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Latest revision as of 21:01, 1 March 2015
Circle of the Land: Forest spells for druids
Table of Contents
Cantrips
Level 2
Spider Climb(page)
Transmutation, level 2 spell typically available to sorcerers, warlocks, wizards
- Casting time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (a drop of bitumen and a spider)
- Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Barkskin(page)
Transmutation, level 2 spell typically available to druids, rangers
- Casting time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (a handful of oak bark)
- Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Level 3
Call Lightning(page)
Conjuration, level 3 spell typically available to druids
- Casting time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic
- Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Plant Growth(page)
Transmutation, level 3 spell typically available to bards, druids, rangers
- Casting time: 1 action or 8 hours
- Range: 150 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Level 4
Divination(page)
Divination, level 4 spell typically available to clerics (ritual)
- Casting time: 1 action
- Range: Self
- Components: Verbal, Somatic, Material (incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes)
- Duration: Instantaneous
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Freedom of Movement(page)
Abjuration, level 4 spell typically available to bards, clerics, druids, rangers
- Casting time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (a leather strap, bound around the arm or a similar appendage)
- Duration: 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Level 5
Commune with Nature(page)
Divination, level 5 spell typically available to druids, rangers (ritual)
- Casting time: 1 minute
- Range: Self
- Components: Verbal, Somatic
- Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles o f you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- Terrain and bodies of water
- Prevalent plants, minerals, animals, or peoples
- Powerful celestials, fey, fiends, elementals, or undead
- Influence from other planes of existence
- Buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Tree Stride(page)
Conjuration, level 5 spell typically available to druids, rangers
- Casting time: 1 action
- Range: Self
- Components: Verbal, Somatic
- Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.