Level
3rd
Casting Time
10 Minutes
Range/Area
50 ft. (45 ft. )
Components
V, S, M *
Duration
24 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

You invoke the spirits of nature to protect and ward an area outdoors or underground and assist you in conjuring a suitable area for rest. The warded area can be as small as a 45 foot diameter circle or as large as a 90 foot diameter circle. Within the area you may conjure two dens or a two-story den made of suitable sturdy materials. Alternatively, you may cast this spell on a large natural object to cause it to grow, expand, or even create a dimensional space to accommodate the dimensions of the spell (If casted upon a suitable tree or boulder).

The den can only be circular in shape. Each level of the den is 10 feet tall and has an area of up to a 45 foot circle. Access between levels consists of a simple ladder and hatch, vines, stepping stones, or holes. If the earth can support it, you may even create an underground shelter when first casting this spell. If one of the dens is the target of an effect similar to Dispel Magic, that den will be dispelled. This spell cannot be cast over an area with anti-magic. 

When the spell ends, any and all creatures inside the Nature Keep is harmlessly transported to the nearest unoccupied space. Each den takes on one of the following forms, chosen by you when you cast the spell. Each option comes with some source of illumination that provides dim to bright light in a color you choose.

⦁ A den to sleep in with beds made of softer materials. Comes with chairs, a table, and a container.
⦁ A den to study with countertops and bookshelves made of harder sturdier material, Parchment, ink, and ink pens
⦁ A dining den with tables, chairs, containers, cooking utensils, and drying racks for food, alchemy, or botany
⦁ A lounging den with couches, armchairs, side tables, and footstools
⦁ An area to wash yourself with heating and cooling elements, with benches
⦁ An Empty Den

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 one location of choice
⦁ Spike Growth in one location of choice

Moreover, you may choose to cause the nature spirits to harmlessly move any natural object from the warded area to temporarily create a 45-90 foot circular clearing to accommodate for open-air dens (a space with no ceiling), which may overlap or add to one another. Once the spell ends, any and all furnishings return to the earth or dissolve magically, enriching the warded area for the next 24 hours. Any natural object moved and effected by the spell have a 30% chance of returning to the spot they once were.

When you cast this spell using a spell slot of 4th level or higher, the warded area may have one additional den for each slot level beyond 3rd so long as they remain within the warded area (For a maximum of 8 dens). 

When you cast this spell using a spell slot of 6th level or higher, the spell also creates the following effect 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 of 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 costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of lights 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, beds, or ladders, or rope.


Grove Guardians. You can animate or summon up to 4 CR 2 or less appropriate creatures at GM discretion and approval. Whichever form you have the creatures take, they're covered with druidic symbols. If any creature not immune to this effect enters the warded area, the Grove Guardians fight until they have driven off or slain the intruders. The Grove Guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the Grove Guardians do nothing. The Grove Guardians can't leave the warded area. When the spell ends, the magic animating them disappears, or the creatures vanish to a harmless demi plane


Additional Spell Effect: You can place your choice of one of the following magical effects while within the warded area:
⦁ A constant Gust of Wind in two locations of your choice
⦁ Spike Growth in one location of choice
⦁ Wind Wall in two locations of choice


To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.


When you cast this spell using a spell slot of 7th level or higher, the maximum amount of space granted by the spell increases from 90 feet to 150 feet.


Additional Spell Effect: You may cast the following spells as rituals once per long rest:
⦁ Control Winds
⦁ Commune with Nature
⦁ Hallucinatory Terrain


You can cast this spell again while it is active to maintain the Nature Keep's existence for another 24 hours. Each time you upcast this spell, you can create a new den next to a den you created with a previous casting of this spell. You can create a permanent Nature Keep by casting this spell in the same location and with the same configuration every day for one year.

* - (A Fragment of Natural material (I.e. stone, wood, kelp, coral, etc. so long as the material is not made of metal. You may also select a large natural object such as a Tree or Boulder.)

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2021 11:41:31 PM
16
0
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Coming Soon

Available For: Druid (Legacy) Ranger (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - Twilight Domain Paladin (Legacy) - Oath of the Ancients (Legacy) Warlock (Legacy) - The Archfey (Legacy)

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