Spell Description
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
When you cast this spell, you can specify creatures as friends who are immune to the spell’s effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The spell creates the following effects within the area:
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell that triggers when a creature moves into the area. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground as with the awaken spell. In combat, the Grove Guardians always act first in the round. If any creature not immune to this spell’s effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. While doing nothing and remaining motionless, the grove guardians are indistinguishable from normal trees. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area. To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the effects, not the entire area unless the dispel magic spell is cast with a 9th level spell slot. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Druid Grove
6th level, primal (transmutation)
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Casting Time
10 minutes
Duration
24 hours
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Range
Touch
Components
V,S,M*
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*this spell requires
a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird
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