Difference between revisions of "Druid 5th Level Spells"
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− | {| class="wikitable sortable" | + | 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. |
− | + | ||
− | ! Spell !! Range !! Duration !! Area of Effect !! Casting !! Save !! Description | + | 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;" | ||
+ | ! 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 || 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 | ||
|- | |- | ||
− | | [[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. diameter dome || 3 rounds || none || creates a barrier against vegetable creatures and materials |
|- | |- | ||
| [[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 | + | See also,<br> |
[[Druid (class)]]<br> | [[Druid (class)]]<br> | ||
− | [[ | + | [[Druidical Spell Acquisition]]<br> |
− | [[ | + | [[Druidical Spell Tables]]<br> |
− | [[Category: | + | [[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