Spells/Druid/Circle of the Land: Swamp

A fragment of the Garden of Remembering

< Spells‎ | Druid

Revision as of 21:01, 1 March 2015 by Apheori (talk | contribs) (Templatify magic words and crap)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Circle of the Land: Swamp spells for druids

Level 2

Darkness(page)

Evocation, level 2 spell typically available to sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Material (bat fur and a drop of pitch or piece of coal)
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Melf's Acid Arrow(page)

Evocation, level 2 spell typically available to wizards

  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Somatic, Material (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Level 3

Water Walk(page)

Transmutation, level 3 spell typically available to clerics, druids, rangers, sorcerers

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a piece of cork)
  • Duration: 1 hour

This spell grants the ability to move a cross any liquid surface—such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Stinking Cloud(page)

Conjuration, level 3 spell typically available to bards, sorcerers, wizards

  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Somatic, Material (a rotten egg or several skunk cabbage leaves)
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


Level 4

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.

Locate Creature(page)

Divination, level 4 spell typically available to bards, clerics, druids, paladins, rangers, wizards

  • Casting time: 1 action
  • Range: Self
  • Components: Verbal, Somatic, Material (a bit of fur from a bloodhound)
  • Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close— within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Scrying(page)

Divination, level 4 spell typically available to bards, clerics, druids, warlocks, wizards

  • Casting time: 10 minutes
  • Range: Self
  • Components: Verbal, Somatic, Material (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.


Level 5

Insect Plague(page)

Conjuration, level 5 spell typically available to clerics, druids, sorcerers

  • Casting time: 1 action
  • Range: 300 feet
  • Components: Verbal, Somatic, Material (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.