This spell channels vitality into plants within a specific area. There are 2 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 ft. radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 ft. of movement for every 1 ft. it moves.
You can exclude 1 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-mi. radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
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 1 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.
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose 1 of the following options for what appears:
- 1 Beast of CR 2 or lower
- 2 Beasts of CR 1 or lower
- 4 Beasts of CR 1/2 or lower
- 8 Beasts of CR 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 HP 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.
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 ft. 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 cast must make a PERCEPTION Check against your Spell Save DC to recognize the terrain as hazardous before entering it.
You touch 1 willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to 1 Save of its choice.
It can roll the die before or after making the Save. The spell then ends.
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 ft. closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).