Spells/Druid/Circle of the Land: Arctic

< Spells‎ | Druid

Circle of the Land: Arctic spells for druids

Level 2

Hold Person(page)

Enchantment, level 2 spell typically available to bards, clerics, druids, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Spike Growth(page)

Transmutation, level 2 spell typically available to druids, rangers

  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Somatic, Material (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.


Level 3

Sleet Storm(page)

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

  • Casting time: 1 action
  • Range: 150 feet
  • Components: Verbal, Somatic, Material (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow(page)

Transmutation, level 3 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (a drop of molasses)
  • Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


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.

Ice Storm(page)

Evocation, level 4 spell typically available to druids, sorcerers, wizards

  • Casting time: 1 action
  • Range: 300 feet
  • Components: Verbal, Somatic, Material (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

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.

Cone of Cold(page)

Evocation, level 5 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: Self (60-foot cone)
  • Components: Verbal, Somatic, Material (a small crystal or glass cone)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60- foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.