Description
By controlling natures power you manage to blur the lines between your own natural elemental magic and the power of nature coursing through the branch in your hands you manage to change your form into that of a tree for a number of hours, for an uncertain amount of time...
Spell Description
After casting this spell your form becomes the same type of tree as the type the branch you are holding. Whilst a tree, any forms of magic which would reveal your location fail and present instead an area of 500 ft around the tree. As a tree, although you are in every sense physically a tree, you retain your mental capabilities but cannot cast spells (except tree specific spells) or use any class feature or ability (including wildshape or any other form of shape changing). You appear to all as a normal tree, as long as no one saw you become the tree no one can tell you apart from any other tree around you, unless they know the area well and your ability to become a tree. You only gain a certain amount of saving throws to escape treehood (depending on level of spell-casting) if you fail all of the saves (WIS, DC 13) you become a tree semi-permanently. This change can only be undone via 2 different means; any spell which removes a curse, or the cutting down of the tree (The transmutation reverts leaving your body behind on 0 hp you have to succeed a CON saving throw, DC 15, if you fail you die instantly, on success you return to life on 1 HP). You can use your saving throws whenever during the duration of the spell however when the 24 hours ends you can either make a final saving throw (if you have one left) or become a tree as the condition has been stated before). A saving throw can only be performed once an hour.
Tree Stat Scaling
The spell can be cast at a higher level, when it is, the effects, spells and the power of the spell changes:
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1st level: (AC; 4); (10 HP); (True sight awareness; 20ft); (Height up to 40ft); (2 Saving throw); (8 Str); (10 CON)
Spell; (Gust,)
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2nd Level: (AC 8); (30 HP); (True sight awareness 30ft); (Height up to 60ft); (2 Saving throws); (9 Str); (12 CON)
Spells; (Gust, Druidcraft)
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3rd Level: (AC 12); (50 HP); (True sight awareness 40ft); (Height up to 80ft); (3 Saving throws); (10 Str); (14 CON)
Spells; (Gust, Druidcraft, Goodberry,)
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4th Level: (AC 16); (70 HP); (True sight awareness 50ft); (Height up to 100ft); (3 Saving throws); (12 Str); (16 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants)
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5th Level: (AC 18); (90 HP); (True sight awareness 60ft); (Height up to 120ft); (3 Saving throws); (14 Str); (18 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants, Fog Cloud)
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6th Level: (AC 20); (110 HP); (True sight awareness 70ft); (Height up to 140ft); (4 Saving throws); (16 Str); (20 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants, Fog Cloud, Earth Tremor)
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7th Level: (AC 22); (130 HP); (True sight awareness 80ft); (Height up to 160); (4 Saving throws); (18 Str); (22 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants, Fog Cloud, Earth Tremor, Locate Animals and Plants)
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8th Level: (AC 26); (150 HP; (True sight awareness 90ft); (Height up to 180ft); (4 Saving throws); (20 Str); (24 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants, Fog Cloud, Earth Tremor, Locate Animals and Plants, Speak with Animals)
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9th Level: (AC 30); (200 HP); (True sight awareness 100ft); (Height up to 500ft); (4 Saving throws); (25 Str); (26 CON)
Spells; (Gust, Druidcraft, Goodberry, Speak with Plants, Fog Cloud, Earth Tremor, Locate Animals and Plants, Speak with Animals, Control Weather)
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Tree Stats
Sorry trees have 0 DEX and everything else is based on either the level of the spell or you're characters own stats
Damage:
Condition Immunities: Charmed, Grappled, Blinded, Deafened, Prone, Restrained, Unconscious, Paralyzed, Fatigued
Damage Immunities: Thunder, Piercing, (if in a cold environment you gain immunity to cold)
Damage Resistances: Bludgeoning, Psychic, (at level 6 you gain resistance to force damage), (at level 8 and above you gain resistance to all types of damage),
Damage Vulnerability: Fire, Lightning,
Tree Spellcasting Ability
Any DC required is equal to your own unless the spell states otherwise.
Most of tree spells are based not on the normal spellcasting ability as in they do not have specific spellslots and instead have abilities which are always active or which can be activated and some can only be used once an hour. As spellcasting works differently as a tree so do the spells, they do not work the same with trees as it does with humanoids and creatures. No spell requires any Verbal, Somatic or Material Components and each spell works slightly different;
-Gust - stays the same, (Requires Casting)
-Druidcraft - stays the same, (Requires Casting)
-Goodberry - Any tree marked with this holds 1d10 x spell level fruit (not berries) which heals 1 hp when consumed naturally occurring after transformation, (Does not require casting)
-Speak with Plants - Any tree marked with this spell has the innate ability to speak with the plants within 500ft of it, (Does not require casting)
-Fog Cloud - Can cast on command (once an hour), scales with fog cloud spell with level of tree spellcasting, (Requires Casting)
-Earth Tremor - Same as written in the spell (once an hour), (Requires casting)
-Locate Animals and Plants - You know any animal or plant within 5 miles, (Does not require casting)
-Speak with animals - You cannot speak, but you can understand what animals are saying, (Does not require casting)
-Control Weather - Same as spell, (Requires Casting)
* - (A branch with at least 1 leaf on it (The branch is used up in the casting of the spell), )