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Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid (XGE) Conjuration cantrip

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Whispering to the spirits of nature, you create one of the following effects within range.
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.

Druid Transmutation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Druid Divination cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Druid (XGE) Transmutation cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Conjuration cantrip

Magic Stone

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Druid (XGE) Transmutation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Druid Transmutation cantrip

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Mold Earth

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Druid Conjuration cantrip

Primal Savagery

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).

Druid (XGE) Transmutation cantrip

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid Conjuration cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Druid Abjuration cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Druid (XGE) Transmutation cantrip

Shillelagh

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Druid Transmutation cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid Transmutation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid (XGE) Evocation cantrip

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Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid (Spores) Necromancy cantrip

Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Abjuration

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect one additional beast for each slot level above 1st.

Druid 1st level Enchantment

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Druid (XGE) 1st level Divination

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Druid 1st level Enchantment

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Druid 1st level Transmutation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Druid 1st level Evocation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Druid 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Druid 1st level Divination

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Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Evocation

Entangle

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Druid 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Druid 1st level Evocation

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Druid 1st level Conjuration

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Druid 1st level Transmutation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Druid 1st level Evocation

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Druid (XGE) 1st level Conjuration

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Druid 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Druid 1st level Transmutation

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Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Druid 1st level Transmutation

Snare [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no

Druid (XGE) 1st level Abjuration

Snare [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

creature is restrained by it.

Druid (XGE) 1st level Abjuration

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Druid 1st level Divination

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Druid 1st level Evocation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Druid (TCE) 1st level Abjuration

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Druid (Wildfire) 1st level Evocation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Druid (Wildfire) 1st level Evocation

Animal Messenger (ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or

Druid 2nd level Enchantment

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Animal Messenger (ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Druid 2nd level Enchantment

Barkskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a handful of oak bark

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Druid (*)(Forest) 2nd level Transmutation

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Druid 2nd level Divination

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Druid (Desert) 2nd level Illusion

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

Druid (Swamp) 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Druid 2nd level Transmutation

Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Druid (XGE) 2nd level Conjuration

Earthbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Druid (XGE) 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Druid 2nd level Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Find Traps

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Druid 2nd level Divination

Flame Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Druid 2nd level Evocation

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Druid 2nd level Conjuration

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Druid 2nd level Evocation

Healing Spirit

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Druid (XGE) 2nd level Conjuration

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Druid 2nd level Transmutation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Druid (*)(Arctic) 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Druid (Grassland) 2nd level Illusion

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Druid 2nd level Abjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Locate Animals or Plants (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Druid 2nd level Divination

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Druid 2nd level Divination

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Druid (Swamp) 2nd level Evocation

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Druid (Coast) 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Druid (Coast) 2nd level Conjuration

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Druid 2nd level Evocation

Pass Without Trace

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druid (*)(Grassland) 2nd level Abjuration

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Druid 2nd level Abjuration

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Druid (Desert) 2nd level Illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Druid (XGE) 2nd level Transmutation

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Druid (Underdark)(Forest)(Mountain) 2nd level Transmutation

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid (*)(Mountain)(Arctic) 2nd level Transmutation

Summon Beast

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell's level appears in the stat block.

Druid (TCE) 2nd-level conjuration

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druid (XGE) 2nd level Evocation

Web

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Druid (Underdark) 2nd level Conjuration

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.

Druid (Spores) 2nd level Necromancy

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Druid (Spores) 2nd level Necromancy

Augury (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druid (TCE) 2nd level Divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50 gp, which the spell consumes

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Druid (TCE) 2nd level Evocation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Druid (TCE) 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Druid (TCE) 2nd level Transmutation

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Druid (Wildfire) 2nd level Conjuration

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Druid (Wildfire) 2nd level Evocation

Call Lightning

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.

Druid (*)(Forest) 3rd level Conjuration

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Druid 3rd level Conjuration

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Druid (Desert) 3rd level Conjuration

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Druid (*)(Grassland) 3rd level Evocation

2 2
2 2
2 2
2 2
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3 3
3 3
3 3
3 3

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Druid 3rd level Abjuration

Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Druid (XGE) 3rd level Transmutation

Feign Death (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Druid 3rd level Necromancy

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Druid (XGE) 3rd level Transmutation

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Druid (Underdark) 3rd level Transmutation

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Druid (Grassland) 3rd level Transmutation

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Druid (Mountain) 3rd level Evocation

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Druid (*)(Mountain) 3rd level Transmutation

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Druid (*)(Forest) 3rd level Transmutation

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3 3
3 3
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3 3

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Druid (*)(Desert) 3rd level Abjuration

Sleet Storm

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Druid (*)(Arctic) 3rd level Conjuration

Slow

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Druid (Arctic) 3rd level Transmutation

Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Druid 3rd level Transmutation

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a rotten egg or several skunk cabbage leaves

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Druid (Underdark)(Swamp) 3rd level Conjuration

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Druid (XGE) 3rd level Conjuration

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Druid (XGE) 3rd level Evocation

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druid (*)(Coast) 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Druid (*)(Swamp)(Coast) 3rd level Transmutation

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3 3
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3 3

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Druid 3rd level Evocation

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying

Druid (Spores) 3rd level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Druid (Spores) 3rd level Necromancy

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Druid (Spores) 3rd level Transmutation

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Druid (TCE) 3rd level Evocation

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Druid (TCE) 3rd level Transmutation

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Druid (TCE) 3rd level Necromancy

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Druid (Wildfire) 3rd level Transmutation

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Druid (Wildfire) 3rd level Necromancy

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Blight

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Druid (*)(Desert) 4th level Necromancy

Charm Monster

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Druid (XGE) 4th level Enchantment

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that

Druid 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

three nut shells

target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

Druid 4th level Enchantment

Conjure Minor Elementals

  • casting time1 minute
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .

Druid 4th level Conjuration

Conjure Woodland Beings [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with

Druid 4th level Conjuration

Conjure Woodland Beings [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

one holly berry per creature summoned

a 6th-level slot and three times as many with an 8th-level slot.

Druid 4th level Conjuration

Control Water [1/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause

Druid (*)(Coast) 4th level Transmutation

Control Water [2/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall.

Druid (*)(Coast) 4th level Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Control Water [3/3]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water and a pinch of dust

Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Druid (*)(Coast) 4th level Transmutation

Divination (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druid (Grassland)(Forest) 4th level Divination

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw

Druid 4th level Enchantment

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Druid 4th level Enchantment

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Druid (XGE) 4th level Transmutation

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Druid (XGE) 4th level Abjuration

Giant Insect

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Druid 4th level Transmutation

Grasping Vine

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Druid 4th level Conjuration

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Druid (Underdark) 4th level Illusion

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Druid (XGE) 4th level Transmutation

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Druid (*)(Desert) 4th level Illusion

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Druid (*)(Arctic) 4th level Evocation

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Druid (*)(Swamp) 4th level Divination

Polymorph [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Druid 4th level Transmutation

Polymorph [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a caterpillar cocoon

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Druid 4th level Transmutation

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

soft clay, which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Druid (*)(Underdark)(Mountain) 4th level Transmutation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Druid (*)(Mountain) 4th level Abjuration

Summon Elemental

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

air, a pebble, ash, and water inside a crystal vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Druid (TCE) 4th-level conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Druid 4th level Evocation

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an

Druid (XGE) 4th level Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a droplet of water

action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Druid (XGE) 4th level Conjuration

Blight

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Druid (Spores) 4th level Necromancy

Confusion [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

3 nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that

Druid (Spores) 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

3 nut shells

target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

Druid (Spores) 4th level Enchantment

Divination (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druid (TCE) 4th level Divination

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Druid (TCE) 4th level Evocation

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Druid (Wildfire) 4th level Abjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Druid (Wildfire) 4th level Evocation

Antilife Shell

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV, S
  • durationConcentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Druid 5th level Abjuration

Awaken

  • casting time8 hours
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

an agate worth at least 1,000 gp, which the spell consumes

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Druid 5th level Transmutation

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Druid (Underdark) 5th level Conjuration

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings.
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Druid (*)(Forest)(Arctic) 5th level Divination

Cone of Cold

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Druid (Arctic) 5th level Evocation

Conjure Elemental [1/2]

  • casting time1 minute
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you

Druid (*)(Coast) 5th level Conjuration

Conjure Elemental [2/2]

  • casting time1 minute
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

summoned it.
The DM has the elemental's statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Druid (*)(Coast) 5th level Conjuration

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes

Druid 5th level Necromancy

4 4
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Druid 5th level Necromancy

Control Winds [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Druid (XGE) 5th level Transmutation

Control Winds [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Druid (XGE) 5th level Transmutation

Dream [1/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the

Druid (Grassland) 5th level Illusion

Dream [2/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Druid (Grassland) 5th level Illusion

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Druid 5th level Enchantment

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Druid 5th level Abjuration

Insect Plague

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a few grains of sugar, some kernels of grain, and a smear of fat

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Druid 5th level Conjuration

Maelstrom

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

paper or leaf in the shape of a funnel

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Druid (XGE) 5th level Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Druid 5th level Evocation

Passwall

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Druid (Mountain) 5th level Transmutation

Planar Binding [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this

Druid 5th level Abjuration

Planar Binding [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Druid 5th level Abjuration

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils and unguents worth at least 1,000 gp, which the spell consumes

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling, lightfoot. 69-76 Halfling, stout. 77-96 Human. 97-00 Tiefling.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Druid 5th level Transmutation

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a

Druid (*)(Swamp)(Coast) 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Druid (*)(Swamp)(Coast) 5th level Divination

Transmute Rock [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save,

Druid (XGE) 5th level Transmutation

Transmute Rock [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Druid (XGE) 5th level Transmutation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Druid (*)(Forest) 5th level Conjuration

Wall of Stone [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater

Druid (*)(Mountain)(Desert) 5th level Evocation

Wall of Stone [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Druid (*)(Mountain)(Desert) 5th level Evocation

Wrath of Nature [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength

Druid (XGE) 5th level Evocation

Wrath of Nature [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

saving throw or fall prone.

Druid (XGE) 5th level Evocation

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Druid (Spores) 5th level Conjuration

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes

Druid (Spores) 5th level Necromancy

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Druid (Spores) 5th level Necromancy

Cone of Cold

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Druid (TCE) 5th level Evocation

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5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Flame Strike

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Druid (Wildfire) 5th level Evocation

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Druid (Wildfire) 5th level Evocation

Bones of the Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off

Druid (XGE) 6th level Transmutation

Bones of the Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

the pillar or fall off it.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Druid (XGE) 6th level Transmutation

Conjure Fey

  • casting time1 minute
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the fey creature's statistics.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Druid 6th level Conjuration

Druid Grove [1/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

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.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
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

Druid (XGE) 6th level Abjuration

Druid Grove [2/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

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. 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. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven offor 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

Druid (XGE) 6th level Abjuration

Druid Grove [3/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

don't give them commands and no intruders are present, the grove guardians do nothing. 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:
• 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.
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Druid (XGE) 6th level Abjuration

Find the Path

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 day

a set of divinatory tools - such as bones, ivory sticks, cards, teeth, or carved runes - worth 100 gp and an object from the location you wish to find

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Druid 6th level Divination

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Heal

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Druid 6th level Evocation

Heroes' Feast

  • casting time10 minutes
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Druid 6th level Conjuration

Investiture of Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Druid (XGE) 6th level Transmutation

Investiture of Ice

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement.
• The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Druid (XGE) 6th level Transmutation

Investiture of Stone

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Druid (XGE) 6th level Transmutation

Investiture of Wind

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Druid (XGE) 6th level Transmutation

Move Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it

Druid 6th level Transmutation

Move Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Druid 6th level Transmutation

Primordial Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Druid (XGE) 6th level Abjuration

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Sunbeam

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a magnifying glass

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Druid 6th level Evocation

Transport via Plants

  • casting time1 action
  • range10 feet

  • componentsV, S
  • duration1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Druid 6th level Conjuration

Wall of Thorns [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a handful of thorns

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of

Druid 6th level Conjuration

Wall of Thorns [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a handful of thorns

damage increase by 1d8 for each slot level above 6th.

Druid 6th level Conjuration

Wind Walk

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

fire and holy water

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Druid 6th level Transmutation

Flesh to Stone

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Druid (TCE) 6th level Transmutation

Fire Storm

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationInstantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Druid 7th level Evocation

Mirage Arcane

  • casting time10 minutes
  • rangeSight

  • componentsV, S
  • duration10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Druid 7th level Illusion

Plane Shift [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw.

Druid 7th level Conjuration

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Plane Shift [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Druid 7th level Conjuration

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Druid 7th level Transmutation

Reverse Gravity

  • casting time1 action
  • range100 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a lodestone and iron filings

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.

Druid 7th level Transmutation

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind

Druid (XGE) 7th level Evocation

Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Druid (XGE) 7th level Evocation

Symbol [1/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object,

Druid (TCE) 7th level Abjuration

Symbol [2/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed


approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose 1 of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
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or half as much damage on a successful save.
Discord:

Druid (TCE) 7th level Abjuration

Symbol [3/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say,

Druid (TCE) 7th level Abjuration

Symbol [4/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

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Animal Shapes [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise

Druid 8th level Transmutation

Animal Shapes [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 24 hours

benefit from any of its equipment.

Druid 8th level Transmutation

Antipathy/Sympathy [1/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer

Druid 8th level Enchantment

Antipathy/Sympathy [2/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition,

Druid 8th level Enchantment

Antipathy/Sympathy [3/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Druid 8th level Enchantment

Control Weather [1/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Druid 8th level Transmutation

Control Weather [2/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense and bits of earth and wood mixed in water

Stage 6 - Arctic cold
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm

Druid 8th level Transmutation

Earthquake [1/3]

  • casting time1 action
  • range500 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dirt, a piece of rock, and a lump of clay

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one

Druid 8th level Evocation

Earthquake [2/3]

  • casting time1 action
  • range500 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dirt, a piece of rock, and a lump of clay

edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't

Druid 8th level Evocation

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

Earthquake [3/3]

  • casting time1 action
  • range500 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dirt, a piece of rock, and a lump of clay

fall prone or become buried.

Druid 8th level Evocation

Feeblemind

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a handful of clay, crystal, glass, or mineral spheres

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal or wish.

Druid 8th level Enchantment

Sunburst

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

fire and a piece of sunstone

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.

Druid 8th level Evocation

Tsunami [1/2]

  • casting time1 minute
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls

Druid 8th level Conjuration

Tsunami [2/2]

  • casting time1 minute
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 6 rounds

to the ground.

Druid 8th level Conjuration

Incendiary Cloud

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Druid (TCE) 8th level Conjuration

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

Druid 9th level Divination

Shapechange [1/3]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a

Druid 9th level Transmutation

Shapechange [2/3]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Druid 9th level Transmutation

8 8
8 8
8 8
8 8
8 8
8 8
9 9
9 9
9 9

Shapechange [3/3]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit pints than your current one, your hit points remain at their current value.

Druid 9th level Transmutation

Storm of Vengeance [1/2]

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured.

Druid 9th level Conjuration

Storm of Vengeance [2/2]

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 minute

Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Druid 9th level Conjuration

True Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Druid 9th level Necromancy

natuke rasva, npuotsatis vvlit ja pulbristatud raua tolm

5 jala lbimduga tulekera ilmub teie valitud asustamata ruumi levialasse ja kestab kogu selle aja. Iga olend, kes lpetab oma prde sfrist 5 jala kaugusel, peab sooritama osavust sstva viske. Olend saab ebannestunud pstmisel 2d6 tulekahjustust vi eduka pstmise korral poole vhem.
Boonustegevusena saate kera liigutada kuni 30 jala krgusele. Kui rammid kera olendisse, peab see olend sooritama pstva viske kera kahjustuse vastu ja kera lpetab selle prde liikumise.
Kui liigutate kera, saate suunata selle le kuni 5 jala krguste tkete ja hppa see le kuni 10 jala laiuste svendite. Kera stab kergestisttivad esemed, mida ei kanta ega kanta, ning heidab eredat valgust 20 jala raadiuses ja hmarat valgust veel 20 jala vrra.
Krgematel tasemetel: kui teete selle loitsu kasutades loitsupesa 3. tasemel vi krgemal, suureneb kahju 1d6 vrra iga 2. tasemest krgema pesa taseme kohta.

Druid

kaunvilja seeme

60 jala pikkune ja 10 jala laiune tugev tuul puhub sinust teie valitud suunas loitsu kestuse ajaks. Iga olend, kes alustab oma pret rivis, peab nnestuma tugevust sstva viskega vi olema tugatud sinust 15 jala kaugusele joont jrgivas suunas.
Iga olend, kes rivis on, peab kulutama 2 jalga liikumist iga 1 jala kohta. liigub teile lhemale liikudes.
Puhkus hajutab gaasi vi auru ning see kustutab piirkonnas knlad, trvikud ja sarnased kaitsmata leegid. See paneb kaitstud leegid (nt laternate omad) metsikult tantsima ja 50-protsendilise tenosusega need kustutavad.
Boonustoiminguna saate igal kigul enne loitsu lppu muuta joone suunda plahvatused sinult.

Druid

Sa kutsud esile loodusvaimu, et haavatuid rahustada. Immateriaalne vaim ilmub ruumi, mis on 5 jala pikkune kuubik, mida nete levialas. Vaim neb vlja nagu lbipaistev metsaline vi fey (teie valik).
Kuni loitsu lpuni, saate alati, kui teie vi mni olend, keda nete, liigub esimest korda prdel vaimuruumi vi alustab seal oma jrjekorda. panna vaim sellele olendile 1d6 tabamuspunkti taastama (tegevust pole vaja). Vaim ei saa tervendada konstruktsioone ega elutuid.
Boonustegevusena saate oma kigul liigutada vaimu kuni 30 jala kaugusele ruumi, mida nete.
Krgematel tasemetel . Kui kasutate seda loitsu 3. taseme vi krgema loitsupesaga, suureneb paranemine 1 d6 vrra iga 2. tasemest krgema loitsutaseme kohta.

Druid

rauatkk ja leek

Valige valmistatud metallese, niteks metallist relv vi raskest vi keskmisest metallist soomuslikond, mida nete leviulatuses. Paned objekti punaselt kuumalt hguma. Iga olend, kes on objektiga fsiliselt kontaktis, saab loitsu tegemisel tulekahjustusi 2d8. Kuni loitsu lpuni saate selle kahju uuesti tekitamiseks kasutada igal oma jrgneval kigul boonustoimingut.
Kui olend hoiab objekti kes vi kannab seda ja vtab sellelt kahju, peab olend phiseaduse pstmisega hakkama saama. visake vi kukutage objekt, kui see on vimalik. Kui see objekti maha ei kukuta, on sellel rndevisetel ja vimete kontrollimisel kuni teie jrgmise kigu alguseni ebasoodne olukord.
Krgematel tasemetel: kui teete selle loitsu loitsupesa abil 3. vi krgemal tasemel, suureneb kahju 1 d8 vrra iga pesa kohta, mis on krgem kui 2. tase.

Druid

vike sirge rauatkk

Valige humanoid, mida nete levialas. Sihtmrk peab Wisdomi psteviskega hakkama saama vi olema kogu aeg halvatud. Iga oma prde lpus saab sihtmrk sooritada veel he Wisdomi psteviske. Kui loits nnestub, lpeb loits sihtmrgiga.
Krgematel tasemetel: kui teete selle loitsu 3. vi krgema taseme loitsupesa abil, saate sihtida igal pesatasemel tiendavat humanoidi. 2. kohal. Humanoidid peavad asuma ksteisest 30 jala kaugusel, kui neid sihite.

Druid

9 9
9 9
9 9
9 9

ripsmed, mis on mbritsetud kummiaraabikuga

Olend, keda puudutate, muutub nhtamatuks, kuni loits lpeb. Kik, mida sihtmrk kannab vi kannab, on nhtamatu seni, kuni see on sihtmrgi isikul. Loits lppeb sihtmrgi puhul, kes rndab vi loitsib.
Krgematel tasemetel: kui teete selle loitsu 3. vi krgema taseme loitsupesa abil, saate sihtida iga tiendava olendi jaoks pesa tase 2. kohal.

Druid

Kui puudutate olendit, vite lpetada kas he haiguse vi seisundi, mis teda vaevab. Seisund vib olla pimestatud, kurdistatud, halvatud vi mrgitatud.

Druid

natuke verekoera karvast

Kirjeldage vi nimetage konkreetset liiki metsalist vi taime. Keskendudes mbritseva looduse hlele, saate teada suunda ja kaugust lhima olendi vi taimeni 5 miili raadiuses, kui neid leidub.

Druid

kahvliga oks

Kirjeldage vi nimetage mnda teile tuttavat eset. Te tajute objekti asukoha suunda seni, kuni see objekt on teist 1000 jala raadiuses. Kui objekt liigub, teate selle liikumissuunda.
Loits vib mrata teile teadaoleva konkreetse objekti asukoha, kui olete seda vhemalt korra lhedalt 30 jala raadiuses ninud. Alternatiivina vib loits mrata lhima kindlat tpi objekti, niteks teatud tpi rivad, ehted, mbli, triista vi relva.
See loits ei suuda tuvastada objekti, kui plii paksus, isegi huke leht, blokeerib otsetee teie ja objekti vahel.

Druid

pulbristatud rabarberileht ja lisaja magu

Srav roheline nool liigub leviulatuses oleva sihtmrgi poole ja puhkeb hapet. Tehke sihtmrgi vastu kaugloitsurnnak. Lgi korral saab sihtmrk kohe 4d4 happekahjustuse ja jrgmise prde lpus 2d4 happekahjustuse. Mdalaskmisel pritsib nool sihtmrki happega, tekitades poole vhem esialgsest kahjustusest ja jrgmise prde lpus ilma kahjustusteta.
Krgematel tasemetel: kui kasutate seda loitsu kasutades 3. taseme vi krgema loitsupesa korral suureneb kahju (nii esialgne kui ka hilisem) 1 d4 vrra iga 2. tasemest krgema taseme korral.

Druid

Teie ruumi ilmuvad kolm teie illusoorset duplikaati. Kuni loitsu lpuni liiguvad duplikaadid teiega kaasa ja jljendavad teie tegevust, muutes positsiooni, nii et pole vimalik jlgida, milline pilt on teline. Saate kasutada oma tegevust illusoorsetest duplikaatidest loobumiseks.
Iga kord, kui olend sind loitsu ajal rnnakuga sihib, veeretage d20, et teha kindlaks, kas rnnak on suunatud hele teie duplikaatidest.
Kui teil on kolm duplikaadid, peate viskama 6 vi krgemat, et muuta rnnaku sihtmrk duplikaadiks. Kahe duplikaadi puhul peate veerema 8 vi rohkem. he duplikaadi puhul peate veerema 11 vi rohkem.
Duplikaadi AC vrdub 10 + teie osavuse modifikaatoriga. Kui rnnak tabab duplikaati, siis duplikaat hvitatakse. Duplikaadi saab hvitada ainult seda tabanud rnnak. See ignoreerib kiki muid kahjustusi ja tagajrgi. Loits lpeb, kui kik kolm duplikaati hvitatakse.
See loits ei mjuta olendit, kui ta ei ne, kui ta tugineb muudele meeltele peale ngemise, niteks pimengemine, vi kui ta suudab tajuda illusioone valedena, tetruult.

Druid

Lhidalt hbedase uduga mbritsetuna teleporteerute kuni 30 jala kaugusele vabasse kohta, mida nete.

Druid

mitu kuuseemne taime seemneid ja tkk opalestseeruvat pevakivi

Hbedane kahvatu valgusvihk paistab alla 5 jala raadiuses ja 40 jala krguses silindris, mille keskpunkt on levialas. Kuni loitsu lpuni tidab silindrit hmar valgus.
Kui olend siseneb prdel esimest korda loitsu alale vi alustab seal oma pret, haarab ta kummituslikku leeki, mis phjustab pletavat valu, ja ta peab tekitama Phiseadust pstev vise. Ebannestunud salvestamisel kulub 2d10 kiirguskahjustust vi nnestunud pstmisel poole vhem.
Kujumuutja teeb oma psteviske ebasoodsalt. Kui see ebannestub, naaseb see ka kohe algsele kujule ega saa omandada teistsugust kuju enne, kui see loitsu valgusest lahkub.
Prast loitsu sooritamist saate igal kigul prast selle loitsu tegemist kasutada toimingut kiire liigutamiseks 60 jalga igas suunas.
Krgematel tasemetel: kui teete selle loitsu, kasutades 3. vi krgema taseme loitsupesa, suureneb kahju 1 d10 vrra iga 2. tasemest krgema taseme korral.

Druid

pletatud puuvriklehe ja kuuseoksa tuhk

Sinust kiirgab varjude ja vaikuse loor, mis varjab sind ja su kaaslasi tuvastamise eest. Selle kestuse jooksul on igal olendil, kelle valite endast 30 jala raadiuses (sealhulgas teist), +10 boonust osavuse (varguse) kontrollide eest ja neid ei saa jlgida muul viisil kui maagiliste vahenditega. Olend, kes saab selle boonuse, ei jta oma lbimise jlgi ega muid jlgi.

Druid


Sa puudutad olendit. Kui see on mrgitatud, neutraliseerite mrgi. Kui sihtmrki tabab rohkem kui ks mrk, neutraliseerite mrki, mille olemasolust teate, vi neutraliseerite he juhuslikult.
Aja jooksul on sihtmrgil eelis, et psta viskeid mrgituse eest ja see on mrgi suhtes vastupidav. kahju.

Druid

Sel ajal ei saa heli tekitada ega lbida 20 jala raadiusega sfri, mille keskpunkt on teie valitud levialas. Kik olendid vi objektid, mis on tielikult sfri sees, on ikesekahjustuste suhtes immuunsed ja olendid on kurdis, kui nad on tielikult selle sees. Snalist komponenti sisaldava loitsu tegemine on seal vimatu.

Druid

Paned nhtavasse taevaosasse moodustama kuni kmme sna. Tundub, et snad on tehtud pilvest ja jvad loitsu ajaks oma kohale. Snad hajuvad, kui loits lpeb. Tugev tuul vib pilved hajutada ja loitsu varakult lpetada.

Druid

tilk bituumenit ja mblik

Kuni loitsu lpuni saab ks tahtlik olend, keda puudutate, vime liikuda les, alla ja le vertikaalsete pindade ning tagurpidi mda lagesid, jttes samal ajal ked vabaks. Sihtmrk saavutab ka kndimiskiirusega vrdse ronimiskiiruse.

Druid

seitse teravat okast vi seitse vikest oksakest, millest igaks on teravdatud punktini

Maapind 20 jala raadiuses, mille keskpunkt on levialasse jv punkt, keerdub ja vrsub kvasid naelu ja okkaid. Piirkond muutub pikaks ajaks keeruliseks maastikuks. Kui olend liigub piirkonda vi selle sees, teeb see iga 5 jala kohta 2d4 augustamiskahjustust.
Maapinna muundumine on maskeeritud, et see neks loomulik vlja. Iga olend, kes seda piirkonda loitsu tegemise ajal ei ne, peab enne sellesse sisenemist tegema tarkuse (taju) kontrolli teie loitsu salvestamise DC abil, et tuvastada maastik ohtlikuna.

Druid

sulg, karusnahk ja kalasaba kullatud tammetru sees, mille vrtus on vhemalt 200 gp

Te kutsute esile loomavaimu. See avaldub asustamata ruumis, mida nete levialas. See kehaline vorm kasutab Bestial Spiriti statistikaplokki. Kui loitsite, valige keskkond: hk, maa vi vesi. Olend sarnaneb teie valitud loomaga, kes on prit valitud keskkonnast, mis mrab tema statistikaplokis teatud tunnused. Olend kaob, kui ta langeb 0 lgipunktini vi kui loits lpeb.
Olend on sinu ja su kaaslaste liitlane. Vitluses jagab olend teie algatuste arvu, kuid ta vtab oma jrgu kohe prast teie oma. See tidab teie suulisi kske (teil ei ole vaja midagi teha). Kui te loitsu ei tee, teeb see Dodge'i toimingu ja kasutab oma liigutust ohu vltimiseks.
Krgematel tasemetel: kui teete selle loitsu 3. vi krgema taseme loitsupesa abil, kasutage statistikaplokis krgemat taset, kus loitsu tase kuvatakse.

Druid

Tugev tuul (20 miili tunnis) puhub teie mber 10 jala raadiuses ja liigub koos teiega, jdes teie keskele. Tuul kestab loitsu ajal.
Tuulel on jrgmised mjud:
• kurdistab teid ja teisi olendeid oma piirkonnas.
• See kustutab oma piirkonnas kaitsmata leegid, mis on trvik. -suurused vi viksemad.
• See kaitseb vlja auru, gaasi ja udu, mida tugev tuul vib hajutada.
• Piirkond on raske maastik teistele olenditele peale teie.
• Kaugusrelvade rnnakute rnderullid on ebasoodsad, kui rnnakud mduvad tuulest vi tuulest.

Druid

natuke mblikuvrku

Te kujutate enda valitud kohas, mis jb levialasse, vlja paksu, kleepuva v massi. Vrgud tidavad sellest kohast 20-jalase kuubi kogu selle aja jooksul. Vred on raskel maastikul ja varjavad kergelt oma ala.
Kui vrgud ei ole ankurdatud kahe tahke massi (nt seinad vi puud) vahele vi kihiti le pranda, seina vi lae, variseb vljameldud vrk ise kokku, ja loits lpeb teie jrgmise kigu alguses. Lamedale pinnale asetatud vrkude sgavus on 5 jalga.
Iga olend, kes alustab vrkudest oma jrjekorda vi kes siseneb nendesse oma kigu ajal, peab sooritama osavust sstva viske. Ebannestunud salvestamise korral hoitakse olend kinni seni, kuni ta on vrkudesse jnud vi kuni ta vabaneb.
Vrkude poolt vaoshoitud olend saab kasutada oma toiminguid, et kontrollida teie igekirja salvestamise DC tugevust. Kui see nnestub, siis seda enam ei piirata.
Vred on tuleohtlikud. Iga 5 jala pikkune tulega kokkupuutunud vre kuubik pleb ra 1 ringiga, tekitades 2d4 tulekahjustusi igale olendile, kes tules oma kiku alustab.

Druid

Vite vaenlase pimestada vi kurdiks teha. Phiseaduse psteviske tegemiseks vali 1 olend, keda ned levialas. Kui see ebannestub, tehakse sihtmrk kogu ajaks pimedaks vi kurdituks (teie valik). Iga oma kigu lpus saab sihtmrk sooritada phiseaduse psteviske. Kui loits nnestub, siis loits lppeb.

Krgematel tasemetel: kui teete selle loitsu, kasutades 3. vi krgema taseme loitsupesa, saate igal pesatasemel sihtida 1 tiendava olendi 2. kohal.

Druid


nputis soola ja ks vasetkk asetatakse igale laiba silmale, mis peab sinna jma kogu ajaks

Sa puudutad surnukeha vi muid jnuseid. Aja jooksul on sihtmrk kaitstud lagunemise eest ega saa muutuda surnuks.
Loits pikendab thusalt ka sihtmrgi surnust leststmise aega, kuna selle loitsu mju all veedetud pevi ei arvestata loitsude ajalimiit, nagu tsta surnud.

Druid

spetsiaalselt mrgistatud pulgad, luud vi sarnased mrgid, mille vrtus on vhemalt 25 gp

Kalliskividega inkrusteeritud pulgakesi visates, draakoni luid veeretades, ehitud kaarte laotades vi mnda muud ennustamisvahendit kasutades saate tulemuste kohta ende teispoolsalt ksuselt konkreetsest tegevusest, mida kavatsete jrgmise 30 minuti jooksul ette vtta. DM valib jrgmiste vimalike ennete hulgast.
Wal, heade tulemuste jaoks
Hda, halbade tulemuste jaoks
Hda ja hda, nii heade kui ka halbade tulemuste eest
Mitte midagi, tulemuste eest, mis pole eriti head vi halvad.
Loits ei nita ei vta arvesse vimalikke asjaolusid, mis vivad tulemust muuta, niteks tiendavate loitsude sooritamine vi kaaslase kaotus vi kasu.
Kui loitsite enne jrgmise pika puhkeaja lpetamist kaks vi enam korda, kumulatiivne 25-protsendiline vimalus iga casting prast esimest juhusliku nidu saamist. DM teeb selle rulli salaja.

Druid

rubiinitolm vrtusega 50 gp, mida loits kulutab

Objektist, mida puudutate, eraldub leek, mis on trviku heledusega samavrne. Efekt neb vlja nagu tavaline leek, kuid see ei tekita soojust ega kasuta hapnikku. Pideva leegi saab katta vi peita, kuid mitte summutada ega kustutada.

Druid

[1/2]

nputis rauapulbrit

Paned olendi vi objekti, mida nete levialas, aja jooksul suuremaks vi viksemaks. Valige olend vi ese, mida ei kanta ega kanna. Kui sihtmrk ei taha, vib see teha phiseaduse psteviske. nnestumisel pole loits mingit mju.
Kui sihtmrk on olend, muutub kik, mida ta kannab ja kaasas kannab, suurust. Kik mjutatud olendi poolt maha kukkunud esemed naasevad korraga normaalsuurusele.
Suurenda. Sihtmrgi suurus kahekordistub kigis mtmetes ja selle kaal korrutatakse kaheksaga. See kasv suurendab selle suurust he kategooria vrra niteks keskmisest suureni. Kui sihtmrgi suuruse kahekordistamiseks ei ole piisavalt ruumi, saavutab olend vi objekt olemasolevas ruumis maksimaalse vimaliku suuruse. Kuni loitsu lpuni on sihtmrgil eelised ka tugevuse kontrollimisel ja ju kokkuhoidmisel. Samuti kasvavad sihtmrgi relvad uuele suurusele vastavaks. Kui neid relvi suurendatakse, tekitab sihtmrgi rnnak nendega 1d4 lisakahju.
Vhenda. Sihtmrgi suurus on kigis mtmetes poole vrra viksem ja selle

Druid

[2/2]

nputis rauapulbrit

kaal vheneb kaheksandikuni normaalsest. See vhendamine vhendab selle suurust he kategooria vrra niteks keskmisest vikeseks. Kuni loitsu lpuni on mrklaual miinuseid ka tugevuskontrollide ja tugevust sstvate visete puhul. Samuti kahanevad sihtmrgi relvad, et need vastaksid uuele suurusele. Kuigi neid relvi vhendatakse, tekitavad sihtmrgi rnnakud nendega 1 d4 vrra vhem kahju (see ei saa vhendada kahju alla 1).

Druid

natuke rasva, npuotsatis vvlit ja pulbristatud raua tolm

5 jala lbimduga tulekera ilmub teie valitud asustamata ruumi levialasse ja kestab kogu selle aja. Iga olend, kes lpetab oma prde sfrist 5 jala kaugusel, peab sooritama osavust sstva viske. Olend saab ebannestunud pstmisel 2d6 tulekahjustust vi eduka pstmise korral poole vhem.
Boonustegevusena saate kera liigutada kuni 30 jala krgusele. Kui rammid kera olendisse, peab see olend sooritama pstva viske kera kahjustuse vastu ja kera lpetab selle prde liikumise.
Kui liigutate kera, saate suunata selle le kuni 5 jala krguste tkete ja hppa see le kuni 10 jala laiuste svendite. Kera stab kergestisttivad esemed, mida ei kanta ega kanta, ning heidab eredat valgust 20 jala raadiuses ja hmarat valgust veel 20 jala vrra.
Krgematel tasemetel: kui teete selle loitsu kasutades loitsupesa 3. tasemel vi krgemal, suureneb kahju 1d6 vrra iga 2. tasemest krgema pesa taseme kohta.

Druid

Loote kolm tulekiirt ja viskate need leviulatuses olevate sihtmrkide pihta. Vite visata need he vi mitme sihtmrgi pihta.
Tehke iga kiir jaoks kaugusloitsusrnnak. Lgi korral saab sihtmrk 2d6 tulekahjustust.
Krgematel tasemetel: kui kasutate seda loitsu, kasutades 3. vi krgema taseme loitsupesa, loote iga krgema taseme kohta he lisakiire 2.

Druid

Ilmub 10 jala krguse ja 60 jala raadiusega silindri kujuline tormipilv, mille keskpunkt on 100 jala krgusel otse enda kohal. Loits ebannestub, kui te ei ne hus kohta, kuhu tormipilv viks tekkida (niteks kui olete ruumis, kuhu pilv ei mahu).
Loitsu tegemisel valige punkt, mida nete levialas. Selle punktini vilgub pilvest alla vlgunool. Iga olend, kes on sellest punktist 5 jala raadiuses, peab sooritama osavuse sstva viske. Olend saab ebannestunud salvestusel vlgukahjustusi 3x10 vi eduka pstmise korral poole vhem. Igal kigul kuni loitsu lpuni saate oma toiminguga uuesti vlku sel viisil maha kutsuda, sihites sama vi erinevat punkti.
Kui viibite selle loitsu tegemise ajal ues tormistes tingimustes, loits annab uue tormi loomise asemel kontrolli olemasoleva tormi le. Sellistes tingimustes suureneb loitsu kahjustus 1d10 vrra.
Krgematel tasemetel: kui teete selle loitsu, kasutades 4. vi krgema taseme loitsupesa, suureneb kahju iga pesa taseme kohta 1d10 vrra. le 3.

Druid

Te kutsute vlja fey vaimud, kes vtavad metsaliste kuju ja ilmuvad vabadesse kohtadesse, mida nete levialas. Valige kuvatava jaoks ks jrgmistest suvanditest.
• ks vljakutseloom, reiting 2 vi madalam
• Kaks metsalist vljakutse reiting 1 vi madalam
• Neli vljakutset, hinne 1 /2 vi madalam
• Kaheksa metsalist, kelle hinnang on 1/4 vi madalam.
Iga metsalist peetakse ka haledaks ja ta kaob, kui ta langeb 0 lgipunktini vi kui loits lpeb.
kutsutud olendid on sinu ja su kaaslaste vastu sbralikud. Roll initsiatiivi kutsutud olendite rhmana, millel on oma kigud. Nad jrgivad kiki suulisi ksklusi, mille neile annate (teie ei nua midagi). Kui te neile ksklusi ei anna, kaitsevad nad end vaenulike olendite eest, kuid muidu ei tee midagi. DM-is on olendite statistika.
Krgematel tasemetel: kui loitsute teatud krgema taseme loitsupesadega, valite he laltoodud vljakutsumisvalikutest ja ilmub rohkem olendeid kaks korda sama palju 5. taseme pesaga, kolm korda rohkem 7. taseme pesaga ja neli korda rohkem 9. taseme pesaga.

Druid


Saate luua 45 naela toitu ja 30 gallonit vett maapinnale vi levialasse jvatesse konteineritesse, millest piisab kuni viieteistkmne humanoidi vi viie ratsa lalpidamiseks 24 tunni jooksul. Toit on mahe, kuid toitev ja rikneb, kui seda ei sda 24 tunni prast. Vesi on puhas ja ei lhe halvaks.

Druid

60 jala raadiusega valgussfr levib teie valitud levialas olevast punktist. Kera on ere valgus ja heidab hmarat valgust veel 60 jala vrra.
Kui valisite punkti objektil, mida hoiate vi mida ei kanta ega kanta, siis valgus paistab objektist koos ja liigub koos sellega. seda. Mjutatud objekti tielik katmine lbipaistmatu esemega, nagu kauss vi kiiver, blokeerib valguse.
Kui mni selle loitsu ala kattub pimedusalaga, mille on tekitanud loits vi madalam, siis loits, mis li loitsu. pimedus hajub.

Druid

Valige levialas mis tahes olend, objekt vi maagiline efekt. Mis tahes 3. vi madalama taseme loits sihtmrgil lpeb. Iga 4. vi krgema taseme loitsu puhul kontrollige oma igekirjaoskust kasutades oskusi. DC vrdub 10 + loitsu tase. Eduka kontrolli korral loits lppeb.
Krgematel tasemetel: kui kasutate seda loitsu 4. vi krgema taseme loitsupesa abil, lpetate automaatselt loitsu mju sihtmrgile, kui loitsu tase on vrdne teie kasutatud loitsupesa tasemega vi sellest viksem.

Druid

tkk obsidiaani

Valige punkt, mida nete levialas maapinnal. Purskkaev maa ja kivi purskkaev purskab 20-jalase kuubiku keskel selle punkti keskel. Iga olend sellel alal peab sooritama osavust sstva viske. Olend saab ebannestunud salvestusel 3d12 kahjustust vi eduka salvestuse korral poole vhem kahju. Lisaks muutub maapind selles piirkonnas raskeks maastikuks, kuni see puhastatakse. Iga 5-suu ruutmeetri suuruse alaosa ksitsi puhastamiseks kulub vhemalt 1 minut.
Krgematel tasemetel: kui kasutate seda loitsu 4. vi krgema taseme loitsupesa abil, kahju suureneb 1d12 vrra iga pesa taseme kohta, mis on krgem kui 3.

Druid

nputis surnuaia mustust

Puudutate valmisolendit ja paned selle kataleptilisse olekusse, mida ei saa surmast eristada.
Loitsu kestuse jooksul vi seni, kuni kasutate toimingut sihtmrgi puudutamiseks ja loitsu, sihtmrgist loobumiseks. nib olevat surnud kigi vlisvaatluste ja sihtmrgi staatuse mramiseks kasutatavate loitsude jaoks. Sihtmrk on pimestatud ja tvimetu ning selle kiirus langeb 0-ni. Sihtmrk on vastupidav kikidele kahjustustele, vlja arvatud pshilised kahjustused. Kui sihtmrk on loitsu tegemise ajal haigestunud vi mrgitatud vi loitsu mju all olles haigestunud vi mrgitatud, ei avalda haigus ja mrk mju enne, kui loits lpeb.

Druid

Puudutate nooli vi polte sisaldavat vrinat. Kui sihtmrki tabab kaugrelva rnnak, kasutades vrinast tmmatud laskemoona, saab sihtmrk tiendava 1d6 tulekahjustuse. Loitsu maagia lpeb laskemoonaga, kui see tabab vi mda lheb, ja loits lpeb siis, kui vrinast on tmmatud kaksteist laskemoona.
Krgematel tasemetel: kui teete selle loitsu Kui kasutate 4. vi krgema taseme loitsupesa, suureneb laskemoona tkkide arv, mida saate selle loitsuga mjutada, kahe vrra iga pesa taseme kohta, mis on krgemal kui 3.

Druid

natuke marli ja tkike suitsu

Muudate valmis olendi, mida puudutate, koos kigega, mida ta kannab ja kannab, selleks ajaks uduseks pilveks. Loits lpeb, kui olend langeb 0 lgipunktini. Kehatut olendit see ei mjuta.
Sel kujul on sihtmrgi ainus liikumisviis 10 jala suurune lennukiirus. Sihtmrk vib siseneda ja hivata teise olendi ruumi. Sihtmrk on vastupidav mittemaagilistele kahjustustele ning sellel on eelised tugevuse, osavuse ja phiseaduse pstmise visete puhul. Sihtmrk vib lbida vikseid auke, kitsaid avasid ja isegi lihtsaid pragusid, kuigi see kohtleb vedelikke nii, nagu need oleksid tahked pinnad. Sihtmrk ei saa kukkuda ja jb hus hljuma isegi siis, kui ta on uimastatud vi muul viisil tvimetu.
Udupilve kujul ei saa sihtmrk rkida ega esemetega manipuleerida ning kik objektid, mida ta kandis vi hoidis, vivad seda teha. ei tohi maha visata, kasutada ega muul viisil suhelda. Sihtmrk ei saa rnnata ega loitsu teha.

Druid

Lagritsajuure raseerimine

Valige valmis olend, keda nete levialas. Kuni loitsu lpuni kahekordistub sihtmrgi kiirus, ta saab AC-le +2 boonuse, tal on eelis osavuse pstvate visete puhul ja ta saab igal oma kigul lisatoimingu. Seda toimingut saab kasutada ainult rnnakuks (ainult he relva rnnak), kriipsuks, lahtihendamiseks, peitmiseks vi objekti kasutamiseks.
Kui loits lpeb, ei saa sihtmrk liikuda ega toiminguid teha enne, kui on jrgmine kord. prake, kui letargialaine sellest le kib.

Druid

natuke karusnahka ja merevaigust, kristallist vi klaasist varras

Vlgulk, mis moodustab 100 jala pikkuse ja 5 jala laiuse joone, paiskub sinust vlja teie valitud suunas. Iga olend rivis peab sooritama osavust sstva viske. Olend saab ebannestunud pstmisel vlgukahjustusi 8d6 vi eduka pstmise korral poole vhem.
Vlk stab piirkonnas kergestisttivad esemed, mida ei kanta ega kaasas.
Krgematel tasemetel : kui kasutate seda loitsu, kasutades 4. vi krgema taseme loitsupesa, suureneb kahju 1 d6 vrra iga 3. tasemest krgema pesa kohta.

Druid


Astute kiviesemesse vi pinnale, mis on piisavalt suur, et oma keha tielikult mahutada, sulatades nii ennast kui ka kogu kaasasolevat varustust kiviga kogu aeg. Liikumist kasutades astud kivisse kohta, mida saad puudutada. Mitte miski teie kohalolekust ei j mittemaagiliste meeltega nhtavaks ega muul viisil tuvastatavaks.
Kui olete kiviga hendatud, ei ne te, mis toimub vljaspool seda, ja kik tarkuse (taju) kontrollid, mida teete vljaspool seda helide kuulmiseks, on ebasoodsad. . Jte aja mdumisest teadlikuks ja vite kivisse sulandudes enda peale loitsu teha. Saate kasutada oma liigutust kivilt lahkumiseks, kuhu selle sisenesite, mis lpetab loitsu. Muidu te ei saa liikuda.
Vike fsiline vigastus kivile ei kahjusta teid, kuid selle osaline hvimine vi kuju muutumine (nii, et te ei mahu enam selle sisse) ajab teid vlja ja tekitab 6d6 segamist. kahju teile. Kivi tielik hvitamine (vi muundumine teiseks aineks) ajab teid vlja ja tekitab teile 50 umbkahju. Vljasaatmise korral langete khuli thjale kohale, mis on kige lhemal sellele, kuhu te esimest korda sisenesite.

Druid

See loits suunab elujudu teatud piirkonna taimedesse. Loitsule on kaks vimalikku kasutusvimalust, mis annavad kas kohese vi pikaajalise kasu.
Kui loitsite selle loitsu he toiminguga, valige punkt, mis asub vahemikus. Kik tavalised taimed 100 jala raadiuses selle punkti keskpunktis muutuvad paksuks ja vsastunud. Olend, kes liigub lbi ala, peab kulutama 4 jalga liikumist iga 1 jala kohta, mida ta liigub.
Saate loitsupiirkonnas he vi mitu mis tahes suurusega piirkonda mjutada.
Kui loitsite selle loitsu le 8 tundi, rikastate maad. Kik poole miili raadiuses asuvad taimed, mille keskpunkt on levialasse jv punkt, rikastuvad heks aastaks. Taimed annavad koristamisel kaks korda tavaprasest toidukoguse.

Druid

Kogu teie puudutatud olend on vastupidav hele teie valitud kahjustustbile: hape, klm, tuli, vlk vi ike.

Druid

nputis tolmu ja paar tilka vett

Kuni loitsu lpuni sajab jklma vihma ja lrtsi 20 jala krguses silindris, mille raadius on 40 jala, mille keskpunkt on teie valitud levialas. Piirkond on tugevalt varjatud ja piirkonna lahtised leegid on summutatud.
Piirkonna maapind on kaetud libeda jga, mis muudab maastiku raskeks. Kui olend siseneb prdel esimest korda loitsu alale vi alustab seal oma pret, peab ta sooritama osavuse sstva viske. Ebannestunud pstmisel kukub see khuli.
Kui olend keskendub loitsualale, peab olend sooritama eduka phiseaduse psteviske teie loitsu pstmise DC vastu vi kaotama keskendumisvime.

Druid

tilk melassi

Sa muudad aega kuni kuue enda valitud olendi mber 40 jala pikkuses kuubis. Iga mrklaud peab nnestuma Wisdomi pstevise vi olema sellest loitsust kogu kestuse jooksul mjutatud.
Mjutatud sihtmrgi kiirus vheneb poole vrra, AC ja osavuse pstevisetele kulub -2 karistus ning ta ei saa kasutada reaktsioone. See omakorda vib kasutada kas tegevust vi boonustoimingut, mitte mlemat. Olenemata olendi vimetest vi maagilistest esemetest ei saa ta oma kigu jooksul sooritada rohkem kui hte lhivitlust vi kaugusrnnakut.
Kui olend ritab loitsida loitsimise ajaga 1 tegevus, viska d20. 11 vi krgemal ei kehti loits enne olendi jrgmist kiku ja olend peab loitsu lpuleviimiseks kasutama sellel kigul oma tegevust. Kui see ei nnestu, on loits raisatud.
Sellest loitsust mjutatud olend teeb oma kigu lpus veel he Tarkuse pstva viske. Eduka salvestamise korral mju lpeb.

Druid

Immutate taimi endast 30 jala raadiuses piiratud tundlikkuse ja animatsiooniga, andes neile vimaluse teiega suhelda ja teie lihtsaid kske tita. Saate ksida taimi viimase peva jooksul loitsupiirkonnas toimunud sndmuste kohta, hankides teavet mdunud olendite, ilma ja muude asjaolude kohta.
Samuti saate muuta taimekasvust tingitud keerulise maastiku (nt tihnikud ja alustaimestik) maapinnaks. tavaline maastik, mis kestab kaua. Vi vite muuta tavalise maastiku, kus taimed asuvad, keeruliseks maastikuks, mis kestab kaua, phjustades niteks viinapuud ja oksad jlitajaid takistamas.
Taimed vivad teie nimel DM rangemisel muid lesandeid tita. Loits ei vimalda taimedel end vlja juurida ja ringi liikuda, kuid nad saavad vabalt liigutada oksi, kluseid ja varsi.
Kui piirkonnas on mni taim, saate temaga suhelda nii, nagu oleks teil hine keel. , kuid te ei omanda maagilist vimet seda mjutada.
See loits vib panna pimumise loitsuga loodud taimed vabastama vaoshoitud olendi.

Druid

mdamuna vi mitu skunkkapsalehte

Loote 20 jala raadiusega kollase, iiveldava gaasiga sfri, mille keskpunkt on levialasse jv punkt. Pilv levib mber nurkade ja selle ala on tugevalt varjatud. Pilv psib hus nii kaua.
Iga olend, kes on oma kigu alguses tielikult pilves, peab sooritama phiseaduse psteviske mrgi vastu. Ebannestunud salvestamise korral kulutab olend oma tegevuse, mis omakorda tmbub ja kerib. Olendid, kes ei pea hingama vi on mrgile immuunsed, saavutavad selle pstva viske automaatselt edu.
Mdukas tuul (vhemalt 10 miili tunnis) hajutab pilve prast 4 ringi. Tugev tuul (vhemalt 20 miili tunnis) hajutab selle prast 1 ringi.

Druid

tilk vett

Te loote veelaine, mis langeb levialas olevale alale. Ala vib olla kuni 30 jalga pikk, kuni 10 jalga lai ja kuni 10 jalga pikk. Iga olend sellel alal peab sooritama osavust sstva viske. Ebannestunud pstmise korral saab olend 4d8 lgikahju ja ta kukub maha. Eduka pstmise korral saab olend poole vhem kahju ega ole altid. Seejrel levib vesi maapinnal igas suunas, kustutades kaitsmata leegid oma piirkonnas ja 30 jala raadiuses ning seejrel kaob.

Druid

tilk vett

Loote maapinnale veeseina kohta, mida nete levialas. Saate teha seina kuni 30 jala pikkuse, 10 jala krguse ja 1 jala paksuse vi kuni 20 jala lbimduga, 20 jala krguse ja 1 jala paksuse rngasseina. Sein kaob, kui loits lpeb. Mri ruum on keeruline maastik.
Iga kaugrelva rnnak, mis siseneb mri ruumi, on rnderullil ebasoodne ja tulekahjustus vheneb poole vrra, kui tuleefekt lbib mri sihtmrgini judmiseks. Seina lbivad klmakahjustused tekitavad loitsud phjustavad seinaosa, mida need lbivad, jtumist (vhemalt 5-meetrine osa on klmunud). Igal 5-jalasel klmutatud ligul on AC 5 ja 15 lgipunkti. Klmutatud ligu vhendamine 0 lgipunktini hvitab selle. Kui sektsioon hvib, ei tida seina vesi seda.

Druid


lhike pilliroog vi krretkk

See loits annab kuni kmnele tegutsemisvimelisele olendile, keda nete levialas, vime vee all hingata kuni loitsu lpuni. Mjutatud olendid silitavad ka oma tavaprase hingamise.

Druid

korgitkk

See loits annab vimaluse liikuda le mis tahes vedela pinna nagu vesi, hape, muda, lumi, vesiliiv vi laava nagu see oleks kahjutu tahke pinnas (sulalaavat letavad olendid vivad siiski kahju saada kuumus). Kuni kmme soovivat olendit, mida vite nha leviulatuses, omandavad selle vimaluse kogu ajaks.
Kui teie sihtmrgiks on vedelikku sukeldunud olend, kannab loits sihtmrki vedeliku pinnale kiirusega 60 jalga ringi kohta.

Druid

pisike lehvik ja eksootilist pritolu sulg

Tugeva tuule sein tuseb maapinnast teie valitud kohas. Saate teha seina kuni 50 jala pikkuse, 15 jala krguse ja 1 jala paksuse. Saate seina kujundada mis tahes valitud viisil, kui see moodustab he pideva tee piki maad. Sein kestab kogu aja.
Kui mr ilmub, peab iga olend oma piirkonnas sooritama ju kokkuhoiuviske. Olend saab ebannestunud pstmisel 3d8 kahjustust vi nnestunud pstmisel poole vhem.
Tugev tuul hoiab udu, suitsu ja muud gaasid eemal. Vikesed vi viksemad lendavad olendid vi esemed ei pse seinast lbi. Seina sisse toodud lahtised kerged materjalid lendavad lespoole. Nooled, poldid ja muud tavalised mri taha lastud mrsud kalduvad lespoole ja lhevad automaatselt mda. (Hiiglaste vi piiramismootorite visatud rahnud ja sarnased mrsud ei ole mjutatud.) Gaasilised olendid ei pse sellest lbi.

Druid

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tilk verd, tkk liha ja nputis luutolmu

See loits loob surnud teenija. Valige levialas oleva keskmise vi vikese humanoidi hunnik luid vi laip. Sinu loits immutab sihtmrki elu rpase matkimisega, tstes selle les surnud olendina. Sihtmrgist saab luukere, kui valisite luud, vi zombi, kui valisite laiba (DM-is on olendi mngu statistika).
Igal oma kigul saate kasutada boonustoimingut, et anda vaimselt ksuks mis tahes olendit, kellega koos lite. seda loitsu, kui olend asub teist 60 jala raadiuses (kui juhite mitut olendit, saate kskida hte vi kiki neid korraga, andes igahele sama ksu). Sina otsustad, millise toimingu olend teeb ja kuhu ta jrgmise kigu ajal liigub, vi saad anda ldise ksu, niteks valvata teatud kambrit vi koridori. Kui te kske ei anna, kaitseb olend end ainult vaenulike olendite eest. Kui olend on saanud ksu, jtkab olend selle titmist, kuni tema lesanne on tidetud.
Olend on 24 tunni jooksul sinu kontrolli all, prast mida ta lakkab titmast htegi ksku, mille oled talle andnud. Et olendi le veel 24 tundi kontrolli all

Druid

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tilk verd, tkk liha ja nputis luutolmu

hoida, peate enne praeguse 24-tunnise perioodi lppu seda olendit uuesti tegema. Selline loitsu kasutamine kinnitab teie kontrolli kuni nelja olendi le, mille olete selle loitsuga animeerinud, selle asemel, et animeerida uut.
Krgematel tasemetel: kui teete selle loitsu loitsupesa abil 4. vi krgemal tasemel, animeerite vi taastate kontrolli kahe tiendava surnud olendi le igas pesas, mis on krgemal kui 3. Iga olend peab prinema erinevast surnukehast vi luuhunnikust.

Druid

natuke marli ja tkike suitsu

Muudate valmis olendi, mida puudutate, koos kigega, mida ta kannab ja kannab, selleks ajaks uduseks pilveks. Loits lpeb, kui olend langeb 0 lgipunktini. Kehatut olendit see ei mjuta.
Sel kujul on sihtmrgi ainus liikumisviis 10 jala suurune lennukiirus. Sihtmrk vib siseneda ja hivata teise olendi ruumi. Sihtmrk on vastupidav mittemaagilistele kahjustustele ning sellel on eelised tugevuse, osavuse ja phiseaduse pstmise visete puhul. Sihtmrk vib lbida vikseid auke, kitsaid avasid ja isegi lihtsaid pragusid, kuigi see kohtleb vedelikke nii, nagu need oleksid tahked pinnad. Sihtmrk ei saa kukkuda ja jb hus hljuma isegi siis, kui ta on uimastatud vi muul viisil tvimetu.
Udupilve kujul ei saa sihtmrk rkida ega esemetega manipuleerida ning kik objektid, mida ta kandis vi hoidis, vivad seda teha. ei tohi maha visata, kasutada ega muul viisil suhelda. Sihtmrk ei saa rnnata ega loitsu teha.

Druid

Tervendav energia kiirgab sinust 30 jala raadiusega auras. Kuni loitsu lpuni liigub aura koos sinuga, keskendudes sulle. Saate kasutada boonustoimingut, et panna ks auras olev olend (kaasa arvatud sina) 2d6 tabamuspunkti tagasi vitma.

Druid

Mittemaagilisest relvast, mida puudutate, saab maagiline relv. Valige ks jrgmistest kahjustuste tpidest hape, klm, tuli, vlk vi ike. Relval on kogu kestuse jooksul +1 boonus rndevisetite eest ja lmisel tekitatakse valitud tpi lisakahjustusi 1d4.
Krgematel tasemetel: kui teete selle loitsu loitsu abil 5. vi 6. taseme pesa, suureneb rndevisemise boonus +2-ni ja lisakahju 2d4-ni. Kui kasutate 7. vi krgema taseme loitsupesa, suureneb boonus +3-ni ja lisakahju 3d4-ni.

Druid

teemante vrtusega 300 gp, mida loits kulutab

Sa puudutad olendit, kes on viimase minuti jooksul surnud. See olend naaseb ellu he tabamuspunktiga. See loits ei saa vanadusse surnud olendit ellu kutsuda ega taastada htegi puuduvat kehaosi.

Druid


See loits suunab elujudu teatud piirkonna taimedesse. Loitsule on kaks vimalikku kasutusvimalust, mis annavad kas kohese vi pikaajalise kasu.
Kui loitsite selle loitsu he toiminguga, valige punkt, mis asub vahemikus. Kik tavalised taimed 100 jala raadiuses selle punkti keskpunktis muutuvad paksuks ja vsastunud. Olend, kes liigub lbi ala, peab kulutama 4 jalga liikumist iga 1 jala kohta, mida ta liigub.
Saate loitsupiirkonnas he vi mitu mis tahes suurusega piirkonda mjutada.
Kui loitsite selle loitsu le 8 tundi, rikastate maad. Kik poole miili raadiuses asuvad taimed, mille keskpunkt on levialasse jv punkt, rikastuvad heks aastaks. Taimed annavad koristamisel kaks korda tavaprasest toidukoguse.

Druid

teemante vrtusega 300 gp, mida loits kulutab

Sa puudutad olendit, kes on viimase minuti jooksul surnud. See olend naaseb ellu he tabamuspunktiga. See loits ei saa vanadusse surnud olendit ellu kutsuda ega taastada htegi puuduvat kehaosi.

Druid

Nekromantiline energia uhub le teie valitud olendi, keda nete levialas, thjendades sellest niiskust ja elujudu. Sihtmrk peab sooritama phiseadust pstva viske. Ebannestunud salvestamisel saab sihtmrk 8d8 nekrootilist kahju vi eduka salvestuse korral poole vhem kahju. See loits ei mjuta elutuid ega konstruktsioone.
Kui sihite taimeolendit vi maagilist taime, teeb see psteviske ebasoodsalt ja loits kahjustab seda maksimaalselt.
Kui sihite mittemaagilist taime see ei ole olend, niteks puu vi psas, ei tee ta pstvat viset, see lihtsalt nrbub ja sureb.
Krgematel tasemetel: kui teete seda loitsu kasutades 5. taseme vi krgema loitsupesa korral suureneb kahju 1 d8 vrra iga pesa taseme kohta, mis on le 4. taseme.

Druid

Pate vluda olendit, mida nete levialas. See peab sooritama Wisdomi pstva viske ja teeb seda kasulikult, kui teie vi teie kaaslased sellega vitlete. Kui pstev vise ebannestub, vlub see sind seni, kuni loits lpeb vi kuni sina vi su kaaslased sellele midagi kahjulikku ei tee. Vlutud olend on sinu vastu sbralik. Kui loits lpeb, teab olend, et sina ta vlusid.
Krgematel tasemetel: kui loitsu teed 5. vi krgema taseme loitsupesa abil, saad sihtida hte tiendavat olendit. iga pesa tase le 4. Olendid peavad asuma ksteisest 30 jala kaugusel, kui neid sihite.

Druid

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kolm phklikoort

See loits rndab ja vnab olendite meeli, tekitades luulu ja kutsudes esile kontrollimatuid tegevusi. Iga olend 10 jala raadiusega sfris, mille keskmes on teie valitud punkt, peab selle loitsu sooritamisel sooritama Wisdomi psteviske vi olema sellest mjutatud.
Mjutatud sihtmrk ei saa reageerida ja peab veerema. a d10 iga prde alguses, et mrata kindlaks oma kitumine sellel prdel.
1: Olend kasutab kogu oma liikumist juhuslikus suunas liikumiseks. Suuna mramiseks veeretage d8 ja mrake igale matriitsi kljele suund. Olend ei tee sellel prdel tegevust.
2-6: olend ei liigu ega tee sellel prdel midagi.
7-8: Olend kasutab oma tegevust, et sooritada lhivitlusrnnak juhusliku vastu. sihikindel olend tema keulatuses. Kui tema keulatuses pole htegi olendit, ei tee olend sel korral midagi.
9-10: Olend vib normaalselt tegutseda ja liikuda. Prete lpus vib mjutatud sihtmrk sooritada Wisdomi psteviske. Kui see nnestub, lpeb see efekt selle sihtmrgi puhul.
Krgematel tasemetel:

Druid

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kolm phklikoort

kui kasutate seda loitsu, kasutades 5. vi krgema taseme loitsupesa, suureneb sfri raadius 5 jala vrra. iga pesa 4. kohal.

Druid

Kutsute vlja elementaalid, mis ilmuvad hivamata kohtades, mida nete levialas. Valite kuvatava jaoks he jrgmistest valikutest.
• ks vljakutse reitingu 2 elementi vi madalam
• Kaks vljakutse reitingu 1 elementi vi madalam
• Neli vljakutse reitingu elementi 1 /2 vi madalam
• Kaheksa elementaali vljakutse reitinguga 1/4 vi madalam.
Selle loitsu poolt vlja kutsutud element kaob, kui see langeb 0 lgipunktini vi kui loits lpeb.
Vljakutsutud olendid on sinu ja su kaaslaste vastu sbralikud. Roll initsiatiivi kutsutud olendite rhmana, millel on oma kigud. Nad jrgivad kiki suulisi ksklusi, mille neile annate (teie ei nua midagi). Kui te neile ksklusi ei anna, kaitsevad nad end vaenulike olendite eest, kuid muidu ei vta midagi ette.
DM-is on olendite statistika.
Krgematel tasemetel: kui loitsu kasutate teatud krgema taseme loitsupesasid, valite he laltoodud vljakutsumisvalikutest ja ilmub rohkem olendeid 6. taseme pesaga kaks korda rohkem ja 8. taseme pesaga kolm korda rohkem .

Druid

ks holly berry iga kutsutud olendi kohta

Kutsute vlja fey olendid, kes ilmuvad vabasse kohta, mida nete levialas. Valige ks jrgmistest suvanditest, mis kuvatakse.
• ks jnglane olend, kelle vljakutse reiting on 2 vi madalam
• Kaks jhkrat olendit, kellel on vljakutse reiting 1 vi madalam
• Neli jhkrat olendit vljakutse hinnang 1/2 vi madalam
• Kaheksa olendit vljakutse reitinguga 1/4 vi madalam
Kutsutud olend kaob, kui ta langeb 0 lgipunktini vi kui loits lpeb.
Kutsutud olendid on sinu ja su kaaslaste vastu sbralikud. Roll initsiatiivi kutsutud olendite rhmana, kellel on oma kigud. Nad jrgivad kiki suulisi ksklusi, mille neile annate (teie ei nua midagi). Kui te neile ksklusi ei anna, kaitsevad nad end vaenulike olendite eest, kuid muidu ei vta midagi ette.
DM-is on olendite statistika.
Krgematel tasemetel: kui loitsu kasutate teatud krgema taseme loitsupesasid, valite he laltoodud vljakutsumisvimalustest ja ilmub rohkem olendeid 6. taseme pesaga kaks korda rohkem ja 8. taseme pesaga kolm korda rohkem.

Druid

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tilk vett ja npuotsatis tolmu

Kuni loitsu lpuni kontrollite vabalt seisvat vett teie valitud alal, mille klg on kuni 100 jala kaugusel. Selle loitsu tegemisel saate valida he jrgmistest efektidest. Oma kigul saate korrata sama efekti vi valida mne muu.
leujutus: phjustate piirkonna kogu seisva vee veetaseme tusu kuni 20 vrra. jalad. Kui ala hlmab kallast, valgub leujutusvesi kuivale maale.
Kui valite piirkonna suures veekogus, loote selle asemel 20 jala krguse laine, mis levib piirkonna hest servast teine ja jookseb siis alla. Kik suured vi viksemad sidukid laineteel kantakse sellega teisele poole. Kigil suurtel vi viksematel sidukitel, mida laine tabab, on mbermineku tenosus 25 protsenti.
Veetase psib krgel, kuni loits lpeb vi valite mne muu efekti. Kui see efekt tekitas laine, kordub laine teie jrgmise prde alguses, kuni leujutuse efekt kestab.
Vesiosa: paned vee piirkonnas lahku ja tekitad kraavi. Kaevik ulatub le loitsuala ja eraldunud vesi moodustab mlemale poole seina. Kaevik jb alles,

Druid


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tilk vett ja npuotsatis tolmu

kuni loits lpeb vi valite mne muu efekti. Seejrel titub vesi jrgmise ringi jooksul aeglaselt kraavi, kuni normaalne veetase taastub.
Voolu mbersuunamine: paned piirkonnas voolava vee liikuma teie valitud suunas. , isegi kui vesi peab voolama le takistuste, mda seinu vi muus ebatenolises suunas. Vesi selles piirkonnas liigub, kui seda suunate, kuid kui see liigub loitsualast kaugemale, jtkab see voolu vastavalt maastikutingimustele. Vesi jtkab liikumist teie valitud suunas, kuni loits lpeb vi valite mne muu efekti.
Whirlpool: see efekt nuab veekogu, mille suurus on vhemalt 50 jalga ja sgavus 25 jalga. Te tekitate piirkonna keskele mullivanni. Mullivann moodustab keerise, mille alus on 5 jalga lai, laosas kuni 50 jalga lai ja 25 jalga pikk. Vees ja keerisest 25 jala raadiuses olev olend vi objekt tmmatakse 10 jala vrra selle poole. Olend vib keerisest eemale ujuda, tehes tugevuse (kergejustiku) kontrolli teie loitsu salvestamise DC vastu.
Kui olend siseneb keerisesse esimest korda

Druid

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tilk vett ja npuotsatis tolmu

prdel vi alustab seal oma pret, peab ta tegema ju kokkuhoiu. viskama. Ebannestunud pstmisel saab olend 2d8 kahjustust ja jb keerisesse kinni, kuni loits lpeb. Eduka pstmise korral saab olend poole vrra kahju ega j keerisesse kinni. Keerisesse sattunud olend vib kasutada oma tegevust, et pda keerisest eemale ujuda, nagu eespool kirjeldatud, kuid tal on selleks tugevuse (kergejustiku) kontrollimisel puudused.
Esimene kord, kui objekt satub keerisesse igal prdel , objekt saab 2d8 tmbumiskahjustust, see kahjustus tekib igal ringil, kui see keerisesse jb.

Druid

teie religioonile vastav viiruk ja ohvriann, mille vrtus on kokku vhemalt 25 gp, mida loits ra kulutab

Teie maagia ja ohver viivad teid kontakti jumala vi jumalateenijatega. Esitate he ksimuse konkreetse eesmrgi, sndmuse vi tegevuse kohta, mis toimub 7 peva jooksul. DM pakub ausat vastust. Vastus vib olla lhike fraas, salaprane riim vi end.
Loits ei vta arvesse vimalikke asjaolusid, mis vivad tulemust muuta, nagu niteks tiendavate loitsude sooritamine vi loitsu kaotamine vi kasu. kaaslane.
Kui loitsite seda loitsu kaks vi enam korda enne jrgmise pika puhkeaja lppu, on kumulatiivne 25-protsendiline vimalus iga loitsu puhul prast esimest juhuslikku nitu. DM teeb selle rulli salaja.

Druid

[1/2]

Pate ra meelitada metsalist, keda nete levialas. See peab nnestuma Wisdomi psteviskel vi olema teie poolt kogu aeg vlutud. Kui teie vi teie suhtes sbralikud olendid vitlete sellega, on tal psteviske eelis.
Sel ajal, kui metsaline on vlutud, on teil temaga telepaatiline side seni, kuni te olete samal tasapinnal. olemasolu. Saate kasutada seda telepaatilist linki, et anda olendile teadvusel olles kske (pole vaja midagi teha), millele ta annab endast parima, et kuuletuda. Saate mrata lihtsa ja ldise tegevusviisi, niteks Rnna seda olendit, Jookse sinna vi too objekt. Kui olend tidab ksu ja ei saa sinult edasisi juhiseid, kaitseb ta ennast ja silitab end oma vimete piires.
Saate kasutada oma tegevust sihtmrgi tielikuks ja tpseks kontrollimiseks. Kuni teie jrgmise kigu lpuni teeb olend ainult teie valitud toiminguid ega tee midagi, mida te ei luba. Selle aja jooksul vid panna ka olendi reaktsiooni kasutama, kuid selleks on vaja ka enda reaktsiooni kasutada.
Iga kord, kui sihtmrk saab kahju, teeb see loitsu vastu uue Tarkuse psteviske. Kui pstev vise nnestub, siis loits lppeb.
Krgematel tasemetel: kui teete selle loitsu 5. taseme loitsupesaga, on kestus

Druid

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keskendumine, kuni 10 minutit. Kui kasutate 6. taseme loitsupesa, on kestus keskendumine, kuni 1 tund. Kui kasutate 7. vi krgema taseme loitsupesa, on kestus keskendumisvimeline, kuni 8 tundi.

Druid

Valige ks olend, keda nete levialas, ja valige ks jrgmistest kahjustuste tpidest hape, klm, tuli, vlk vi ike. Sihtmrk peab saavutama phiseaduse pstmise viske vi olema loitsust mjutatud kogu selle kestuse jooksul. Esimest korda, kui iga prde korral saab mjutatud sihtmrk valitud tpi kahju, saab sihtmrk seda tpi lisakahjustusi 2d6. Veelgi enam, sihtmrk kaotab kuni loitsu lpuni vastupanu sellele kahjutbile.
Krgematel tasemetel: kui teete selle loitsu 5. vi krgema taseme loitsupesa abil, saate sihtida he tiendava olend iga pesa taseme jaoks, mis on krgem kui 4. Olendid peavad asuma ksteisest 30 jala kaugusel, kui neid sihite.

Druid

nahast rihm, mis on seotud mber ke vi muu sarnase lisa

Sa puudutad tahtvat olendit. Sel ajal ei mjuta raske maastik sihtmrgi liikumist ning loitsud ja muud maagilised efektid ei saa sihtmrgi kiirust vhendada ega phjustada sihtmrgi halvatust vi ohjeldamist.
Samuti vib sihtmrk kulutada 5 jalga liikumisele, et automaatselt pgeneda. mittemaagiliste piirangute eest, nagu manaklid vi olend, kes sellega maadleb. Lpuks ei mra veealune viibimine sihtmrgi liikumise ega rnnakute eest karistusi.

Druid

Saate muuta kuni kmme sajajalgset, kolm mblikku, viis herilast vi he skorpioni levialas nende loomulike vormide hiiglaslikeks versioonideks selleks ajaks. Sajajalgsest saab hiiglaslik sajajalgne, mblikust hiiglaslik mblik, herilasest saab hiiglaslik herilane ja skorpionist saab hiiglaslik skorpion.
Iga olend tidab teie suulisi kske ja vitluses tegutsevad nad igal ringil teie kigul . DM-l on nende olendite kohta statistika ja see lahendab nende tegevused ja liikumise.
Olend jb oma hiiglaslikuks suuruseks kogu ajaks, kuni see langeb 0 lgipunktini vi kuni kasutate toimingut sellele mju avaldamiseks.
DM vib lubada teil valida erinevaid sihtmrke. Niteks kui muudate mesilase, vib selle hiiglaslikul versioonil olla sama statistika kui hiidherilasel.

Druid

Te loote viinapuu, mis trkab maapinnast teie valitud vabasse kohta, mida nete levialas. Kui teete selle loitsu, saate suunata viinapuu lma sellest 30 jala raadiuses olevale olendile, keda nete. See olend peab osavust sstva viskega hakkama saama vi teda tmmatakse 20 jalga otse viinapuu poole.
Kuni loitsu lppemiseni saate suunata viinapuu boonustegevusena samale olendile vi mnele teisele. prdeid.

Druid


Sina vi olend, keda puudutad, muutub nhtamatuks, kuni loits lpeb. Kik, mida sihtmrk kannab vi kannab, on nhtamatu seni, kuni see on sihtmrgi isikul.

Druid

Loodusvaim vastab teie kutsele ja muudab teid vimsaks eestkostjaks. Teisendus kestab kuni loitsu lpuni. Valite he jrgmistest vormidest: rgne metsaline vi suur puu.
rgloom: loomakarv katab teie keha, teie nojooned muutuvad metsikuks ja teil on jrgmised eelised.
> • Teie knnikiirus suureneb 10 jala vrra.
• Te saavutate pimeda ngemise ulatusega 120 jalga.
• Teete juphiseid rndeveere.
• Teie lhivitlusrelvade rnnakud tekitavad lgile tiendava 1d6 jukahju.
Suur puu: teie nahk nib kooruv, juustest vrsuvad lehed ja teil on jrgmised eelised:
Saad 10 ajutist tabamuspunkti.
• Teete eelisega phiseadust pstvaid viskeid.
• Teete osavusel ja tarkusel phinevaid rndeviskeid eelisega.
• Kui olete maapinnal on sinust 15 jala raadiuses olev maa sinu vaenlastele raske maastik.

Druid

kivi, oks ja natuke rohelist taime

Te muudate 150-jalase kuubiku loodusliku maastiku vlimuse, kla ja lhnaga sarnaseks mne muu loodusliku maastikuga. Nii saab lageda pllu vi tee kujundada soo, knka, lhe vi mne muu raske vi lbimatu maastiku sarnaseks. Tiigi vib paista kui rohtukasvanud heinamaa, jrsaku nagu lauge nlva vi kaljudega kaetud nlva nagu lai ja sile tee. Piirkonnas toodetud konstruktsioonide, seadmete ja olendite vlimus ei muutu.
Maastiku kombatavad omadused ei muutu, seega nevad piirkonda sisenevad olendid tenoliselt illusioonist lbi. Kui erinevus ei ole puudutusega ilmne, vib illusiooni hoolikalt uuriv olend proovida teie igekirja kontrollimist (uurimine), salvestades DC, et seda mitte uskuda. Olend, kes tajub illusiooni, mis see on, neb seda ebamrase kujutisena, mis on asetatud maastikule.

Druid

nputis tolmu ja paar tilka vett

Kivikva jrahe pudeneb maapinnale 20 jala raadiuses ja 40 jala krguses silindris, mille keskpunkt on levialas. Iga silindris olev olend peab sooritama osavust sstva viske. Olend saab ebannestunud pstmisel 2p8 ja klmakahjustust 4d6 vi nnestunud pstmisel poole vhem.
Rahekivid muudavad tormi mjuala keeruliseks maastikuks kuni jrgmise prde lpuni.
< b>Krgematel tasemetel: kui teete selle loitsu, kasutades 5. vi krgema taseme loitsupesa, suureneb lgikahjustus 1 d8 vrra iga 4. tasemest krgemal oleva pesa taseme korral.

Druid

natuke verekoera karvast

Kirjeldage vi nimetage teile tuttavat olendit. Sa tunnetad olendi asukoha suunda seni, kuni see olend on sinust 1000 jala raadiuses. Kui olend liigub, siis teate tema liikumissuunda.
Loits vib leida konkreetse teile teadaoleva olendi vi lhima kindlat liiki olendi (niteks inimese vi kssarviku) seni, kuni olete on sellist olendit lhedalt 30 jala raadiuses ninud vhemalt korra. Kui olend, mida kirjeldasite vi nimetasite, on mnel muul kujul, niteks polmorfse loitsu mju all, ei mra see loits olendi asukohta.
See loits ei leia olend, kui vhemalt 10 jala laiune jooksev vesi blokeerib otsetee teie ja olendi vahel.

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rviku kookon

See loits muudab olendi, millel on vhemalt 1 tabamuspunkt ja mida nete levialas, uueks vormiks. Soovimatu olend peab efekti vltimiseks tegema Wisdomi pstva viske. Kujumuutja nnestub sellel sstval viskel automaatselt.
Teisendus kestab kogu aja vi kuni sihtmrk langeb 0 tabamuspunktini vi sureb. Uueks vormiks vib olla iga metsaline, kelle vljakutsereiting on sihtmrgi omaga vrdne vi sellest viksem (vi sihtmrgi tasemega, kui tal vljakutsereitingut pole). Sihtmrgi mngustatistika, sealhulgas vaimsete vimete hinded, asendatakse valitud metsalise statistikaga. See silitab oma joonduse ja isikupra.
Sihtmrk omandab lgipunktid oma uuel kujul. Kui see naaseb oma tavalisse vormi, naaseb olend sama arvu tabamuspunktide juurde, mis tal oli enne teisendamist. Kui see taastub 0 tabamuspunktini langemise tulemusel, kandub leliigne kahjustus le oma tavalisse vormi. Niikaua kui liigne kahjustus ei vhenda olendi tavavormi 0 lgipunktini, ei kaotata teda teadvuseta.
Olendil on tema uue vormi olemus piiratud

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rviku kookon

toimingud, mida ta suudab teha, ja ta vib rge rkige, loitsige ega tehke muid toiminguid, mis nuavad ksi vi knet.
Sihtmrgi varustus sulandub uude vormi. Olend ei saa oma varustust aktiveerida, kasutada, kasutada ega sellest muul viisil kasu saada.

Druid

pehme savi, mis tuleb tdelda ligikaudu kivieseme soovitud kujuga

Puudutate keskmise suurusega vi viksemat kivist eset vi kiviosa, mille mtmed on kuni 5 jalga, ja vormite selle mis tahes kujuga, mis sobib teile. eesmrk. Niteks vite vormida suurest kivist relva, iidoli vi kassa vi teha vikese kigu lbi seina, kui seina paksus on alla 5 jala. Ukse sulgemiseks vite vormida ka kiviukse vi selle raami. Loodaval objektil vib olla kuni kaks hinge ja riiv, kuid peenem mehaaniline detail pole vimalik.

Druid

teemanttolm vrtusega 100 gp, mida loits kulutab

See loits muudab kega katsutava olendi liha kvaks kui kiviks. Kuni loitsu lpuni on sihtmrgil vastupidavus mittemaagilistele lkidele, lbitorkadele ja kahjustustele.

Druid


hk, kivike, tuhk ja vesi vhemalt 400 gp vrtuses kristallpudelis

Kutsute esile elementaarvaimu. See avaldub asustamata ruumis, mida nete levialas. See kehaline vorm kasutab Elemental Spirit stat plokki. Kui loitsite, valige element: hk, maa, tuli vi vesi. Olend meenutab valitud elemendis prjatud kahejalgset vormi, mis mrab tema statplokis teatud tunnused. Olend kaob, kui ta langeb 0 lgipunktini vi kui loits lpeb.
Olend on sinu ja su kaaslaste liitlane. Vitluses jagab olend teie algatuste arvu, kuid ta vtab oma jrgu kohe prast teie oma. See tidab teie suulisi kske (teil ei ole vaja midagi teha). Kui te htegi loitsu ei tee, teeb see Dodge'i toimingu ja kasutab oma liigutust ohu vltimiseks.
Krgematel tasemetel: kui teete selle loitsu 5. vi krgema taseme loitsupesa abil, kasutage krgemat taset kikjal, kus loitsu tase statistikaplokis kuvatakse.

Druid

vike fosforitkk

Loote levialas olevale kindlale pinnale tulemri. Saate panna mtlema kuni 60 jala pikkuse, 20 jala krguse ja 1 jala pikkuse seina vi kuni 20 jala lbimduga, 20 jala krguse ja 1 jala pikkune rngasseina. Sein on lbipaistmatu ja kestab kogu aja.
Kui sein ilmub, peab iga olend oma piirkonnas sooritama osavuse sstva viske. Ebannestunud pstmise korral saab olend 5d8 tulekahjustust vi eduka pstmise korral poole vhem kahju.
ks seinapool, mille valite selle loitsu tegemisel, teeb igale olendile, kes selle lpetab, 5d8 tulekahjustust. prake sellest kljest 10 jala raadiuses vi seina sisse. Olend saab sama kahju, kui ta siseneb esimest korda prdel seina sisse vi lpetab seal oma prde. Seina teine klg ei kahjusta.
Krgematel tasemetel: kui kasutate seda loitsu, kasutades 5. vi krgema taseme loitsupesa, suureneb kahju 1 d8 vrra iga 4. tasemest krgemal asuva pilu taseme kohta. .

Druid

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piisk vett

Te kujutate 5 jala raadiusega veesfri punktis, mida nete levialas. Kera vib hljuda, kuid mitte rohkem kui 10 jala krgusel maapinnast. Kera jb loitsu ajaks alles.
Iga olend sfri ruumis peab sooritama Jud sstva viske. Eduka salvestamise korral visatakse olend sellest ruumist vlja lhimasse vabasse ruumi, mille olend valib vljaspool sfri. Suur vi suurem olend nnestub psteviskel automaatselt ja suur vi viksem olend vib otsustada, kas see ebannestub. Ebannestunud pstmise korral hoiab olendit kera tagasi ja vesi haarab ta endasse. Iga prde lpus vib vaoshoitud sihtmrk pstvat viset korrata, lpetades sellega enda mju nnestumisele.
Kera vib ohjeldada kuni nelja keskmist vi viksemat olendit vi hte suurt olendit. Kui kera piirab olendit, mis phjustab selle vimsuse letamise, kukub juhuslik olend, keda kera juba piiras, sellest vlja ja maandub sellest 5 jala kaugusel olevasse ruumi.
Tegevusena saate liikuda. kera kuni 30 jalga sirgjooneliselt. Kui see liigub le svendi, kalju vi muu

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piisk vett

allakukkumise, laskub see ohutult alla, kuni see hljub 10 tunnet maapinnast krgemal. Iga olend, keda kera piirab, liigub sellega kaasa. Saate kera olenditesse rammida, sundides neid pstva viske sooritama.
Kui loits lpeb, kukub kera maapinnale ja kustutab kik tavalised leegid sellest 30 jala raadiuses. Iga olend, keda kera vaoshoitab, lb sellesse ruumi, kuhu see kukub, khuli. Seejrel vesi kaob.

Druid

Nekromantiline energia uhub le teie valitud olendi, keda nete levialas, thjendades sellest niiskust ja elujudu. Sihtmrk peab sooritama phiseadust pstva viske. Ebannestunud salvestamisel saab sihtmrk 8d8 nekrootilist kahju vi eduka salvestuse korral poole vhem kahju. See loits ei mjuta elutuid ega konstruktsioone.
Kui sihite taimeolendit vi maagilist taime, teeb see psteviske ebasoodsalt ja loits kahjustab seda maksimaalselt.
Kui sihite mittemaagilist taime see ei ole olend, niteks puu vi psas, ei tee ta pstvat viset, see lihtsalt nrbub ja sureb.
Krgematel tasemetel: kui teete seda loitsu kasutades 5. taseme vi krgema loitsupesa korral suureneb kahju 1 d8 vrra iga pesa taseme kohta, mis on le 4. taseme.

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3 phklikoort

See loits rndab ja vnab olendite meeli, tekitades luulu pettekujutelma ja kutsudes esile kontrollimatuid tegevusi. Iga olend 10 jala raadiusega sfris, mille keskmes on teie valitud punkt, peab selle loitsu sooritamisel sooritama Wisdomi psteviske vi olema sellest mjutatud.
Mjutatud sihtmrk ei saa reageerida ja peab veerema. a d10 iga prde alguses, et mrata kindlaks oma kitumine sellel prdel.
1: Olend kasutab kogu oma liikumist juhuslikus suunas liikumiseks. Suuna mramiseks veeretage d8 ja mrake igale matriitsi kljele suund. Olend ei tee sellel prdel tegevust.
2-6: olend ei liigu ega tee sellel prdel midagi.
7-8: Olend kasutab oma tegevust, et sooritada lhivitlusrnnak juhusliku vastu. sihikindel olend tema keulatuses. Kui tema keulatuses pole htegi olendit, ei tee olend sel korral midagi.
9-10: Olend vib normaalselt tegutseda ja liikuda. Prete lpus vib mjutatud sihtmrk sooritada Wisdomi psteviske. Kui see nnestub, lpeb see efekt selle sihtmrgi

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3 phklikoort

puhul.

Krgematel tasemetel: kui teete selle loitsu 5. vi krgema taseme loitsupilu kasutades, suureneb sfri raadius 5 jalga iga pesa kohta, mis on krgemal kui 4.

Druid

teie religioonile vastav viiruk ja ohvriann, mille vrtus on kokku vhemalt 25 gp, mida loits ra kulutab

Teie maagia ja ohver viivad teid kontakti jumala vi jumalateenijatega. Esitate he ksimuse konkreetse eesmrgi, sndmuse vi tegevuse kohta, mis toimub 7 peva jooksul. DM pakub ausat vastust. Vastus vib olla lhike fraas, salaprane riim vi end.
Loits ei vta arvesse vimalikke asjaolusid, mis vivad tulemust muuta, nagu niteks tiendavate loitsude sooritamine vi loitsu kaotamine vi kasu. kaaslane.
Kui loitsite seda loitsu kaks vi enam korda enne jrgmise pika puhkeaja lppu, on kumulatiivne 25-protsendiline vimalus iga loitsu puhul prast esimest juhuslikku nitu. DM teeb selle rulli salaja.

Druid

natuke fosforit vi tulikrbes

hukesed ja rnad leegid prgivad teie keha kogu ajaks, heiates eredat valgust 10 jala raadiuses ja hmarat valgust veel 10 jala raadiuses. Saate loitsu varakult lpetada, kasutades selle thistamiseks toimingut.
Leegid pakuvad teile vastavalt soovile sooja vi klmakaitset. Soe kilp annab teile vastupanu klmakahjustustele ja klmakilp annab teile vastupidavuse tulekahjustustele.
Peale selle, kui olend, kes asub teist 5 jala raadiuses, tabab teid lhivitlusega, puhkeb kilp leegiga. Rndaja saab soojalt kilbilt 2d8 tulekahjustust vi klmalt kilbilt 2d8 klmakahjustust.

Druid


Elu silitav energia kiirgab sinust auras 30 jala raadiusega. Kuni loitsu lpuni liigub aura koos sinuga, keskendudes sulle. Igal aura mittevaenulikul olendil (ka teie) on vastupanu nekrootilistele kahjustustele ja tema tabamuspunkti maksimumi ei saa vhendada. Lisaks saab mittevaenulik elusolend tagasi 1 tabamuspunkti, kui ta alustab auras 0 lgipunktiga oma pret.

Druid

natuke fosforit vi tulikrbes

hukesed ja rnad leegid prgivad teie keha kogu ajaks, heiates eredat valgust 10 jala raadiuses ja hmarat valgust veel 10 jala raadiuses. Saate loitsu varakult lpetada, kasutades selle thistamiseks toimingut.
Leegid pakuvad teile vastavalt soovile sooja vi klmakaitset. Soe kilp annab teile vastupanu klmakahjustustele ja klmakilp annab teile vastupidavuse tulekahjustustele.
Peale selle, kui olend, kes asub teist 5 jala raadiuses, tabab teid lhivitlusega, puhkeb kilp leegiga. Rndaja saab soojalt kilbilt 2d8 tulekahjustust vi klmalt kilbilt 2d8 klmakahjustust.

Druid

Sdelev barjr ulatub sinust 10 jala raadiuses vlja ja liigub koos sinuga, jdes sinu keskmesse ning kaitseb vlja muud olendid peale elutute ja konstruktsioonide.
Barjr kestab kogu aja. Barjr takistab mjutatud olendi lbimist vi lbipsu. Mjutatud olend vib loitsida vi rnnata kauglgiga vi juda relvadeni lbi tkke.
Kui liigute nii, et mjutatav olend on sunnitud barjrist lbima, lpeb loits.

Druid

Ahhaat, mille vrtus on vhemalt 1000 gp, mida loits kulutab

Prast seda, kui olete veetnud casting-aega hinnalises vriskivis maagilisi radu jlgides, puudutate tohutut vi viksemat metsalist vi taime. Sihtmrgil ei tohi olla intelligentsusskoori vi intelligentsus peab olema 3 vi vhem. Sihtmrk saab intelligentsuseks 10. Sihtmrk saab ka oskuse rkida hes keeles, mida sa oskad. Kui sihtmrgiks on taim, omandab ta vime liigutada oma jsemeid, juuri, viinapuud, pugesid ja nii edasi ning omandab inimesega sarnased meeled. Teie DM valib rganud taime jaoks sobiva statistika, niteks rganud psa vi rganud puu statistika.
Teie vlute rganud metsalist vi taime 30 peva jooksul vi seni, kuni teie ja teie kaaslased teete talle midagi kahjulikku. Kui vlutud seisund lpeb, valib rganud olend, kas jda teie vastu sbralikuks, selle phjal, kuidas te teda vlumise ajal kohtlesite.

Druid

Loote 20 jala raadiusega mrgise kollakasrohelise udu sfri, mille keskpunkt on teie valitud levialas. Udu levib nurkade taha. See kestab nii kaua vi kuni tugev tuul hajutab udu, lpetades loitsu. Selle ala on tugevalt varjatud.
Kui olend siseneb prdel esimest korda loitsualale vi alustab seal oma pret, peab see olend sooritama phiseaduse psteviske. Olend saab ebannestunud pstmisel 5d8 mrgikahjustust vi eduka pstmise korral poole vhem kahju. Olendid on mjutatud isegi siis, kui nad hoiavad hinge kinni vi ei pea hingama.
Udu liigub sinust 10 jala kaugusele iga prde alguses, veeredes mda maapinda. Aurud, mis on hust raskemad, vajuvad maa madalaimale tasemele, valades isegi avasid alla.
Krgematel tasanditel: kui kasutate seda loitsu 6. vi krgema taseme loitsupilu kasutades. , suureneb kahju 1d8 vrra iga pesa taseme kohta, mis on le 5.

Druid

Saad korraks loodusega heks ja omandad teadmisi mbritsevast territooriumist. ues annab loits teile teadmisi maa kohta, mis on teist 3 miili raadiuses. Koobastes ja muudes looduslikes maa-alustes kohtades on raadius piiratud 300 jalaga. Loits ei toimi seal, kus loodus on asendatud ehitusega, niteks vangikoobastes ja linnades.
Saate koheselt teada kuni kolme enda valitud fakti kohta mis tahes jrgmistest teemadest, kuna need on piirkonnaga seotud:< br> • maastik ja veekogud
• levinud taimed, mineraalid, loomad vi rahvad
• vimsad taevaloomad, fey, kuradid, stiihiad vi elutu surnud
• mju muud eksistentsitasandid
• hooned.
Niteks saate mrata vimsate elutute asukoha piirkonnas, peamiste ohutu joogivee allikate asukoha ja mis tahes lhedal asuvate linnade asukoha.

Druid

vike kristall- vi klaaskoonus

Teie kte vahelt paiskub vlja klma hu pauk. Iga olend 60-jalases koonuses peab sooritama phiseaduse psteviske. Olend saab ebannestunud pstmisel klmakahjustusi 8d8 vi nnestunud pstmisel poole vhem.
Selle loitsu tagajrjel tapetud olend muutub klmunud kujuks, kuni see sulab.
Krgematel tasemetel: Kui kasutate seda loitsu 6. taseme vi krgema loitsupesaga, suureneb kahju 1d8 vrra iga 5. tasemest krgemal oleva loitsu taseme kohta.

Druid

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huks viiruki pletamine, maa jaoks pehme savi, tule jaoks vvel ja fosfor vi vee jaoks vesi ja liiv

Kutsute esile elementaarse sulase. Valige hust, maast, tulest vi veest koosnev ala, mis tidab levialas 10-jalase kuubi. Teie valitud alale vastav vljakutse reitingu 5 vi madalam element ilmub sellest 10 jala raadiuses asustamata ruumi. Niteks lkkest vljub tuleelement ja maa seest tuseb maa element. Elementaal kaob, kui see langeb 0 lgipunktini vi kui loits lppeb.
Elementaal on teie ja teie kaaslaste vastu kogu selle aja jooksul sbralik. Roll initsiatiiv elementaalile, millel on omad kigud. See jrgib kiki teie antud suulisi kske (teie ei nua midagi). Kui te elementaalile ksklusi ei anna, kaitseb see end vaenulike olendite eest, kuid muidu ei tee midagi.
Kui teie keskendumisvime on katki, siis elementaal ei kao. Selle asemel kaotate kontrolli elementaali le, muutub see teie ja teie kaaslaste suhtes vaenulikuks ning vib rnnata. Kontrollimatust elementaalist ei saa te loobuda ja see kaob 1 tund prast selle vljakutsumist.
DM-is on elementaali statistika.
Krgematel tasemetel: kui teete

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huks viiruki pletamine, maa jaoks pehme savi, tule jaoks vvel ja fosfor vi vee jaoks vesi ja liiv

selle loitsu 6. vi krgema taseme loitsupesa kasutamisel suureneb vljakutse hinnang 1 vrra iga 5. tasemest krgemal oleva pesa taseme korral.

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Teie puudutus phjustab haigusi. Tehke lhivitlusrnnak teie keulatuses oleva olendi vastu. Lgi korral kannatate olendil enda valitud haigusega, mis on mni allpool kirjeldatud haigustest.
Iga sihtmrgi kigu lpus peab ta sooritama phiseaduse psteviske. Prast kolme sellise psteviske ebannestumist jvad haiguse tagajrjed kestma ja olend lpetab nende pstmiste tegemise. Prast kolme pstva viske sooritamist paraneb olend haigusest ja loits lpeb.
Kuna see loits kutsub oma sihtmrgis esile loomuliku haiguse, siis kehtib iga mju, mis haiguse eemaldab vi muul viisil leevendab selle mju. .
Pimetav haigus: Valu haarab olendi meelt ja ta silmad muutuvad piimvalgeks. Olendil on tarkuse kontrollimisel ja tarkuse pstmise visketel ebasoodsad kljed ning ta on pimestatud.
Rbusepalavik: raevukas palavik phib lbi olendi keha. Olendil on tugevuskontrolli, tugevust sstvate visete ja tugevust kasutavate rndevisete puhul ebasoodsad kljed.
Liha mdanik: olendi liha laguneb. Olendil on karisma kontrollimisel ebasoodsad kljed ja haavatavus igasuguste kahjustuste suhtes.
Mttetuli: olendi meel muutub palavikuks. Olendil on luurekontrollide ja luureandmeid

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sstvate visete osas ebasoodsad kljed ning olend kitub lahingu ajal justkui segadusloitsu mjul.
Arvamine: olend saab vrisemisest jagu. Olendil on puudused osavuse kontrollides, osavust sstvates visetes ja osavust kasutavates rndevisetes.
Slimy Doom: olend hakkab kontrollimatult veritsema. Olendil on phiseaduse kontrollimisel ja phiseaduse pstmise visketel puudus. Lisaks, kui olend saab kahju, uimastatakse teda kuni jrgmise kigu lpuni.

Druid

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Saate hu kontrolli alla 100 jala pikkuses kuubis, mida nete levialas. Valige loitsu tegemisel ks jrgmistest efektidest. Mju kestab loitsu kestuse, vlja arvatud juhul, kui kasutate oma tegevust mnel hilisemal prdel, et llituda teisele efektile. Saate oma toimingut kasutada ka efekti ajutiselt peatamiseks vi peatatud toimingu taaskivitamiseks.
Piilid: tuul tuseb kuubis, puhudes pidevalt teie mratud horisontaalsuunas. Saate valida tuule intensiivsuse: vaikne, mdukas vi tugev. Mduka vi tugeva tuule korral on kuubist sisenevad, sealt vljuvad vi sealt lbivad kaugrelvade rnnakud rnderullimisel miinuses. Kui tuul on tugev, peab iga vastutuult liikuv olend kulutama iga liigutatud jala kohta 1 lisajala.
Allatmme: phjustate psiva tugeva tuule puhumise levalt alla. kuubikust. Vahemaarelva rnnakud, mis lbivad kuubi vi mis on sooritatud selle sees olevate sihtmrkide vastu, on nende rnderullidel ebasoodsad. Olend peab sooritama Ju sstva viske, kui ta lendab esimest korda prdel kuubi sisse vi alustab seal lennates oma pret. Ebannestunud salvestamise korral on olend khuli.
Tst les: tekitate kuubis psiva lesvoolu, mis tuseb kuubi alumisest kljest

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lespoole. Olendid, kes lpetavad kukkumise kuubis, saavad kukkumisest vaid poole kahju. Kui kuubis olev olend teeb vertikaalse hppe, vib olend hpata kuni 10 jalga tavalisest krgemale.

Druid

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peotis liiva, tilk tinti ja magavalt linnult kitkutud kirjasulg

See loits kujundab olendi unengusid. Valige olend, keda teate selle loitsu sihtmrgina. Sihtmrk peab olema teiega samal eksistentsitasandil. Olenditega, kes ei maga, nagu pkapikud, ei saa see loits hendust. Sina vi tahtlik olend, keda puudutad, sisened transiseisundisse, toimides snumitoojana. Transis olles on snumitooja teadlik mbritsevast, kuid ei saa midagi ette vtta ega liikuda.
Kui sihtmrk magab, ilmub snumitooja sihtmrgi unengudesse ja saab sihtmrgiga vestelda seni, kuni see on jb kogu loitsu kestuse ajaks magama. Snumitooja vib kujundada ka uneno keskkonda, luues maastikke, objekte ja muid pilte. Snumitooja vib transist vlja tulla igal ajal, lpetades loitsu mju varakult. Sihtmrk meenutab unengu rgates suurepraselt. Kui sihtmrk on loitsu tegemise ajal rkvel, teab snumitooja seda ja vib transi (ja loitsu) lpetada vi oodata, kuni sihtmrk uinub, misjrel snumitooja ilmub sihtmrgi unengudesse.
Saate muuta snumitooja sihtmrgi jaoks koletu ja hirmuratavaks. Kui teete, vib

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peotis liiva, tilk tinti ja magavalt linnult kitkutud kirjasulg

snumitooja edastada kuni kmnesnalise snumi ja seejrel peab sihtmrk sooritama Wisdomi psteviske. Ebannestunud pstmise korral tekitavad fantastliku koleduse kajad udusunengu, mis kestab sihtmrgi une kestuse ja takistab sihtmrgil sellest puhkusest mingit kasu saamast. Lisaks, kui mrklaud rkab, saab see 3d6 pshilist kahjustust.
Kui teil on kehaosa, juuksesalk, knest likamine vi sarnane kehaosa, teeb sihtmrk oma psteviske ebasoodsalt .

Druid

Annate olendile, mida nete levialas, maagilise ksu, sundides teda teenistust tegema vi hoiduma mnest tegevusest vi tegevusest vastavalt teie otsusele. Kui olend saab sinust aru, peab ta Wisdomi pstva viskega hakkama saama vi sinust selleks ajaks vlutud olema. Kuigi olend on teie poolt vlutud, saab see pshilist kahju 5p10 iga kord, kui ta tegutseb viisil, mis on otseselt teie juhistega vastuolus, kuid mitte rohkem kui ks kord pevas. Olend, kes teist aru ei saa, ei ole loits mjutatud.
Saate anda mis tahes valitud ksu, vlja arvatud tegevuse, mis vib lppeda kindla surmaga. Kui annate enesetapukskluse, siis loits lpeb.
Saate loitsu enneaegselt lpetada, kasutades selleks toimingut, mis sellest loobub. Loits eemalda needus, suurem taastamine vi soovi lpetab samuti selle.
Krgematel tasemetel: kui kui kasutate seda loitsu 7. vi 8. taseme loitsupesa abil, kestus on 1 aasta. Kui teete selle loitsu loitsupilu kasutades, kestab loits seni, kuni ks lalmainitud loitsidest selle lpetab.

Druid

teemanttolm vrtusega 100 gp, mida loits kulutab

Te immutate olendisse, keda puudutate, positiivse energiaga, et thistada kurnav mju. Saate vhendada sihtmrgi kurnatuse taset he vrra vi lpetada he jrgmistest mjudest.
• ks efekt, mis vlus vi kivistas sihtmrki
• ks needus, sealhulgas sihtmrgi hlestumine sihtmrgile. neetud maagiline objekt
• Igasugune sihtmrgi vimete punktide vhendamine
• ks efekt, mis vhendab sihtmrgi tabamuspunkti maksimumi

Druid

mned terakesed suhkrut, mned terad ja mrdumine rasva

Slevad ja hammustavad jaaniussikad tidavad 20 jala raadiusega sfri, mille keskpunkt on teie valitud levialas. Kera levib mber nurkade. Kera jb kogu ajaks alles ja selle ala on kergelt varjatud. Sfri ala on keeruline maastik.
Kui ala ilmub, peab iga olend selles sooritama phiseaduse psteviske. Olend saab ebannestunud salvestamise korral 4d10 augustamiskahju vi eduka pstmise korral poole vhem kahju. Olend peab sooritama selle pstva viske ka siis, kui ta siseneb prdel esimest korda loitsu alale vi lpetab seal oma prde.
Krgematel tasemetel: kui teete selle loitsu loitsupesa abil 6. vi krgemal tasemel, suureneb kahju 1d10 vrra iga pesa taseme kohta, mis on le 5. taseme.

Druid


lehtri kujuline paber vi leht

30 jala raadiuses ilmub 5 jala sgavuse vee keerlev mass, mille keskpunkt on punkt, mida nete levialas. Punkt peab asuma maapinnal vi veekogus. Kuni loitsu lpuni on see ala keeruline maastik ja iga olend, kes alustab seal oma pret, peab lbima ju pstva viske vi tegema 6d6 lgikahju ja olema tmmatud 10 jalga keskpunkti poole.

Druid

Tervendava energia laine uhub vlja teie valitud punktist leviulatuses. Valige kuni kuus olendit 30 jala raadiusega sfris, mille keskpunkt on see punkt. Iga sihtmrk saab tagasi tabamuspunktid, mis on vrdsed 3d8-ga + teie loitsuvime muutja. See loits ei mjuta elutuid ega konstruktsioone.
Krgematel tasemetel: kui teete selle loitsu 6. taseme vi krgema loitsupesa abil, suureneb paranemine 1d8 vrra iga 5. tasemest krgemal oleva pesa taseme kohta. .

Druid

nputis seesamiseemneid

Teie valitud kohta ilmub lbips, mida nete puit-, krohv- vi kivipinnal (nt seinal, lael vi prandal) levialas, ja see kestab nii kaua. . Saate valida ava mtmed kuni 5 jalga lai, 8 jalga pikk ja 20 jalga sgav. Lik ei tekita seda mbritsevas struktuuris ebastabiilsust.
Kui avaus kaob, visatakse loitsu loodud olendid vi esemed turvaliselt vlja vabasse ruumi, mis on kige lhemal pinnale, millele loitsu tegid.

Druid

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juveel, mille vrtus on vhemalt 1000 gp, mida loits kulutab

Selle loitsuga proovite oma teenistusse siduda taevase, stiihia, fey vi kuradi. Olend peab olema kogu loitsu levialas. (Tavaliselt kutsutakse olend esmalt mberpratud vluringi keskele, et see loitsu ajal lksus hoida.) Heitmise lppedes peab sihtmrk sooritama karisma pstmise. viskama. Ebannestunud salvestamise korral teenindab see teid kogu aja. Kui olend kutsuti vlja vi loodi mne muu loitsuga, pikeneb selle loitsu kestus, et see vastaks selle loitsu kestusele.
Seotud olend peab jrgima teie juhiseid oma vimaluste piires. Vite anda olendile ksu teid seiklusele kaasa vtta, kohta valvata vi snumit edastada. Olend jrgib teie juhiste thte, kuid kui olend on teie vastu vaenulik, pab ta teie snu vnata, et saavutada oma eesmrke. Kui olend tidab teie juhised tielikult enne loitsu lppu, sidab ta teie juurde, et sellest faktist teada anda, kui olete samal eksistentsitasandil. Kui asute teisel eksistentsitasandil, naaseb see kohta, kus te selle sidusite, ja jb sinna kuni loitsu lpuni.

Druid

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juveel, mille vrtus on vhemalt 1000 gp, mida loits kulutab

Krgematel tasanditel: kui teete selle loitsu loitsupesa abil krgema taseme puhul pikeneb kestus 6. taseme pesaga 10 pevani, 7. taseme pesaga 30 pevani, 8. taseme pesaga 180 pevani ning 9. tasemega aastani ja pevani. igekirja pesa.

Druid

haruldased lid ja ravimtaimed, mille vrtus on vhemalt 1000 gp, mida loits kulutab

Puudutate surnud humanoidi vi surnud humanoidi tkki. Eeldusel, et olend on surnud mitte kauem kui 10 peva, moodustab loits talle uue tiskasvanud keha ja kutsub seejrel hinge sellesse kehasse sisenema. Kui sihtmrgi hing ei ole vaba vi ei taha seda teha, siis loits ebannestub.
Maagia loob olendile elamiseks uue keha, mis tenoliselt phjustab olendi rassi muutumise. DM veeretab d100 ja uurib jrgmist tabelit, et teha kindlaks, millise kuju olend ellu taastades vtab, vi DM valib vormi. 01-04 Dragonborn. 05-13 Pkapikk, kngas. 14-21 Pkapikk, mgi. 22-25 Elf, tume 26-34 Elf, krge. 35-42 Pkapikk, puit. 43-46 Gnoom, mets. 47-52 Gnoome, rock. 53-56 Poolhaldjas. 57-60 Poolork. 61-68 Poolik, kergejalg. 69-76 Poolik, jme. 77-96 Inimene. 97-00 Tiefling.
Reinkarneerunud olend meenutab oma endist elu ja kogemusi. See silitab oma algsel kujul olnud vimalused, vlja arvatud see, et see vahetab oma algse rassi uue vastu ja muudab vastavalt oma rassitunnuseid.

Druid

[1/2]

vhemalt 1000 gp vrtuses fookus, niteks kristallkuul, hbepeegel vi pha veega tidetud font

Saate nha ja kuulda konkreetset valitud olendit, kes asub teiega samal eksistentsitasandil. Sihtmrk peab sooritama Wisdomi psteviske, mida muudab see, kui hsti te mrklauda tunnete ja milline fsiline side teil sellega on. Kui sihtmrk teab, et sa loitsid seda loitsu, vib ta psteviske vabatahtlikult ebannestuda, kui ta soovib, et teda jlgitaks.
Teadmised kasutatud (olete sihtmrgist kuulnud) +5. Esimesest kest (olete eesmrgi titnud) +0. Tuttav (tead sihtmrki hsti) -5.
Seos Sarnasus vi pilt -2. Valdus vi rivas -4. Kehaosa, juuksesalk, knetkk vi muu sarnane -10.
Eduka salvestamise korral sihtmrki see ei mjuta ja te ei saa seda loitsu selle vastu 24 tunni jooksul uuesti kasutada.
Ebannestunud salvestamise korral loob loits sihtmrgist 10 jala raadiuses nhtamatu anduri. Anduri kaudu nete ja kuulete, nagu oleksite seal. Andur liigub koos sihtmrgiga, jdes selleks ajaks 10 jala kaugusele. Olend, kes neb nhtamatuid objekte, neb andurit umbes teie rusikasuuruse helendava

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vhemalt 1000 gp vrtuses fookus, niteks kristallkuul, hbepeegel vi pha veega tidetud font

kerana.
Olendi sihtimise asemel saate selle loitsu sihtmrgiks valida asukoha, mida olete varem ninud. Kui teete seda, ilmub andur sellesse kohta ja ei liigu.

Druid

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savi ja vesi

Valite kivist vi mudast ala, mida nete ja mis mahub 40-jalase kuubiku sisse ja mis jb levialasse, ning valige ks jrgmistest efektidest.
Muuda kivi mudaks
/b>: Mis tahes tpi mittemaagiline kivi selles piirkonnas muutub vrdseks paksuseks voolavaks mudaks, mis jb loitsu ajaks alles.
Maapind loitsupiirkonnas muutub piisavalt mudaseks, et olendid vivad sellesse vajuda. Iga jalg, mida olend lbi muda liigub, maksab 4 jalga liikumist ja iga olend, kes on loitsu tegemise ajal maas, peab sooritama ju sstva viske. Olend peab sooritama psteviske ka siis, kui ta liigub esimest korda prdel alale vi lpetab seal oma prde. Ebannestunud pstmise korral vajub olend mudasse ja on vaoshoitud, kuigi ta saab toimingu abil end mudast lahti tmmates vaoshoitud seisundi lpetada.
Kui loitsite lakke, tekib muda. langeb. Iga muda all olev olend peab kukkumisel sooritama osavuse pstva viske. Olend saab ebannestunud pstmisel 4d8 kahjustust vi nnestunud pstmisel poole vhem.
Muda kiviks muutmine:

Druid


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savi ja vesi

mittemaagiline muda vi vesiliiv piirkonnas, mille sgavus on kuni 10 jalga. pehmeks kiviks loitsu ajaks. Iga olend, kes on mudas transformeerumisel, peab sooritama osavust sstva viske. Eduka pstmise korral manverdatakse olend turvaliselt pinnale vabas kohas. Ebannestunud pstmisel hoiab olend kivist kinni. Vaoshoitud olend vi mni muu keulatuses olev olend vib toimingu abil proovida kivi murda, sooritades DC 20 tugevuskontrolli vi tehes sellele kahju. Kivil on AC 15 ja 25 tabamuspunkti ning see on immuunne mrgi ja pshiliste kahjustuste suhtes.

Druid

Saate vimaluse siseneda puusse ja liikuda selle seest teise samasuguse puu sisse 500 jala raadiuses. Mlemad puud peavad olema elusad ja teiega vhemalt sama suured. Puusse sisenemiseks peate liikuma 5 jalga. Saate koheselt teada kigi teiste sama tpi puude asukoha 500 jala raadiuses ja puusse sisenemiseks kasutatava kigu osana vite kas siseneda hele neist puudest vi astuda vlja puust, mille sees olete. teie valitud kohas 5 jala raadiuses sihtpuust, kasutades veel 5 jalga liikumist. Kui teil pole enam liikumist, ilmute sisestatud puust 5 jala kaugusele.
Saate seda transpordivimalust kasutada ks kord ringis kogu aja jooksul. Peate iga prde lpetama vljaspool puud.

Druid

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vike graniidiplokk

Mittemaagiline tahke kivisein trkab teie valitud kohas levialas. Sein on 6 tolli paksune ja koosneb kmnest 10 jala x 10 jala paneelist. Iga paneel peab olema vhemalt teise paneeliga klgnev. Teise vimalusena saate luua 10 jala x 20 jala laiuseid paneele, mis on vaid 3 tolli paksused.
Kui sein likab selle ilmumisel lbi olendi ruumi, lkatakse olend seina hele kljele (teie valik ). Kui olendit mbritseks igast kljest mr (vi sein ja muu tahke pind), vib see olend teha osavust sstva viske. Edu korral saab see oma reaktsiooni abil oma kiirust suurendada, nii et see ei oleks enam seinaga mbritsetud.
Seinal vib olla mis tahes kuju, mida soovite, kuigi see ei saa hivata sama ruumi kui olend vi objekt. Sein ei pea olema vertikaalne ega toetuma kindlale alusele. See peab aga sulanduma olemasoleva kiviga ja olema sellele kindlalt toestatud. Seega saate seda loitsu kasutada lhe letamiseks vi kaldtee loomiseks.
Kui loote le 20 jala pikkuse ulatuse, peate tugede loomiseks iga paneeli suuruse poole vrra

Druid

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vike graniidiplokk

vhendama. Seina saab jmedalt vormida, et tekitada ristklikuid, palgeid ja nii edasi.
Sein on kivist ese, mis vib kahjustada saada ja seega puruneda. Igal paneelil on AC 15 ja 30 lgipunkti paksuse tolli kohta. Paneeli vhendamine 0 tabamuspunktini hvitab selle ja vib phjustada hendatud paneelide kokkuvarisemist DM rangemisel.
Kui keskendute sellele loitsule kogu selle aja jooksul, muutub sein psivaks ja seda ei saa hajutada. Vastasel juhul kaob sein loitsu lppedes.

Druid

Kutsute loodusvaime, et nad rataks neid oma vaenlaste vastu. Valige punkt, mida nete levialas. Vaimud panevad puud, kivid ja rohud 60-jalases kuubis, mis on selle punkti keskel, animeeritud, kuni loits lpeb.
Rohi ja alusmets: mis tahes maa-ala kuubis, mis on rohu vi alusmetsaga kaetud maastik on teie vaenlastele raske.
Puud: iga teie kigu alguses peab iga teie vaenlane kuubikus olevast puust 10 jala raadiuses edu saavutama. Osavust sstev vise vi okste piitsutamisel 4d6 lgikahjustus.
Juured ja viinapuud: iga kigu lpus peab nnestuma ks teie valitud olend, kes on kuubis maas. tugevust sstval viskel vi vaoshoituks, kuni loits lpeb. Vaoshoitud olend vib kasutada toimingut, et kontrollida judu (kergejustik) teie loitsu pstmiseks, lpetades sellega enda mju edule.
Kivimid: boonustegevusena teie kigul vite panna kuubis oleva lahtise kivi paiskuma olendile, mida nete kuubis. Tehke sihtmrgi vastu kaugloitsurnnak. Lgi korral saab sihtmrk 3d8 mittemaagilist lgikahjustust ja see peab nnestuma tugevust sstval viskel vi kukkumisel.

Druid

Loote 20 jala raadiusega mrgise kollakasrohelise udu sfri, mille keskpunkt on teie valitud levialas. Udu levib nurkade taha. See kestab nii kaua vi kuni tugev tuul hajutab udu, lpetades loitsu. Selle ala on tugevalt varjatud.
Kui olend siseneb prdel esimest korda loitsualale vi alustab seal oma pret, peab see olend sooritama phiseaduse psteviske. Olend saab ebannestunud pstmisel 5d8 mrgikahjustust vi eduka pstmise korral poole vhem kahju. Olendid on mjutatud isegi siis, kui nad hoiavad hinge kinni vi ei pea hingama.
Udu liigub sinust 10 jala kaugusele iga prde alguses, veeredes mda maapinda. Aurud, mis on hust raskemad, vajuvad maa madalaimale tasemele, valades isegi avasid alla.
Krgematel tasanditel: kui kasutate seda loitsu 6. vi krgema taseme loitsupilu kasutades. , suureneb kahju 1d8 vrra iga pesa taseme kohta, mis on le 5.

Druid

[1/2]

Teie puudutus phjustab haigusi. Tehke lhivitlusrnnak teie keulatuses oleva olendi vastu. Lgi korral kannatate olendil enda valitud haigusega, mis on mni allpool kirjeldatud haigustest.
Iga sihtmrgi kigu lpus peab ta sooritama phiseaduse psteviske. Prast kolme sellise psteviske ebannestumist jvad haiguse tagajrjed kestma ja olend lpetab nende pstmiste tegemise. Prast kolme pstva viske sooritamist paraneb olend haigusest ja loits lpeb.
Kuna see loits kutsub oma sihtmrgis esile loomuliku haiguse, siis kehtib iga mju, mis haiguse eemaldab vi muul viisil leevendab selle mju. .
Pimetav haigus: Valu haarab olendi meelt ja ta silmad muutuvad piimvalgeks. Olendil on tarkuse kontrollimisel ja tarkuse pstmise visketel ebasoodsad kljed ning ta on pimestatud.
Rbusepalavik: raevukas palavik phib lbi olendi keha. Olendil on tugevuskontrolli, tugevust sstvate visete ja tugevust kasutavate rndevisete puhul ebasoodsad kljed.
Liha mdanik: olendi liha laguneb. Olendil on karisma kontrollimisel ebasoodsad kljed ja haavatavus igasuguste kahjustuste suhtes.
Mttetuli: olendi meel muutub palavikuks. Olendil on luurekontrollide ja luureandmeid

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sstvate visete osas ebasoodsad kljed ning olend kitub lahingu ajal justkui segadusloitsu mjul.
Arvamine: olend saab vrisemisest jagu. Olendil on puudused osavuse kontrollides, osavust sstvates visetes ja osavust kasutavates rndevisetes.
Slimy Doom: olend hakkab kontrollimatult veritsema. Olendil on phiseaduse kontrollimisel ja phiseaduse pstmise visketel puudus. Lisaks, kui olend saab kahju, uimastatakse teda kuni jrgmise kigu lpuni.

Druid

vike kristall- vi klaaskoonus

Teie kte vahelt paiskub vlja klma hu pauk. Iga olend 60-jalases koonuses peab sooritama phiseaduse psteviske. Olend saab ebannestunud pstmisel klmakahjustusi 8d8 vi nnestunud pstmisel poole vhem.
Selle loitsu tagajrjel tapetud olend muutub klmunud kujuks, kuni see sulab.
Krgematel tasemetel: Kui kasutate seda loitsu 6. taseme vi krgema loitsupesaga, suureneb kahju 1d8 vrra iga 5. tasemest krgemal oleva loitsu taseme kohta.

Druid


nputis vvlit

Vertikaalne jumaliku tule sammas mirgab taevast alla teie mratud kohas. Iga olend, kes asub 10 jala raadiuses ja 40 jala krguses silindris, mille keskpunkt asub levialas asuvas punktis, peab sooritama osavust sstva viske. Olend saab ebannestunud salvestamise korral 4p6 tulekahjustust ja 4d6 kiirguskahjustust vi eduka pstmise korral poole vhem kahju.
Krgematel tasemetel: kui teete selle loitsu, kasutades 6. loitsupesa tase vi krgem, suureneb tulekahju vi kiirguskahjustus (teie valik) 1d6 vrra iga pesa taseme kohta, mis on le 5.

Druid

Tervendava energia laine uhub vlja teie valitud punktist leviulatuses. Valige kuni 6 olendit 30 jala raadiusega sfris, mille keskpunkt on see punkt. Iga sihtmrk saab tagasi tabamuspunktid, mis on vrdsed 3d8-ga + teie loitsuvime muutja. See loits ei mjuta elutuid ega konstruktsioone.

Krgematel tasemetel: kui kasutate seda loitsu kuuenda taseme vi krgema loitsupesa abil, suureneb paranemine iga pesa kohta 1d8 vrra. tase le 5.

Druid

[1/2]

Te phjustate kuni kuue kivisamba purunemise maapinnal asuvatest kohtadest, mida nete levialas. Iga sammas on silinder, mille lbimt on 5 jalga ja krgus kuni 30 jalga. Maapind, kuhu sammas ilmub, peab olema selle lbimdu jaoks piisavalt lai ja kui see olend on keskmine vi viksem, vite sihtida maapinda olendi all. Igal sambal on AC 5 ja 30 lgipunkti. Kui sammas langeb 0 tabamuspunktini, mureneb sammas rusudeks, mis loob 10 jala raadiusega keerulise maastikuala, mis kestab kuni killustiku koristamiseni. Iga 5-jalase lbimduga alaosa ksitsi puhastamiseks kulub vhemalt 1 minut.
Kui olendi alla luuakse sammas, peab see olend nnestuma osavuse pstva viskega vi sambast les tstma. Olend vib otsustada, kas pstmine ebannestub.
Kui sammas ei suuda lae vi muu takistuse tttu oma tiskrgust saavutada, saab samba peal olev olend 6d6 lgikahju ning teda hoitakse kinni, pigistatakse samba ja takistuse vahele. . Vaoshoitud olend saab kasutada toimingut, et kontrollida tugevust vi osavust (olendi valik) loitsu pstva DC vastu. Edu korral ei ole olend enam tagasi hoitud ja ta peab sambalt maha minema vi sellelt maha kukkuma.
Krgematel tasemetel: kui teete selle loitsu, kasutades 7.

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vi krgema taseme loitsu , saate luua kaks tiendavat sammast iga pesa taseme jaoks, mis on krgem kui 6.

Druid

Kutsute vlja fey olendi, kelle vljakutse reiting on 6 vi madalam, vi vaenulik vaim, kes on vljakutsereitinguga 6 vi madalam. See kuvatakse vabas kohas, mida nete levialas. Fey olend kaob, kui ta langeb 0 lgipunktini vi kui loits lpeb.
Fey olend on teie ja teie kaaslaste vastu kogu selle aja jooksul sbralik. Roll initsiatiiv olendile, kellel on omad kigud. See jrgib kiki teie antud suulisi kske (teie ei nua htegi toimingut), kui need ei riku selle joondust. Kui te ei jaga loogale htegi ksku, kaitseb ta end vaenulike olendite eest, kuid muidu ei tee midagi.
Kui teie keskendumisvime on katki, ei kao see looder kuhugi. Selle asemel kaotate kontrolli vaenuliku olendi le, muutub see teie ja teie kaaslaste suhtes vaenulikuks ning vib rnnata. Te ei saa kontrollimatut fey-olendit vallandada ja see kaob 1 tund prast selle vljakutsumist.
DM-is on selle olendi statistika.
Krgematel tasanditel: kui te selle esitate loitsu kasutades 7. vi krgema taseme loitsu

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puuvrik, mida loits tarbib, mis on koristatud kuldse sirbiga tiskuu valguses

Kutsute looduse vaime, et kaitsta ala ues vi maa all. Ala vib olla nii vike kui 30-jalane kuup vi nii suur kui 90-jalane kuup. Hooned ja muud ehitised on kahjustatud piirkonnast vlja jetud. Kui loitsite seda loitsu samasse piirkonda iga pev aasta jooksul, kestab loits kuni hajutamiseni.
Loits loob piirkonnas jrgmised efektid. Selle loitsu tegemisel saate mrata olendid spradeks, kes on mjude suhtes immuunsed. Samuti saate mrata parooli, mis valjusti vljatlemisel muudab kneleja nende mjude suhtes immuunseks.
Kogu hoolealune piirkond kiirgab maagiat. Piirkonnale antud maagia hajutamine eemaldab edu korral ainult he jrgmistest efektidest, mitte kogu ala. Selle loitsu juht valib, millise efekti lpetada. See loits hajub alles siis, kui kik selle mjud on kadunud.
Tahke udu: vite tita mis tahes arvu 5-jalaseid ruute maapinnal paksu uduga, muutes need tugevasti varjatuks. Udu ulatub 10 jala krgusele. Lisaks maksab iga liikumine lbi udu 2 lisajalga. Selle mju suhtes immuunse olendi jaoks

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puuvrik, mida loits tarbib, mis on koristatud kuldse sirbiga tiskuu valguses

ei varja udu midagi ja neb vlja nagu pehme udu, hus hljuvad rohelise valguse laigud.
Alusmetsast kinni haaramine: saate tita suvalise arvu 5-jalaseid ruume. ruudud maapinnal, mis ei ole udu tis, haarates umbrohtu ja viinapuud, nagu oleks neid mjutanud pimunud loits. Selle mju suhtes immuunse olendi jaoks tunduvad umbrohud ja viinapuud pehmed ja kujundavad end mber, et olla ajutised istmed vi peenrad.
Grove Guardians: saate piirkonnas animeerida kuni nelja puud, phjustades nad peavad end maast vlja juurima. Nendel puudel on sama statistika kui rganud puul, mis kuvatakse Koletise ksiraamatus, vlja arvatud see, et nad ei oska rkida ja nende koor on kaetud druiidismbolitega. Kui mni olend, kes pole selle mju suhtes immuunne, siseneb hoolealusesse piirkonda, vitlevad metsavahid, kuni nad on sissetungijad tapnud. Metsakaitsjad jrgivad ka teie suulisi kske (teie ei nua midagi), mille annate piirkonnas viibides. Kui te neile ksklusi ei anna ja sissetungijaid kohal pole, ei tee

Druid

[3/3]

puuvrik, mida loits tarbib, mis on koristatud kuldse sirbiga tiskuu valguses

metsavahid midagi. Metsahooldajad ei saa hoolealuselt alalt lahkuda. Kui loits lpeb, kaob neid animeeriv maagia ja vimalusel juurduvad puud uuesti.
Tiendav loitsuefekt: saate hoolealusele alale paigutada he jrgmistest maagilistest efektidest. :
• Pidev tuulepuhang kahes teie valitud kohas
kasv hes teie valitud kohas
Tuulesein kahes teie valitud kohas.
Selle mju suhtes immuunse olendi jaoks on tuuled lhnavad, rnad tuuled ja naelu kasvuala on kahjutu.

Druid

ennustusriistade komplekt - nagu luud, elevandiluust pulgad, kaardid, hambad vi nikerdatud ruunid - vrtusega 100 gp ja objekt kohast, mida soovite leida

See loits vimaldab teil leida lhima ja kige otsesema fsilise tee konkreetne kindel asukoht, mis on teile tuttav samal eksistentsitasandil. Kui nimetate mnel muul plaanil olevale sihtkohale, sihtkohale, mis liigub (nt mobiilne kindlus) vi sihtkohale, mis pole konkreetne (nt rohelise draakoni pesa), siis loits ebannestub.
Aja jooksul. , niikaua kui olete sihtkohaga samal eksistentsitasandil, teate, kui kaugel see on ja mis suunas see asub. Sinna reisides mrate alati automaatselt kindlaks, milline tee on kige lhem ja kige otsem marsruut (kuid mitte tingimata kige turvalisem) sihtkohta judmiseks.

Druid


Valige olend, keda nete levialas. Positiivse energia voog uhub olendit lbi, pannes selle taas 70 tabamuspunkti tagasi saama. Loits lpetab ka pimeduse, kurtuse ja kik haigused, mis mjutavad sihtmrki. See loits ei mjuta konstruktsioone ega elutuid.
Krgematel tasemetel: kui teete selle loitsu 7. vi krgema taseme loitsupesa abil, suureneb paranemise mr 10 vrra iga pesa taseme kohta. le 6.

Druid

vriskiviga kaetud kauss, mille vrtus on vhemalt 1000 gp, mida loits ra kulutab

Tood vlja suure pidusgi, sealhulgas suureprast ski ja jooki. Pidu smiseks kulub 1 tund ja selle aja mdudes kaob ning kasulik mju avaldub alles selle tunni mdudes. Peost saab osa vtta kuni kaksteist teist olendit.
Olend, kes pidusgist osa vtab, saab mitmeid eeliseid. Olend paraneb kigist haigustest ja mrgist, muutub mrgi ja hirmu suhtes immuunseks ning teeb kik Wisdomi pstevisked eelisega. Selle tabamuspunktide maksimum suureneb samuti 2d10 vrra ja see kogub sama palju tabamuspunkte. Need eelised kestavad 24 tundi.

Druid

Leegid kihutavad le teie keha, heidates loitsu ajal eredat valgust 30 jala raadiuses ja hmarat valgust veel 30 jala vrra. Leegid ei kahjusta sind. Kuni loitsu lpuni on teil jrgmised eelised:
• olete tulekahjustuste suhtes immuunne ja talute klmakahjustusi.
• Iga olend, kes liigub teist esimest korda 5 jala raadiuses pre vi prde lppemine seal saab 1d10 tulekahjustust.
• Saate kasutada oma tegevust 15 jala pikkuse ja 5 jala laiuse tulejoone loomiseks, mis ulatub sinust valitud suunas. Iga olend rivis peab sooritama osavust sstva viske. Olend saab ebannestunud pstmisel 4d8 tulekahjustust vi eduka pstmise korral poole vhem kahju.

Druid

Kuni loitsu lppemiseni ristab j teie keha ja saate jrgmised eelised:
• olete klmakahjustuste suhtes immuunne ja tulekahjustuste suhtes vastupidav.
• Saate liikuda raskel maastikul, mille on loonud j vi lumi ilma liigset liikumist kulutamata.
• Maapind 10 jala raadiuses teie mber on jine ja on raske terra teistele olenditele peale teie. Raadius liigub koos teiega.
• Saate kasutada oma tegevust, et luua 15-jalase klma tuule koonus, mis ulatub teie vljasirutatud kest teie valitud suunas. Iga koonuses olev olend peab sooritama phiseaduse psteviske. Olend saab ebannestunud pstmisel 4x6 klmakahjustust vi eduka pstmise korral poole vhem kahjustusi. Olend, kes ei suuda selle efekti vastu psta, vheneb poole vrra, kuni jrgmise prde alguseni.

Druid

Kuni loitsu lpuni levivad kivitkid le teie keha ja saate jrgmised eelised:
• teil on vastupanu mittemaagiliste rnnakute tekitatavatele torkimis-, lbitorkamis- ja lgikahjustustele.
• Vite kasutada teie tegevus, et tekitada maapinnal 15 jala raadiuses vike maavrin, mille keskmes on teid. Teised sellel alal viibivad olendid peavad hakkama saama osavust sstva viskega vi olema pikali.
• Saate liikuda maast vi kivist raskel maastikul ilma lisaliigutusi kulutamata. Sa vid liikuda lbi tahke maa vi kivi nagu see oleks hk ja seda destabiliseerimata, kuid sa ei saa oma liikumist sellega lpetada. Kui teete seda, visatakse teid lhimasse vaba ruumi, see loits lpeb ja olete uimastatud kuni jrgmise kigu lpuni.

Druid

Kuni loitsu lpuni keerleb tuul teie mber ja teil on jrgmised eelised:
• Teie vastu sooritatud kaugusrelvade rnnakud on rnnakurullil ebasoodsad.
• Lennukiirus on 60 jalga. . Kui te loitsu lppedes ikka lendate, kukute, kui te ei saa seda kuidagi ra hoida.
• Saate oma toimingu abil luua 15-jalase keerleva tuule kuubi, mille keskpunkt on punkt, mida nete 60 raadiuses. sinu jalad. Iga olend sellel alal peab sooritama phiseaduse psteviske. Olend saab ebannestunud salvestamise korral 2d10 kahjustust vi eduka salvestuse korral poole vhem kahju. Kui suurel vi viksemal olendil ei nnestu psta, lkatakse see olend kuubi keskpunktist 10 jala kaugusele.

Druid

[1/2]

raudtera ja vike kott, mis sisaldab mulla segu savi, liivsavi ja liiv

Valige levialasse jval kljel maastikuala, mis ei ole suurem kui 40 jalga. Saate piirkonnas mustuse, liiva vi savi mis tahes valitud viisil selle kestuse jooksul mber kujundada. Saate tsta vi langetada ala krgust, luua vi tita kaeviku, pstitada vi tasandada seina vi moodustada samba. Selliste muutuste ulatus ei tohi letada poolt piirkonna suurimast mtmest. Seega, kui mjutate 40 jala pikkust ruutu, saate luua kuni 20 jala krguse samba, tsta vi langetada vljaku krgust kuni 20 jala vrra, kaevata kuni 20 jala sgavust kraavi jne. Nende muudatuste lpuleviimiseks kulub 10 minutit.
Iga loitsule keskendumise 10 minuti lpus saate valida mjutamiseks uue maastikupiirkonna.
Kuna maastik muutub aeglaselt, jvad olendid sisse ala ei saa tavaliselt maapinna liikumisest kinni jda ega vigastada.
See loits ei saa manipuleerida loodusliku kivi vi kivikonstruktsiooniga. Kivid ja ehitised nihkuvad uue maastikuga kohanemiseks. Kui maastiku kujundamise viis muudaks struktuuri ebastabiilseks, vib see kokku

Druid

[2/2]

raudtera ja vike kott, mis sisaldab mulla segu savi, liivsavi ja liiv

kukkuda.
Samamoodi ei mjuta see loits otseselt taimede kasvu. Liigutatud maa kannab endaga kaasa kik taimed.

Druid

Teil on loitsu kestuse ajal vastupidavus happe-, klma-, tule-, vlgu- ja ikesekahjustustele.
Kui teete mnda sellist tpi kahjustusi, saate oma reaktsiooni kasutada seda tpi kahjustuste, sealhulgas kahjustuste vastu puutumatuse saamiseks. tekitades kahju. Kui teete seda, siis vastupanu lppeb ja teil on puutumatus kuni jrgmise kigu lpuni, mil loits lpeb.

Druid


suurendusklaas

Hiilgav valgusvihk vilgub teie kest 5 jala laiuse ja 60 jala pikkuse joonena. Iga olend rivis peab sooritama phiseaduse psteviske. Ebannestunud salvestamise korral saab olend 6d8 kiirguskahjustust ja jb kuni teie jrgmise kiguni pimedaks. Eduka salvestuse korral teeb see poole vhem kahju ja see loits ei ole pimestatud. Undead ja oose on selle pstva viske puhul miinuseks.
Saate luua oma tegevusena uue srajoone igal prdel kuni loitsu lpuni.
Kogu aja jooksul srab teie kes killuke sravat sra. See heidab eredat valgust 30 jala raadiuses ja hmarat valgust veel 30 jala raadiuses. Valgus on pikesevalgus.

Druid

See loits loob maagilise sideme levialasse jva Suure vi suurema elutu taime ja samal eksistentsitasandil mis tahes kaugusel asuva teise taime vahel. Peate olema sihttaime vhemalt korra varem ninud vi puudutanud. Selle aja jooksul vib iga olend astuda sihttaime sisse ja vljuda sihttaimest, kasutades selleks 5 jala pikkust liikumist.

Druid

[1/2]

peotis okkaid

Loote sitketest, painduvatest, sassis pintslitest seina, mis on harjastega nelteravate okastega. Sein jb kindlale pinnale levialasse ja psib kogu aja. Saate teha seina pikkuseks kuni 60 jalga, 10 jalga krge ja 5 jalga paksuseks vi ringiks, mille lbimt on 20 jalga ja mille krgus on kuni 20 jalga ja paksus 5 jalga. Sein blokeerib vaatevlja.
Kui sein ilmub, peab iga olend oma piirkonnas sooritama osavust sstva viske. Ebannestunud salvestamise korral saab olend 7d8 augustamiskahju vi eduka pstmise korral poole vhem kahju.
Olend vib liikuda lbi seina, kuigi aeglaselt ja valusalt. Iga 1 jala kohta, mida olend lbi seina liigub, peab ta liikuma 4 jalga. Pealegi, kui olend esimest korda prdel seina siseneb vi seal oma prde lpetab, peab olend sooritama osavuse sstva viske. Ebannestunud salvestamisel kulub kahju 7 peva 8 vi edukal salvestamisel poole vhem.
Krgematel tasemetel: kui kasutate seda loitsu 7. vi krgema taseme loitsupesa abil, on mlemad tbid kahju suurenemine 1d8 vrra iga

Druid

[2/2]

peotis okkaid

pesa taseme kohta le 6.

Druid

tuli ja pha vesi

Sina ja kuni kmme tahtelist olendit, keda nete levialas, omandate teatud aja jooksul gaasilise vormi, ilmudes pilvetkkidena. Selles pilvevormis olendi lennukiirus on 300 jalga ja ta on vastupidav mittemaagiliste relvade tekitatud kahjustustele. Ainsad toimingud, mida olend sellel kujul teha saab, on kriips vi tavavormi naasmine. Tagasiprdumine vtab aega 1 minuti, selle aja jooksul on olend tvimetu ega saa liikuda. Kuni loitsu lpuni vib olend naasta pilvevormi, mis nuab ka 1-minutilist mberkujundamist.
Kui olend on pilve kujul ja lendab mju lppedes, laskub olend 60 jalga ringi kohta 1 minuti jooksul, kuni see maandub, mida ta teeb ohutult. Kui ta ei saa 1 minuti prast maanduda, langeb olend lejnud vahemaa.

Druid

nputis lupja, vett ja mulda

Pate muuta he olendi, keda nete levialas, kiviks. Kui sihtmrgi keha on lihast, peab olend sooritama phiseaduse psteviske. Ebannestunud salvestamise korral on see vaoshoitud, kuna selle liha hakkab kvenema. Eduka pstmise korral olendit see ei mjuta.
Olend, kes on selle loitsuga vaoshoitud, peab iga oma kigu lpus tegema uue phiseaduse psteviske. Kui see nnestub selle loitsu vastu psta kolm korda, siis loits lpeb. Kui see ebannestub, pstetakse kolm korda, muudetakse see kiviks ja allutatakse selleks ajaks kivistunud seisundisse. nnestumised ja ebannestumised ei pea olema jrjestikused, jlgige mlemat, kuni sihtmrk kogub kolm hesugust.
Kui olend on kivistunud fsiliselt katki, kannatab ta algsesse olekusse naasmisel sarnaste deformatsioonide all.
Kui keskendud sellele loitsule kogu vimaliku aja jooksul, muudetakse olend kiviks, kuni efekt kaob.

Druid

Teie valitud levialasse ilmub mirgava leegi lehtedest koosnev torm. Tormi ala koosneb kuni kmnest 10-jalasest kuubist, mida saate oma soovi jrgi paigutada. Igal kuubil peab olema vhemalt ks tahk, mis klgneb teise kuubi esikljega. Iga olend piirkonnas peab sooritama osavust sstva viske. Ebannestunud pstmisel kulub 7p10 tulekahjustust vi eduka pstmise korral poole vhem.
Tuli kahjustab piirkonnas olevaid esemeid ja stab kergestisttivad esemed, mida ei kanta ega kaasas. Kui valite, ei mjuta see loits piirkonna taimede elu.

Druid

Kuni 1 miili suurusel alal nete maastikku, klate, lhnate ja tunnete end isegi nagu mingit muud tpi maastikku. Maastiku ldkuju jb siiski samaks. Lagedaid plde vi teed viks kujundada soo, knka, pragu vi mne muu raske vi lbimatu maastiku sarnaseks. Tiigi saab muuta nii, et see paistaks nagu rohtukasvanud heinamaa, jrsak nagu lauge nlv vi kividega kaetud jgi nagu lai ja sile tee.
Samamoodi saate muuta konstruktsioonide vlimust vi lisada neid kohtadesse, kus neid pole. on kohal. Loits ei varja, varja ega lisa olendeid.
Illusioon sisaldab kuuldavaid, visuaalseid, kombatavaid ja haistmiselemente, nii et see vib muuta puhta pinnase keeruliseks maastikuks (vi vastupidi) vi muul viisil takistada liikumist piirkonnas . Igasugune illusoorse maastiku osa (nt kivi vi pulk), mis loitsualast eemaldatakse, kaob kohe.
Telise ngemisega olendid nevad illusioonist lbi maastiku telise kuju, kuid kik muud illusiooni elemendid jvad alles. , nii et kuigi olend on illusiooni olemasolust teadlik, saab olend siiski illusiooniga fsiliselt suhelda.

Druid

[1/2]

hargiline metallvarras, mille vrtus on vhemalt 250 gp ja mis on hlestatud konkreetsele eksistentsitasandile

Teie ja kuni kaheksa valmisolendit, kes seovad ked ringis, viiakse teisele eksistentsi tasandile. Saate mrata sihtpunkti ldsnaliselt, niteks messingilinna tule elementaarsel tasapinnal vi Dispateri palee heksa prgu teisel tasandil, ja ilmute sellesse sihtkohta vi selle lhedale. Niteks kui proovite juda Messingi linna, vite DM rangemisel juda selle terastnavale, enne selle Tuhavravat, vi vaadata linna le Tulemere.
, kui teate teleportatsiooniringi sigilijrjestust teisel eksistentsitasandil, vib see loits teid sellele ringile viia. Kui teleportatsiooniring on kigi transporditavate olendite mahutamiseks liiga vike, ilmuvad nad ringi krval lhimatesse vabadesse kohtadesse.
Selle loitsu abil saate soovimatu olendi teisele tasapinnale pagendada. Vali enda keulatuses olev olend ja soorita tema vastu lhivitlusrnnak. Lgi korral peab olend sooritama Charisma pstva viske. Kui olendi salvestamine ebannestub, transporditakse ta teie mratud olemasolutasandil juhuslikku asukohta. Nii transporditud

Druid


[2/2]

hargiline metallvarras, mille vrtus on vhemalt 250 gp ja mis on hlestatud konkreetsele eksistentsitasandile

olend peab leidma oma tee tagasi teie praegusele eksistentsi tasandile.

Druid

palveratas ja pha vesi

Sa puudutad olendit ja stimuleerid selle loomulikku tervendavat vimet. Sihtmrk saab tagasi 4d8 + 15 tabamuspunkti. Loitsu ajal saab sihtmrk iga prde alguses tagasi 1 tabamuspunkti (10 tabamuspunkti minutis).
Sihtmrgi mahaligatud kehaosad (srmed, jalad, sabad jne), kui mis tahes, taastatakse 2 minuti prast. Kui teil on ra ligatud osa ja hoiate seda knnu kljes, paneb loits silmapilkselt jseme knnu klge kinni.

Druid

kivi ja raudviilud

See loits muudab gravitatsiooni 50 jala raadiusega ja 100 jala krguses silindris, mille keskpunkt on levialas olevas punktis. Kik olendid ja objektid, mis pole antud piirkonnas kuidagi maa klge kinnitatud, kukuvad selle loitsu tegemisel lespoole ja juavad ala tippu. Olend vib teha osavust sstva viske, et haarata kinni fikseeritud objektist, milleni ta ulatub, vltides nii kukkumist.
Kui sellel sgisel kohtate mnda tahket objekti (nt lagi), lvad kukkuvad objektid ja olendid vastu samamoodi. tavalise languse ajal. Kui objekt vi olend juab ala tippu ilma midagi lmata, jb ta sinna kogu ajaks kergelt vnkuma.
Kestuse lpus kukuvad mjutatud objektid ja olendid alla tagasi.

Druid

[1/2]

krretkk

Tuulekeeris ulgub kuni punktini, mida nete maapinnal levialas. Pris on 10 jala raadiusega ja 30 jala krgune silinder, mis on keskendunud sellele punktile. Kuni loitsu lpuni saate kasutada oma tegevust, et liigutada keerist kuni 30 jala kaugusele piki maad mis tahes suunas. Pris imeb endasse kik keskmised vi viksemad esemed, mis pole millegi klge kinnitatud ja mida keegi ei kanna ega kanna.
Olend peab sooritama osavuse sstva viske esimest korda prdel, kui ta satub keerisesse vi et keeristorm siseneb oma ruumi, sealhulgas siis, kui pris esmakordselt ilmub. Olend saab ebannestunud salvestamisel 10d6 kahjustust vi eduka pstmise korral poole vhem kahju. Lisaks peab suur vi viksem olend, kes ei suuda psta, nnestuma judu pstva viskega vi muutuma keerises vaoshoituks, kuni loits lpeb. Kui olend alustab keerisest ohjeldatuna oma pret, tmmatakse olend tema sees 5 jalga krgemale, vlja arvatud juhul, kui olend on tipus. Vaoshoitud olend liigub koos keerisega ja langeb loitsu lppedes, vlja arvatud

Druid

[2/2]

krretkk

juhul, kui olendil on mingeid vahendeid krgel psimiseks.
Vaoshoitud olend vib toimingu abil kontrollida tugevust vi osavust teie loitsuga, psta DC. Kui see nnestub, ei takista olendit enam keeristorm ja ta paiskub temast juhuslikus suunas 3-6 x 10 jala kaugusele.

Druid

[1/4]

Elavhbe, fosfor ning pulbristatud teemant ja opaal koguvrtusega vhemalt 1000 gp, tarbitud

Selle loitsu tegemisel lisate pinnale (nt prandale, seinale vi seinale) kahjuliku glfi tabel) vi objekti sees, mida saab glfi varjamiseks sulgeda (nt raamat, kirjarull vi aardelaekas). Kui valite pinna, vib glf katta pinna ala, mille lbimt ei leta 10 jalga. Kui valite objekti, peab see objekt jma oma kohale. Kui objekti nihutatakse loitsu tegemise kohast rohkem kui 10 jala kaugusele, siis glf katkeb ja loits lpeb ilma, et seda kivitataks.
Gliif on peaaegu nhtamatu, mis nuab luure (uurimise) kontrolli teie igekirja salvestamise DC leidmiseks. - - - - - Sina otsustad, mis glfi kivitab, kui loitsu teed. Pinnale kantud glfide puhul on kige tpilisemad kivitajad glfi puudutamine vi sellele astumine, seda katva teise objekti eemaldamine, sellest teatud kaugusele lhenemine vi seda hoidva objektiga manipuleerimine. Objekti sisse kirjutatud glfide puhul on kige levinumad pstikud objekti avamine,
lhenemine sellest teatud kaugusel vi glfi ngemine vi lugemine.
Pstikut saab veelgi

Druid

[2/4]

Elavhbe, fosfor ning pulbristatud teemant ja opaal koguvrtusega vhemalt 1000 gp, tarbitud

tpsustada, nii et loits aktiveeritakse ainult teatud asjaoludel vi olendi fsilistel omadustel (nagu pikkus vi kaal) vi fsilisel kujul (niteks vib hoolealune olla seatud mjutama hagisid vi kujumuutjaid). Samuti saate mrata olendid, kes glfi ei kivita, niteks need, kes tlevad teatud parooli.
Glfi sisestamisel valige selle mju jaoks ks allolevatest valikutest. Prast kivitamist hakkab glf helendama, tites 60 jala raadiusega sfri 10 minutiks hmara valgusega, misjrel loits lpeb. Iga olend sfris, kui glf aktiveerub, on sihitud selle mju jrgi, nagu ka olend, kes siseneb sfri esimest korda prdel vi lpetab seal oma prde.
Surm: iga sihtmrk peab sooritama phiseaduse psteviske, saades ebannestunud salvestusel 10d10 nekrootilist kahju,
-
-
-
-
vi poole vhem kahju edukal salvestusel.
Ebakla: vi poole vhem kahju eduka trje korral.
Ebakla: iga mrklaud peab sooritama phiseaduse trjeviske. Ebannestunud pstmise korral kakleb

Druid

[3/4]

Elavhbe, fosfor ning pulbristatud teemant ja opaal koguvrtusega vhemalt 1000 gp, tarbitud

sihtmrk ja vaidleb teiste olenditega 1 minuti. Selle aja jooksul ei suuda see sisuliselt suhelda ning on ebasoodsas olukorras rndevisetite ja vimete kontrollimisel.
Hirm: iga sihtmrk peab sooritama Wisdomi psteviske ja ehmub ebannestunud trje korral 1 minutiks . Hirmu ajal kukub sihtmrk, mida ta hoiab, ja peab vimaluse korral igal prdel liikuma glfist vhemalt 30 jala kaugusele.
Lootusetus: iga sihtmrk peab sooritama karisma pstva viske . Ebannestunud trje korral tabab sihtmrki 1 minutiks meeleheide. Selle aja jooksul ei saa see rnnata ega sihtida htegi olendit, kellel on kahjulikud vimed, loitsud vi muud maagilised efektid.
Hullumeelsus: iga sihtmrk peab sooritama intelligentsust sstva viske. Ebannestunud salvestuse korral aetakse sihtmrk 1 minutiks hulluks. Hull olend ei saa tegutseda, ei saa aru, mida teised olendid rgivad, ei oska lugeda ja rgib ainult jaburat. DM kontrollib oma liikumist, mis on ebahtlane.
Valu: iga mrklaud peab sooritama phiseaduse

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Elavhbe, fosfor ning pulbristatud teemant ja opaal koguvrtusega vhemalt 1000 gp, tarbitud

psteviske ja muutub ebannestunud trje korral 1 minutiks piinava valuga tvimetuks.
Uni: iga mrklaud peab sooritama Wisdomi psteviske ja kukub ebannestunud trjel 10 minutiks teadvuseta. Olend rkab les, kui ta saab kahju vi kui keegi kasutab teda raputamiseks vi laksutamiseks.
Uimastamine: iga sihtmrk peab sooritama Wisdomi psteviske ja jb ebannestunud trje korral 1 minutiks uimaseks. .

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Sinu maagia muudab teised metsalisteks. Valige suvaline arv olendeid, keda nete levialas. Muudate iga sihtmrgi suureks vi viksemaks metsaliseks, mille vljakutse reiting on 4 vi madalam. Jrgmistel pretel saate oma toiminguid kasutada mjutatud olendite muutmiseks uuteks vormideks.
Teisendus kestab iga sihtmrgi puhul vi seni, kuni sihtmrk langeb 0 tabamuspunktini vi sureb. Iga sihtmrgi jaoks saate valida erineva vormi. Sihtmrgi mngustatistika asendatakse valitud metsalise statistikaga, kuigi sihtmrk silitab oma joonduse ning intelligentsuse, tarkuse ja karisma skoori. Sihtmrk omandab lgipunktid oma uuel kujul ja kui see naaseb oma tavakujule, naaseb see tabamuspunktide arvu juurde, mis tal oli enne teisendamist. Kui see taastub 0 tabamuspunktini langemise tulemusel, kandub leliigne kahjustus le oma tavalisse vormi. Niikaua kui liigne kahjustus ei vhenda olendi tavalist vormi 0 lgipunktini, ei lda teda teadvuseta. Olend on oma uue vormi olemusest tulenevalt piiratud tegevustes, mida ta suudab teha, ning ta ei saa rkida ega loitsu teha.
Sihtmrgi varustus sulandub uude vormi. Sihtmrk ei saa oma varustust aktiveerida, kasutada ega sellest muul viisil kasu saada.

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Antipaatia tekitamiseks kas dikas leotatud maarjatkk vi kaastunde tekitamiseks tilk mett

See loits meelitab vi trjub teie valitud olendeid. Sihite midagi levialas, kas tohutut vi viksemat objekti vi olendit vi piirkonda, mis ei ole suurem kui 200 jala pikkune kuubik. Seejrel mrake mingi intelligentne olend, niteks punased draakonid, goblinid vi vampiirid. Investeerite sihtmrgi aurasse, mis kas meelitab vi trjub kindlaksmratud olendeid teatud aja jooksul. Valige aura mjuks antipaatia vi kaastunne.
Antipaatia: lummus phjustab teie mratud olenditel tugevat tungi piirkonnast lahkuda ja sihtmrki vltida. Kui selline olend neb sihtmrki vi juab sellest 60 jala kaugusele, peab olend Wisdomi pstva viskega hakkama saama vi kartma. Olend on endiselt hirmul, kui ta neb sihtmrki vi on sellest 60 jala raadiuses. Kuigi olend on sihtmrgist hirmunud, peab olend kasutama oma liikumist, et liikuda lhimasse ohutusse kohta, kust ta sihtmrki ei ne. Kui olend liigub sihtmrgist rohkem kui 60 jala kaugusele ega ne seda, siis olend ei karda enam, kuid olend ehmub uuesti, kui ta neb sihtmrki

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Antipaatia tekitamiseks kas dikas leotatud maarjatkk vi kaastunde tekitamiseks tilk mett

uuesti vi liigub sellest 60 jala kaugusele.
< b>Smpaatia: lummus phjustab mratud olenditel tugevat tungi sihtmrgile lheneda, kui nad on sihtmrgist 60 jala kaugusel vi suudavad seda nha. Kui selline olend neb sihtmrki vi juab sellest 60 jala kaugusele, peab olend Wisdomi pstevise nnestuma vi kasutama oma liikumist igal prdel, et siseneda piirkonda vi liikuda sihtmrgi keulatuses. Kui olend on seda teinud, ei saa ta tahtlikult sihtmrgist eemalduda. Kui sihtmrk kahjustab vi muul viisil kahjustab mjutatud olendit, vib mjutatud olend teha Wisdomi psteviske efekti lpetamiseks, nagu allpool kirjeldatud.
Mju lpetamine: kui mjutatud olend lpetab oma kigu. kuigi ta ei ole sihtmrgist 60 jala raadiuses ega suuda seda nha, teeb olend Wisdomi pstva viske. Eduka pstmise korral ei mjuta olend enam sihtmrki ja ta tunnistab vastumeelsuse vi klgetmbetunde maagiliseks. Lisaks sellele on loitsude poolt mjutatud olendil iga 24 tunni jrel lubatud veel ks Wisdomi pstev vise, kuni loits

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Antipaatia tekitamiseks kas dikas leotatud maarjatkk vi kaastunde tekitamiseks tilk mett

kestab. Olend, kes selle efekti vastu edukalt salvestab, on selle suhtes immuunne 1 minuti, prast mida saab teda uuesti mjutada.

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pletades vees segatud viirukit ning mulla- ja puidutkke

Saate kogu aja jooksul ilma kontrolli alla vtta endast 5 miili raadiuses. Selle loitsu tegemiseks peate olema vljas. Liikumine kohta, kus teil pole selget teed taeva poole, lpeb loits varakult.
Loitsu tegemisel muudate praeguseid ilmastikutingimusi, mille mrab DM vastavalt kliimale ja aastaajale.
Saate muuta sademeid, temperatuuri ja tuult. Uute tingimuste justumiseks kulub 1d4 x 10 minutit. Kui nad seda teevad, saate tingimusi uuesti muuta. Kui loits lpeb, taastub ilm jrk-jrgult normaalseks. Kui muudate ilmastikutingimusi, leidke jrgmistest tabelitest hetkeolukord ja muutke selle etappi he vrra, les vi alla. Tuule muutmisel saate muuta selle suunda.
Sademed: 1. etapp - selge 2. etapp - kerged pilved 3. etapp - pilves vi phjaudu 4. etapp - vihm, rahe vi lumi 5. etapp - Paduvihm, rahe vi tuisk
Temperatuur: 1. etapp talumatu kuumus 2. etapp kuum 3. etapp soe 4. etapp jahe 5. etapp klm 6. etapp Arktiline klm
Tuul: 1. etapp vaikne, 2. etapp mdukas tuul, 3.

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pletades vees segatud viirukit ning mulla- ja puidutkke

etapp tugev tuul, 4. etapp 5. etapp torm

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nputis mustust, kivitkk ja savitkk

Te tekitate seismilise hire maapinna punktis, mida nete levialas. Aja jooksul rebib intensiivne vrin lbi maapinna 100 jala raadiusega ringina, mille keskpunkt on selles punktis ning raputab selles piirkonnas maapinnaga kontaktis olevaid olendeid ja struktuure.
Piirkonna maapind muutub keeruliseks maastikuks. Iga olend kohapeal, kes keskendub, peab tegema phiseaduse psteviske. Ebannestunud pstmise korral on olendi keskendumisvime katki.
Kui teete selle loitsu ja iga kigu lpus kulutate sellele keskendumisele, peab iga piirkonnas viibiv olend sooritama osavuse psteviske. Ebannestunud salvestamise korral on olend khuli.
Sellel loitsul vib olla tiendavaid efekte, olenevalt piirkonna maastikust, nagu mrab DM.
Lhed: lhed avanevad kogu ulatuses. loitsu ala jrgmise kigu alguses prast loitsu sooritamist. Kokku avaneb DM poolt valitud kohtades 1d6 selliseid lhesid. Igaks neist on 1d10 x 10 jalga sgav, 10 jalga lai ja ulatub loitsuala hest servast vastaskljele. Olend, kes seisab lhe

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nputis mustust, kivitkk ja savitkk

avanemise kohas, peab nnestuma osavust pstva viskega vi kukkuma sisse. Olend, kes pstis edukalt, liigub koos lhe avanemise servaga.
Konstruktsiooni all avanev lhe phjustab selle automaatse kokkuvarisemise. (vt allpool).
Struktuurid: vrin annab 50 kahjustust mis tahes maapinnaga kontaktis olevale struktuurile piirkonnas loitsu tegemise ajal ja iga kigu alguses, kuni loits lpeb. Kui struktuur langeb 0 tabamuspunktini, kukub see kokku ja vib kahjustada lheduses olevaid olendeid. Olend, kes asub poole konstruktsiooni krgusest, peab sooritama osavust sstva viske. Ebannestunud pstmise korral saab olend 5d6 lgikahju, prutatakse khuli ja maetakse rusude alla ning pgenemiseks on vaja DC 20 jukontrolli (kergejustik). DM saab reguleerida alalisvoolu krgemaks vi madalamaks, olenevalt killustiku iseloomust. Eduka pstmise korral saab olend poole vhem kahju ega kuku khuli ega mattu.

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peotis savi-, kristalli-, klaasi- vi mineraalsfre

Rhutate olendi mistust, keda nete levialas, pdes purustada tema intellekti ja isiksust. Sihtmrk saab 4d6 pshilist kahju ja peab sooritama intelligentsust sstva viske.
Ebannestunud trje korral on olendi intelligentsuse ja karisma hinded 1. Olend ei saa loitsuda, aktiveerida maagilisi objekte, keelt mista ega suhelda. arusaadaval viisil. Olend vib aga oma spru tuvastada, neid jlgida ja isegi kaitsta.
Iga 30 peva lpus vib olend korrata oma pstvat viset selle loitsu vastu. Kui pstev vise nnestub, siis loits lppeb.
Loitsu saab lpetada ka suurema taastamise, tervendamise vi sooviga.

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tuli ja tkk pikesekivi

Srav pikesevalgus vilgub 60 jala raadiuses, mille keskpunkt on teie valitud levialas. Iga olend selles valguses peab tegema phiseadust pstva viske. Ebannestunud pstmisel saab olend 12d6 kiirguskahjustust ja jb 1 minutiks pimedaks. Eduka salvestuse korral teeb see poole vhem kahju ja see loits ei ole pimestatud. Undeadil ja oose'il on sellel psteviskel puudused.
Sellest loitsust pimestatud olend teeb iga kigu lpus uue phiseaduse psteviske. Eduka salvestamise korral pole see enam pimestatud.
See loits hajutab oma piirkonnas igasuguse loitsu tekitatud pimeduse.

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Veesein trkab teie valitud punktis levialas. Saate teha seina kuni 300 jala pikkuse, 300 jala krguse ja 50 jala paksuse. Sein kestab kogu aja.
Kui mr ilmub, peab iga olend oma piirkonnas sooritama ju kokkuhoiuviske. Ebannestunud pstmise korral saab olend 6d10 kahjustust vi eduka pstmise korral poole vhem.
Iga teie kigu alguses prast seina ilmumist liigub sein koos kigi selles olevate olenditega 50 jala kaugusel sinust. Iga Hiiglaslik vi viksem olend seina sees vi kelle ruumi sein liikumisel siseneb, peab nnestuma tugevust sstva viskega vi saama 5d10 lgikahju. Olend saab seda kahju teha ainult ks kord ringi jooksul. Prde lpus vhendatakse mri krgust 50 jala vrra ja kahjustusi, mida olendid loitsuga jrgnevatel ringidel saavad, vhendatakse 1d10 vrra. Kui sein juab 0 jala krgusele, siis loits lpeb.
Seina vahele jnud olend vib ujudes liikuda. Laine ju tttu peab olend aga sooritama eduka jukontrolli (kergejustiku) teie igekirja, sstes DC, et ldse liikuda. Kui see kontrollis ebannestub, ei saa see liikuda. Olend, kes liigub piirkonnast vlja, kukub maapinnale.

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20 jala raadiusega sfris ilmub 20 jala raadiusega kera, mille keskpunkt on levialasse jv punkt. Pilv levib mber nurkade ja on tugevalt varjatud. See kestab nii kaua vi kuni mduka vi suurema kiirusega (vhemalt 10 miili tunnis) tuul selle laiali ajab.
Kui pilv ilmub, peab iga selles olev olend sooritama osavust sstva viske. Olend saab ebannestunud pstmisel 10d8 tulekahjustust vi eduka pstmise korral poole vhem kahju. Olend peab sooritama selle pstva viske ka siis, kui ta siseneb prdel esimest korda loitsualale vi lpetab seal oma prde.
Pilv liigub sinust 10 jala kaugusele suunas, mille valite iga prde alguses. teie kigud.

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kolibri sulg

Puudutate valmisolendit ja annate piiratud vime nha lhitulevikku. Selle kestuse kohta ei saa sihtmrk llatada ja tal on eelised rndevisetel, vimete kontrollimisel ja visete pstmisel. Lisaks on teistel olenditel ebasoodsas olukorras sihtmrgi vastu rndeveeretamine.
See loits lpeb kohe, kui teed selle uuesti enne selle kestuse lppu.

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vhemalt 1500 gp vrtuses nefriitrngas, mille peate enne loitsu phe panema

Te vtate selleks ajaks erineva olendi kuju. Uus vorm vib olla mis tahes olend, kelle vljakutse reiting on teie tasemega vrdne vi madalam. Olend ei saa olla konstruktsioon ega elutu ning te olete seda tpi olendit vhemalt korra ninud. Te muutute selle olendi keskmiseks eeskujuks, ilma klassitasemeteta vi loitsuomaduseta.
Teie mngustatistika asendatakse valitud olendi statistikaga, kuigi te silitate oma joonduse ning intelligentsus, tarkus ja karisma hindavad teid lisaks olendi omadele silitavad ka kik oma oskused ja viskete pstmise oskused. Kui olendil on samad oskused kui sinul ja tema statistikas toodud boonus on suurem kui sinu oma, kasuta enda oma asemel olendi boonust. . Uue vormi puhul ei saa kasutada htegi legendaarset tegevust ega laari tegevust.
Eeldate uue vormi tabamuspunktid ja lgitringud. Kui naasete oma tavaprasele tasemele, naasete lgipunktide arvu juurde, mis teil oli enne mberkujundamist. Kui taandute 0 tabamuspunktini langemise tulemusel, kandub leliigne kahju teie tavavormile.

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vhemalt 1500 gp vrtuses nefriitrngas, mille peate enne loitsu phe panema

Niikaua kui liigne kahjustus ei vhenda teie tavavormi 0 tabamuspunktini, ei kaotata teid teadvuseta.
Silitate oma klassi, rassi vi muu allika funktsioonide eelised ja saate neid kasutada eeldusel, et et teie uus vorm on selleks fsiliselt vimeline. Te ei saa kasutada mingeid erilisi meeli, mis teil on (niteks tumengemine), vlja arvatud juhul, kui teie uuel kujul on see tunne olemas. Saate rkida ainult siis, kui olend suudab normaalselt rkida.
Muutmisel saate valida, kas teie varustus kukub maapinnale, sulandub uude vormi vi on see kulunud. Kulunud seadmed ttavad normaalselt. DM mrab olendi kuju ja suuruse phjal, kas uuel kujul on otstarbekas mnda varustust kanda. Teie varustus ei muuda kuju ega suurust, et see vastaks uuele vormile, ja kik seadmed, mida uus vorm kanda ei saa, peavad kas maapinnale kukkuma vi sulanduma teie uude vormi. hendatud seadmetel pole selles olekus mingit mju.
Selle loitsu kestuse jooksul saate kasutada oma toimingut teistsuguse kuju saamiseks, jrgides samu piiranguid ja

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vhemalt 1500 gp vrtuses nefriitrngas, mille peate enne loitsu phe panema

reegleid algse vormi jaoks, vlja arvatud ks erand kui teie uuel vormil on rohkem tabamust pinti kui teie praegune, jvad teie lgipunktid praegusele vrtusele.

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Tekib loksuv tormipilv, mille keskpunkt on nhtav punkt ja levib 360 jala raadiusesse. Piirkonnas shvatab vlku, mristab ike ja mirgab tugev tuul. Iga olend pilve all (mitte rohkem kui 5000 jala krgusel pilve all), kui ta ilmub, peab tegema phiseaduse psteviske. Ebannestunud salvestamise korral saab olend 2d6 ikesekahjustusi ja muutub 5 minutiks kurdiks.
Igas voorus, kui keskendud sellele loitsule, tekitab torm sinu kigul lisaefekte.
2. voor: Pilvest sajab happevihma. Iga pilve all olev olend ja objekt saab happekahjustusi 1 d6.
3. voor: kutsute pilvest kuus vlgunoolt, et tabada kuut teie valitud olendit vi objekti pilve all. Teatud olendit vi eset ei saa la rohkem kui he poldiga. Lnud olend peab sooritama osavuse pstva viske. Olend saab ebannestunud pstmisel vlgukahjustusi 10p6 vi nnestunud pstmisel poole vhem.
4. voor: pilvest sajab rahet. Iga pilve all olev olend saab 2d6 kahjustust.
5.10. voor: pilvealust ala rndavad puhangud ja klm vihm. ala muutub keeruliseks maastikuks ja on tugevalt varjatud. Iga olend saab 1d6 klmakahjustust. Vahemaa relvarnnakud selles piirkonnas on vimatud. Tuul ja vihm loetakse loitsutele keskendumise

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silitamiseks tsiseks segajaks. Lpuks hajutavad tugevad tuuleiilid (vahemikus 2050 miili tunnis) piirkonnas automaatselt udu, udu ja sarnaseid nhtusi, olgu need siis igapevased vi maagilised.

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tilk pha vett ja teemante vrtusega vhemalt 25 000 gp, mida loits kulutab

Puudutate olendit, kes on surnud kuni 200 aastat ja kes suri mis tahes phjusel, vlja arvatud vanadus. Kui olendi hing on vaba ja valmis, taastatakse olend ellu koos kigi oma tabamuspunktidega.
See loits sulgeb kik haavad, neutraliseerib kik mrgid, ravib kik haigused ja eemaldab kik needused, mis mjutavad olendit, kui see suri. Loits asendab kahjustatud vi puuduvad elundid vi jsemed.
Loits vib isegi anda uue keha, kui originaali enam ei eksisteeri. Sel juhul peate tlema olendi nime. Olend ilmub seejrel teie valitud vabasse kohta 10 jala raadiuses.

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