Level
6th
Casting Time
1 Action
Range/Area
120 ft. (30 ft. *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Control (...)
The caster calls on the Fey spirits of the wild to defend against their enemies, animating the environment. The spell area encompasses a cylinder with a 30' radius centered on a point within the caster's choosing. The caster may choose up to 3 of the following effects. Note that some of the effects can only be used in certain types of terrain.
- Grass and Undergrowth: any area covered by grass or undergrowth becomes difficult terrain. (Underwater areas covered in seaweed or underground areas covered with any type of fungus also apply).
- Trees: On your turn any enemies within 10' of a tree within the area must make a Dex save or take 4d6 slashing damage from branches. When cast underground the effect can be chosen if there are Medium sized or larger mushrooms/fungi, and the damage becomes bludgeoning.
- Roots and Vines: As long as there is a living plant/fungi within the area, the caster can choose one creature per turn. It must make a Str save or be Restrained until it succeeds on a save or the spell ends. 
-Rocks: As a bonus action you can choose to launch a loose rock at a creature you can see within the area. This is a ranged spell attack that deals 3d8 bludgeoning damage. A failed save knocks the creature prone.
-Wind: Choose a direction when the spell is cast. For the duration a strong wind blows throughout the area in that direction. Creatures must spend 2 feet of movement for every one foot moving opposite the direction of the wind. On its turn, each creature must succeed on a Str save or be pushed 15 feet in the wind's direction until it reach's the edge of the area. (Cannot be used where there is no natural wind, like underwater and underground).
-Sand: The area of the spell becomes filled with blinding, swirling sand. Visibility is reduced to 5 feet, flying creatures must land immediately or be tossed about and battered by the winds (take 3d6 damage and make Str check or be slammed to the ground). If this effect is used in conjunction with the Wind effect, the sand only moves in the direction chosen for the wind and creatures in the area suffer 3d8 slashing damage each round. This effect can only be used where the majority of the area is covered with some type of sand.
-Water: An area within the spell area that is at least a 10' cubic area, up to the full area of the spell, can be chosen to have this effect. The water moves in sporadic ways, making water travel difficult. The water area becomes difficult terrain. As a bonus action, the caster can choose one creature making physical contact with the water. That creature must make a Str save or be Restrained by the water and submerged. If the target can't breathe underwater it starts to drown. If the water is in a swamp or bog, the water becomes even more thick and soupy, rather than tumultuous. The effect remains the same.
-Ruined Structure: You may choose this effect if there is a structure within the area that has been abandoned by the original occupants due to damage. If any intelligent creatures make their home in the space, it is not eligible. The growing things around the structure (vines, plants, flowers, close trees) begin to tear at the structure. In 1d3 rounds from the casting the structure is reduced to rubble. Any creature within the structure itself or within 15' of it when it collapses must make a Dex save or take 5d8 damage and be Stunned for 1d3 rounds. 
-Fire: If there is a fire that is at least a 10' cube in size when the spell is cast, the caster can choose this effect. The fire cannot be a lingering spell, such as Flaming Sphere, but it can be started by another spell. The area of the spell must be centered on this fire. The area of that fire doubles in size each round as long as there is something flammable within that area. The fire cannot spread through, under, or over non-flammable barriers like a stone wall or body of water, unless there is a means by which it could do so naturally. Creatures take 8d6 fire damage (Dex save) within the area. The fire stops spreading when it reaches the edge of the spell's area. At this point you may choose to increase the height of the fire up to the full size of the cylinder even if there is nothing flammable to support this. If you choose this effect you cannot choose Grass and Undergrowth, Trees, Wind, or Sand effects.
-Bare Stone: You can choose for this effect to cover any sections of the spell's area that are bare stone. The stone begins to shake and rumble unpredictably. The area becomes difficult ground. If the spell effect is underground, rocks rain down from above, dealing 5d6 bludgeoning damage (Dex for half) every round. If this effect is used in conjunction with Fire, it can be chosen to begin affecting an area that has been scoured clean of plants by that effect, even if the area is not literally bare stone (such as soil or loose rocks). 

Spell Tags: Damage Control Environment

Available For: Druid (Legacy) Cleric (Legacy) - Twilight Domain

Wyrmsbane2

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