Difference between revisions of "Druid 5th Level Spells"
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| [[Animal Summoning II (spell)|animal summoning II]] || 60 ft./level || 3 rounds/level || 2 hit dice/level || 3 rounds || none* || summons animals from the local environment | | [[Animal Summoning II (spell)|animal summoning II]] || 60 ft./level || 3 rounds/level || 2 hit dice/level || 3 rounds || none* || summons animals from the local environment | ||
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− | | [[Anti-plant Shell (spell)|anti-plant shell]] || self || 10 rounds/level || 15 | + | | [[Anti-plant Shell (spell)|anti-plant shell]] || self || 10 rounds/level || 15 ft. diam. dome || 3 rounds || none || creates a barrier against vegetable creatures and materials |
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| [[Commune with Nature (spell)|commune with nature]] || self || ½ hour* || ½ mile/level || 1 round || none || enables the caster to become aware of the surrounding world | | [[Commune with Nature (spell)|commune with nature]] || self || ½ hour* || ½ mile/level || 1 round || none || enables the caster to become aware of the surrounding world |
Revision as of 21:57, 9 November 2023
The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarizing the spell's magical attributes.
Should more comprehensive information about a particular spell be sought for, it can be found by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.
Spell | Range | Duration | Area of Effect | Casting | Save | Description |
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animal growth | 80 ft. | 2 rounds/level | 2 hit dice/level | 3 rounds | none | causes animals to grow up to twice their normal size |
animal summoning II | 60 ft./level | 3 rounds/level | 2 hit dice/level | 3 rounds | none* | summons animals from the local environment |
anti-plant shell | self | 10 rounds/level | 15 ft. diam. dome | 3 rounds | none | creates a barrier against vegetable creatures and materials |
commune with nature | self | ½ hour* | ½ mile/level | 1 round | none | enables the caster to become aware of the surrounding world |
control winds | self | 10 rounds/level | 20 ft. radius dome/level | 3 rounds | none | enables the alteration of wind forces |
insect plague | 360 ft. | 10 rounds/level | 360 ft. circle, 60 ft. high | 3 rounds | none* | creates a horde of creeping, hopping and flying insects |
moonbeam | 10 ft./level | 1 round/level | 10 ft. diam. circle | 3 rounds | none | creates a movable shaft of light emanating from another plane |
pass plant | touch | 1 jump/level | special* | 1 round | none | enables the use of trees as a means of teleportation |
spike stones | 60 ft. | 30 + 5 rounds/level | 4 hexes/level (10 ft. square) | 3 rounds | none | transforms stony ground into hard pointed spikes as a barrier |
sticks to snakes | 30 ft. | 2 rounds/level | 1 stick/level | 2 rounds | none | transforms ordinary sticks into poisonous snakes |
transmute rock to mud | 160 ft. | permanent | 5 ft. cube/level | 3 rounds | none | transforms unworked, natural rock into mud |
wall of fire | 80 ft. | 1 round/level* | 10 ft./level | 3 rounds | none | creates a physical 15 ft. high wall of magical fire |
See also,
Druid (class)
Druidic Spell Acquisition
Druidic Spell Tables