Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (15 ft. )
Components
V, S
Duration
1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
Fire

You imbue the ground in a 15ft radius in an area within 60ft of you with magical energy, triggering 1 of 4 random effects.

When you cast this spell, roll 1d4. Apply one of the following effects depending on the result:

  • 1- The ground in the targeted area sprouts illusory flowers with a strong scent. Any creature in the area when this spell is cast must make a Constitution Saving Throw against your Spell Save DC. On a failed save, the creature is nauseated by the smell and has their speed halved until the spell ends, or until they exit the area. A creature that enters the area while the spell is active must make the saving throw on entry. Any creature in the area must repeat the saving throw at the end of it's turn, even if they succeeded on it on their last turn.
  • 2- The ground in the targeted area glows with a bright green energy as bubbles begin to float up from it. These bubbles cannot be touched. Any creature in the area when the spell is cast can regain hit points equal to 1d6 + your spellcasting modifier when the spell is cast. A creature that enters the area can regain hit points equal to 1d6 + your spellcasting modifier on entry. A creature that ends it's turn in the area can regain hit points equal to 1d6 + your spellcasting modifier at the end of their turn. This does not effect Undead or Constructs.
  • 3- The ground in the targeted area emits an unknown gas, creating a cloud of thick vapor in the area. When the spell is cast, any creature in the area must make a Constitution Saving Throw against your Spell Save DC. On a failed save, a creature is blinded until it exits the area or until the spell ends. Any creature that enters the area must make the same saving throw on entry. Any creature that ends it's turn in this area can repeat the saving throw if it has previously failed.
  • 4- The ground in the targeted area begins to sizzle and heat up. When the spell is cast, any creature in the area takes 1d4 Fire Damage. Any creature that moves within the area takes 1d4 Fire Damage for every 5ft they move within the area. 

When Cast at Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of hit points regained by this spell increases by 1d6 for each slot level above 2nd, and the amount of fire damage increases by 1d4 for each slot level above 2nd.

Spell Tags: Healing Damage Debuff

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

Theluckyduelist

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