Druid Spells
First
Level
AD&D -- GURPS
Animal Friendship -- Beast Link (Animal)
Detect Magic -- Mage Sight (Knowledge)
Detect Snares & Pits -- See Secrets
(Knowledge)
Entangle Tangle -- Growth (Plant)
Faerie Fire -- Phantom Flame (Fire or
Illusion)
Invisibility to Animals -- Invisibility
(Switchable +10%, Animals Only -20%) [36]
Locate Animals -- Beast Seeker (Animal)
Pass Without Trace -- False Tracks (Plant)
or Hide Path (Plant) or Walk Through Plants (Plant)
Predict Weather -- Predict Weather (Air or
Weather)
Purify Water -- Purify Water (Water)
Shillelagh --
Speak with Animals -- Beast Speech
(Animal)
Second
Level
AD&D -- GURPS
Barkskin -- Armor (Protection)
Charm Person or Mammal -- Charm (Mind
Control) or (Animal) Control (Animal)
Create Water -- Create Water (Water)
Cure Light Wounds -- Minor Healing
(Healing)
Feign Death -- Suspended Animation
(Healing)
Fire Trap -- Link (Meta) on Explosive
Fireball (Fire)
Heat Metal -- Heat (Fire)
Locate Plants -- Seek Plant (Plant)
Obscurement -- Fog (Water or Weather)
Produce Flame -- Burning Touch (Fire)
Trip -- Tanglefoot (Body)
Warp Wood -- Weaken (Making and Breaking)
Third
Level
AD&D -- GURPS
Identify Plant
Ability -- Identify Plant (Plant)
Identify Animal
Ability --
Identify Pure
Water Ability --
Leave No Trail
Power --
AD&D GURPS
Call Lightning -- Spark Storm (Air and
Weather)
Cure Disease -- Cure Disease (Healing)
Hold Animal -- Master (Animal)
Neutralize Poison -- Instant Neutralize
Poison (Healing)
Plant Growth -- Tangle Growth (Plant)
Protection From Fire -- Resist Fire (Fire)
Pyrotechnics -- Wall of Light (Light) or Smoke (Fire)
Snare --
Stone Shape -- Shape Earth (Earth)
Summon Insects --
Tree Plant -- Form (Plant)
Water Breathing -- Breathe Water (Air and
Water)
Fourth
Level
AD&D -- GURPS
Animal Summoning I -- Beast Summoning
(Animal)
Call Woodland Beings --
Cure Serious Wounds -- Major Healing
(Healing)
Dispel Magic -- Dispel Magic (Meta)
Hallucinatory Forest -- Phantom (Illusion)
of a forest
Hold Plant -- Plant Control (Plant) or Walk Through Plants (Plant)
Plant Door -- Walk Through Wood (Plant)
Produce Fire -- Create Fire (Fire)
Protection from Lightning -- Resist
Lightning (Air, Protection or Weather)
Repel Insects -- Repel (Vermin) (Animal)
Speak with Plants -- Plant Speech (Plant)
Fifth
Level
AD&D -- GURPS
Animal Growth -- Enlarge Other (Body)
Animal Summoning II -- Beast Summoning
(Animal)
Anti-Plant Shell -- Force Dome
(Protection)
Commune With Nature -- Plant Sense (Plant)
Control Winds -- Wind (Weather)
Insect Plague --
Pass Plant -- Create Gate (Gate) and Teleport (Gate or Movement)
Sticks to Snakes -- Phantom (Illusion) of
sticks turning into snakes
Transmute Rock to Mud -- Stone to Earth
(Earth)
Wall of Fire -- Fire Cloud (Fire)
Sixth
Level
AD&D -- GURPS
Animal Summoning III -- Beast Summoning
(Animal)
Anti-Animal Shell -- Repel (Animal)
(Animal)
Conjure Fire Elemental -- Summon (Fire)
Elemental (Fire) and Control (Fire) Elemental (Fire)
Cure Critical Wounds -- Great Healing
(Healing)
Feeblemind -- Foolishness (Mind) or Mindlessness
(Mind)
Fire Seeds -- Rain of
Fire (Fire)
Transport
Via Plants -- Create Gate (Gate) and Teleport (Gate or
Movement)
Turn Wood --
Wall of
Thorns -- Tangle Growth (Plant)
Weather
Summoning -- Wind (Air or Weather) or Storm (Air, Water
or Weather)
Seventh
Level
AD&D -- GURPS
Animate Rock -- Shape
Earth (Earth)
Chariot of
Sustarre -- Create Mount (Illusion)
Confusion -- Daze
(Mind)
Conjure
Earth Elemental -- Summon (Earth) Elemental (Earth) and Control (Earth)
Elemental (Earth)
Control
Weather -- Wind (Air or Weather) or Storm (Air, Water
or Weather)
Creeping Doom --
Finger of
Death -- Evisceration (Necromantic)
Fire Storm -- Rain of
Fire (Fire)
Reincarnate --
Transmute Metal to
Wood --