Level
1st
Casting Time
1 Action
Range/Area
30 ft. (*)
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect

After making a gesture with your hand/s and arm/s that goes from your waist to your head, like the stereotypical "RISE MY MINIONS" necromancer type hand movement, a patch of tall grass sprouts from a location within 30ft of the caster, becoming a 5x15 ft wide wall of grass going in a straight line in a direction of the caster's choosing. (horizontal, vertical or diagonal)

The height of the grass is decided by the caster when casting, and has a minimum height of 6ft and a maximum of 15ft.

If choosing an occupied square, the creature rolls a DEX save to avoid the grass, gaining 5ft of free movement to avoid the sprouting grass. They can move in any direction that would result in them not sharing a space with the grass.

The tall grass is difficult terrain, requiring 2ft of movement for every 1 foot moved through it's occupied squares.

Tall grass can be easily cut down by a slashing weapon, though each slash will only destroy a single 5ft segment of Tall grass unless the attacker has some form of AoE on their slashing weapon. A fire based attack will spread and burn all tall grass, including tall grass spawned by different casts of tall grass. (Example: if you make an L with two casts of tall grass and someone burns one square of one tall grass, the entire L will catch fire)

Tall grass obscures creatures and objects on the other side of it, making it difficult, though not impossible to see through it.
Attacks made against creatures in or on the other side of the tall grass are made at disadvantage, unless the target is taller than the grass, or flying/hovering above it.
If a creature is inside the grass but not on the edge of any of the edges of the grass, their attacks are made at disadvantage. (IE: If you're in the center of a patch of grass surrounded by grass on all sides, you can't see out of the grass)
Creatures who do not rely on sight do not suffer disadvantage on their attacks.

Tall Grass is magical in nature, and so, if detect magic or something similar is used, the grass will be revealed as being created by magic.

If the Tall Grass is created on non-plant friendly ground (such as marble flooring, metal surfaces or so on), it withers 10 minutes after casting. Otherwise, the grass lasts until destroyed or otherwise removed by an outside force.

When you cast this spell using a spell slot of 2nd level or higher, the size of the wall increases by 5ft in each direction for each slot level above 1st.
(At 2nd level it would be 10ft thick and 25ft long, at 3rd it would be 15ft thick and 35ft long, at 4th it'd be 20ft thick and 45ft long and so on)
Additionally, for every 2 spell slot levels above 1st, the range increases by 15ft.
(At 3rd level it would be 45ft total range, at 5th it'd be 60ft total range, 7th would be 75ft total range and 9th would be 90ft total range)

* - (A pinch of grass seeds)

Available For: Druid (Legacy) Ranger (Legacy)

Zhuhai

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