Spell List

URBAN DRUID SPELLS

0TH-LEVEL URBAN DRUID SPELLS (ORISONS)
Source Spell Name Brief Description
Core Create Water: Creates 2 gallons/level of pure water.
Core Cure Minor Wounds: Cures 1 point of damage.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Guidance: +1 on one attack roll, saving throw, or skill check.
Core Know Direction: You discern north.
Core Light: Object shines like a torch.
Core Mending: Makes minor repairs on an object.
Core Purify Food and Drink: Purifies 1 cu. ft/level of food or water.
Core Read Magic: Read scrolls and spellbooks.
DC Repair Minor Damage: Repairs 1 point of damage.
Core Resistance: Subject gains +1 bonus on saving throws.
Core Virtue: Subject gains 1 temporary hp.
1ST-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Alarm: Wards an area for 2 hours/level.
Core Animate Rope: Makes a rope move at your command.
Core Charm Person: Makes one person your friend.
Core Comprehend Languages: You understand all spoken and written languages.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Detect Secret Doors: Reveals hidden doors within 60 ft.
Core Detect Undead: Reveals undead within 60 ft.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Core Hold Portal: Holds door shut.
Core Jump: Subject gets bonus on Jump checks.
Core Longstrider: Your speed increases by 10 ft.
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Core Obscure Object: Masks object against scrying.
Core Obscuring Mist: Fog surrounds you.
Core Pass without Trace: One subject/level leaves no tracks.
DC Repair Light Damage: Repairs 1d8 damage +1/level (max +5).
DC Scatterspray: Unsecured objects fly outward in 10-ft.-radius burst.
2ND-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Barkskin: Grants +2 (or higher) enhancement to natural armor.
Core Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Core Bull's Strength: Subject gains +4 to Str for 1 min./level.
Core Calm Emotions: Calms creatures, negating emotion effects.
Core Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Core Chill Metal: Cold metal damages those who touch it.
Core Delay Poison: Stops poison from harming subject for 1 hour/level.
Core Detect Thoughts: Allows "listening" to surface thoughts.
Core Eagle's Splendor: Subject gains +5 to Cha for 1 min./level.
Core Enthrall: Captivates all within 100 ft. + 10 ft./level.
Core Fog Cloud: Fog obscures vision.
Core Heat Metal: Make metal so hot it damages those who touch it.
Core Hold Person: Paralyzes one humanoid for 1 round/level.
Core Knock: Opens locked or magically sealed door.
Core Locate Object: Senses direction toward object (specific or type).
Core Misdirection: Misleads divinations for one creature or object.
Core Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
DC Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10).
Core Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Core Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Core Rope Trick: As many as eight creatures hide in extradimensional space.
Core Spider Climb: Grants ability to walk on walls and ceilings.
Core Suggestion: Compels subject to follow stated course of action.
Core Summon Swarm: Summons swarm of bats, rats, or spiders.
Core Warp Wood: Bends wood (shaft, handle, door, plank).
Core Wood Shape: Rearranges wooden objects to suit you.
3RD-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Core Charm Monster: Makes monster believe it is your ally.
Core Contagion: Infects subject with chosen disease.
Core Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Core Daylight: 60-ft. radius of bright light.
Core Diminish Plants: Reduces size or blights growth of normal plants.
Core Glibness: You gain a +30 on Bluff checks, and your lies can escape magical discernment.
Core Halt Undead: Immobilizes undead for 1 round/level.
Core Keen Edge: Doubles normal weapon's threat range.
Core Leomund's Tiny Hut: Creates shelter for ten creatures.
Core Magic Fang Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Core Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Nondetection: Hides subject from divination, scrying.
Core Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Quench: Extinguishes nonmagical fires or one magic item.
Core Remove Disease: Cures all diseases affecting subject.
DC Repair Serious Damage: Repairs 3d8 damage +1/level (max +15).
Core Shrink Item: Object shrinks to one-sixteenth size.
Core Speak with Dead: Corpse answers one question/two levels.
Core Stinking Cloud: Nauseating vapors, 1 round/level.
Core Tongues: Speak any language.
4TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Antiplant Shell: Keeps animated plants at bay.
Core Blight: Withers one plant or deals 1d6/level damage to plant creature.
Core Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Dispel Magic: Cancels spells and magical effects.
Core Dominate Person: Controls humanoid telepathically.
Core Freedom of Movement: Subject moves normally despite impediments.
Core Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Core Hold Monster: As hold person, but any creature.
Core Legend Lore: Lets you learn tales about a person, place, or thing.
Core Leomund's Secure Shelter: Creates sturdy cottage.
Core Locate Creature: Indicates direction to familiar creature.
Core Minor Creation: Creates one cloth or wood object.
Core Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
DC Repair Critical Damage: Repairs 4d8 damage +1/level (max +20).
Core Rusting Grasp: Your touch corrodes iron and alloys.
Core Scrying: Spies on subject from a distance.
5TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Animate Objects: Objects attack your foes.
Core Atonement: Removes burden of misdeeds from subject.
Core Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Core Control Winds: Change wind direction and speed.
Core Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Core Death Ward: Grants immunity to all death spells and negative energy effects.
Core Fabricate: Transforms raw materials into finished items.
Core Hallow: Designates location as holy.
Core Leomund's Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Core Major Creation: As minor creation, plus stone and metal.
Core Mordenkainen's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Core Passwall: Creates passage through wood or stone wall.
DC Mass Repair Light Damage: Repairs 1d8 damage +1/level for many objects.
Core Stoneskin: Ignore 10 points of damage per attack.
DC Susurrus of the City: Knowledge of city answers one question/round.
Core Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Core Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Core Unhallow: Designates location as unholy.
Core Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Antilife Shell: 10-ft.-radius field hedges out living creatures.
Core Mass Bear's Endurance: As bear's endurance, affects one subject/ level.
Core Mass Bull's Strength: As bull's strength, affects one subject/level.
Core Mass Cat's Grace: As cat's grace, affects one subject/level.
Core Mass Cure Light Wounds: Cures 1d8 damage +1/level for many creatures.
Core Greater Dispel Magic: As dispel magic, but +20 on check.
Core Mass Eagle's Splendor: As eagle's splendor, affects one subject/level.
Core Find the Path: Shows most direct way to a location.
Core Flesh to Stone: Turns subject creature into statue.
Core Guards and Wards: Array of magic effects protect area.
Core Move Earth: Digs trenches and builds hills.
Core Mass Owl's Wisdom: As owl's wisdom, affects one subject/level.
DC Mass Repair Moderate Damage: Repairs 1d8 damage +1/level for many objects.
Core Repel Wood: Pushes away wooden objects.
Core Spellstaff: Stores one spell in wooden quarterstaff.
Core Stone Tell: Talk to natural or worked stone.
Core Stone to Flesh: Restores petrified creature.
Core Mass Suggestion: As suggestion, plus one subject/level.
Core Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Core Wall of Iron: 30 hp/four levels; can topple onto foes.
7TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Control Weather: Changes weather in local area.
Core Creeping Doom: Swarms of centipedes attack at your command.
Core Mass Cure Moderate Wounds: Cures 2d8 damage +1/level for many creatures.
Core Disintegrate: Makes one creature or object vanish.
Core Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Core Mordenkainen's Magnificent Mansion: Door leads to extradimensional space.
Core Phase Door: Creates an invisible passage through wood or stone.
DC Mass Repair Serious Damage: Repairs 3d8 damage +1/level for many objects.
Core Scrying Greater: As scrying, but faster and longer.
Core Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Core Statue: Subject can become statue at will.
Core Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Core True Seeing: Lets you see all things as they really are.
Core Wind Walk: You and your allies turn vaporous and travel fast.
8TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Mass Cure Serious Wounds: Cures 3d8 damage +1/level for many creatures.
Core Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Core Discern Location: Reveals exact location of creature or object.
Core Earthquake: Intense tremor shakes 80-ft. radius.
Core Finger of Death: Kills one subject.
Core Iron Body: Your body becomes living iron.
Core Maze: Traps subject in extradimensional maze.
Core Polymorph Any Object: Changes any subject into anything else.
DC Mass Repair Critical Damage: Repairs 4d8 damage +1/level for many objects.
Core Repel Metal or Stone: Pushes away metal and stone.
Core Reverse Gravity: Objects and creatures fall upward.
Core Word of Recall: Teleports you back to designated place.
9TH-LEVEL URBAN DRUID SPELLS
Source Spell Name Brief Description
Core Antipathy: Object or location affected by spell repels certain creatures.
DC Citygate: Teleports from one city gate to another.
Core Mass Cure Critical Wounds: Cures 4d8 damage +1/level for many creatures.
Core Foresight: "Sixth sense" warns of impending danger.
Core Freedom: Releases creature from imprisonment.
Core Imprisonment: Entombs subject beneath the earth.
Core Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Core Shapechange: Transforms you into any creature, and change forms once per round.
Core Storm of Vengeance: Storm rains acid, lightning, and hail.
Core Sympathy: Object or location attracts certain creatures.