Difference between revisions of "Druid 5th Level Spells"

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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 "[[Spellcasting|discharged]]"; any potential [[Saving Throws|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.
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! Spell !! Range !! Duration !! Area of Effect !! Casting !! Save !! Description
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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.
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{| class="wikitable sortable" style="background-color:#fcf6e9;"
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! style="width: 85px|Spell !! style="width: 80px|Range !! style="width: 110px|Duration !! style="width: 100px|Area of Effect !! style="width: 65px|Casting !! style="width: 65px|Save !! style="width: 200px|Description
 
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| [[Animal Growth (spell)|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 Growth (spell)|animal growth]] || 80 ft. || 2 rounds/level || 2 hit dice/level || 3 rounds || none || causes animals to grow up to twice their normal size
 
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| [[Animal Summoning II (spell)|animal summoning II]] || 60 ft./level || 2 rounds/level || 2 hit dice/level || 3 rounds || none || summons animals from the local environment
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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
 
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| [[Anti-plant Shell (spell)|anti-plant shell]] || self || 10 rounds/level || 15' diam. dome || 3 rounds || none || creates a barrier against vegetable creatures and materials
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| [[Anti-plant Shell (spell)|anti-plant shell]] || self || 10 rounds/level || 15 ft. diameter 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
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See Also,<br>
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See also,<br>
 
[[Druid (class)]]<br>
 
[[Druid (class)]]<br>
[[Druidic Spell Acquisition]]<br>
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[[Druidical Spell Acquisition]]<br>
[[Druidic Spell Tables]]<br>
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[[Druidical Spell Tables]]<br>
  
[[Category: Don't Review until 2022]]
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 19:05, 11 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
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. diameter 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)
Druidical Spell Acquisition
Druidical Spell Tables