - stores one spell in wooden quarterstaff
Summon Nature's Ally 6 - calls an animal to fight for you
Transport via Plants - move instantly from one plant to another of the same kind
Wall of Stone - creates a wall of stone that can be shaped
==7th Level==
Animate Plants - one or more plants animate and fight for you
Changestaff - your staff becomes a treant on command 
Control Weather - changes weather in local area
Creeping Doom - swarms of centipedes attack at you command
Cure Moderate Wounds, Mass- sures 2d8 damage +1/lbl for many creatures
Fire Storm - deals 1d6/lvl fire damage
Heal - cures 10 points/lvl of damage all ddiseases and mental conditions
Summon Nature's Ally 7 - calls an animal to fight for you
Sunbeam - beam blinds and deals 4d6 damage
Transmute Metal to Wood - metal within 40ft becomes wood
True Seeing - lets you see all things as they really are 
Wind Walk - you and your allies turn vaporous and travel fast
==8th Level==
Animal Shapes - one ally/lvl polymorphs into chosen animal
Control Plants - control actions of one or more plants creatures
Cure Serous Wounds, Mass - cures 3d8 damage +1/lvl for many creatures
Earthquake - intense tremor shakes 5ft/lvl raduis
Finger of Death - kill one subject
Repel Metal or Stone - pushes away metal or stone
Reverse Gravity - objects and creatures fall upward
Summon Nature's Ally 8 - calls an animal to fight for you
Sunbrust - blinds all within 80ft deals 6d6 damage
Whirlwind - cyclone deals damage can pick up creatures
Word of Recall - teleports you back to designated place
==9th Level==
Antipathy - object or location affected by spell repels certain creatures
Cure Critical Wounds, Mass - cures 4d8 damage +1/lvl for many creatures
Elemental Swarm - summon multiple elementals
Foresight - "sixth sense" warns of impending danger
Regenerate - subject's severed limbs grow back cures 4d8 damage +1/lvl(max +35)
Shambler - summons 1d4+2 shambling mounds to fight for you 
Shapechange - thransforms you into and creature and change forms once per round
Storm of Vengeance - Storm rains acid, lightning, and hail
Summon Nature's Ally 9 - calls an animal to fight for you
Sympathy - object or location attracts certain creatures