Difference between revisions of "Plant Door (spell)"

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'''Plant Door''' opens a magical portal or passageway through trees, undergrowth, thickets or any similar thick vegetation, even growth of a magical nature.  This would be any tree up to 3 inches in diameter, or any impassable vegetation up to one combat hex.
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'''Plant Door''' is a spell that opens a magical portal or passageway through trees, undergrowth, thickets or any similar thick vegetation, even growth of a magical nature.  This would be any tree up to 3 inches in diameter, or any impassable vegetation up to one combat hex.
  
 
{{Spelltable
 
{{Spelltable

Revision as of 03:06, 14 August 2023

Plant Door is a spell that opens a magical portal or passageway through trees, undergrowth, thickets or any similar thick vegetation, even growth of a magical nature. This would be any tree up to 3 inches in diameter, or any impassable vegetation up to one combat hex.

Plant Door
Range touch
Duration 10 rounds per level
Area of Effect special
Casting Time 2 rounds
Saving Throw none
Level druid (4th)

The door is open only to the caster, or certain beings such as dryads. The door enables the caster to enter the plant life and remain there, hidden, until the spell ends. If the tree is cut down and destroyed, or the vegetation set alight, the caster would have to leave or suffer damage.

However, the caster is also able to jump from tree to tree, or from one patch of dense vegetation to another, if this is wished. The distance traveled per round can be no more than 10 ft. per level of the caster. If no other density of plant life is within range, the caster cannot thus travel.

Up to three jumps may be made for the duration of the spell — no more. During the spell's duration, however, the caster may step out from the vegetation, create another door and return to the vegetation at will. It requires one round to create a door and enter; so the caster may emerge one round, be vulnerable to attacks, then be able to hide again the following round. It would then be the next round after that before the druid would be able to emerge again.

The caster can "see" out of trees and from a hex on the edge of vegetation, but cannot do so from deeper in the bush. Spells and physical attacks, such as missile weapons, cannot be made by the hidden caster. Items cannot be passed in or out. The caster must emerge to have any contact with the outside, or will be forced into emerging by attempting to take an action that cannot be done from within the plant door.