Level
3rd
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
When you cast this spell, a point within range blooms to life, bringing an uncontrolled piece of the Feywild to cover a 20 foot radius circle on a point you choose within range.
When you cast this spell, roll 2d8 and consult the table below; choosing one of the d8's to represent the Feywild magic that springs forth. If you roll the same number on both d8's, you can choose any option from the list below.
- Foul Bog- A hazardous swamp appears, filled with a thick, corrosive liquid. All creatures within the area of this spell when it appears are covered in that acid and must make a Constitution Saving throw, taking 4d4 acid damage on a failed save and half as much on a successful one. Any creature that enters the space for the first time must make the same saving throw. On every subsequent turn, each creature that has been covered in the acid must either spend its action scraping or wasing off the acid once free of the bog, or take another 4d4 acid damage at the end of the turn.
- Ensnaring Vines- Wild vines snake up from the ground and try to grapple any creature within their reach. Any creature within range of the spell must make a Strength Saving throw or be Grappled and Restrained. Any creature Restrained by this spell can use their action to make a Strength (Athletics) check to try and escape from the vines. This area counts as difficult terrain for as long as the spell stays active.
- Obscuring Fog- A thick cloud of fog erupts from the damn flowers that appear within range. This area counts as heavily obscured as long as the fog remains. When you cast this spell, any number of creatures that you can see can see through this fog normally.
- Humid Jungle- The underbrush of a lush rainforest springs to life underfoot, bringing with it the cloying humidity of the thick jungled wood. Any creature within this humid air has resistance to acid, fire and poison damage; but vulnerability to cold and lightning damage as the moisture in the air helps to dilute the effects of the more caustic elements, and amplifies the intensity of others.
- Knives of Grass- Impossibly tall grass, sharper than a keen dagger, rapidly grows into a lush field. Any creature within range must make a Dexterity Saving Throw or take 3d6 piercing damage, orhalf as much on a successful one, as the grass grows up through their feet and legs. As well, attempting to move through this area is a deadly pursuit, for every 5 feet of movement across this grass, it does 1d6 piercing damage to the person moving.
- Gripping Frost- A flash freeze erupts out from the most frigid extents of the Feywild, freezing the joints of every creature in the area. Any creature within range takes 3d6 cold damage and must make a Constitution Saving Throw or have their speed halved until the spell ends, or the next time they take fire damage. Any creature that is resistant to the cold damage done by this spell automatically succeeds the Saving Throw.
- Scorching Desert- A heat wave from the most desolate reaches of the Feywild washes over the area, dealing 3d6 fire damage to every creature caught in its path. Additionally, any creature within range must make a Dexterity Saving Throw or be set on fire. At the start of their subsequent turns, any creature caught on fire by this spell takes 1d10 fire damage. The fire stays until the spell ends, or any creature spends its action to pat out the flames on either itself or another creature.
- Whirling Winds- A localized whirlwind strikes the area of this spell. The eye of the storm covering the 20 foot radius. Any ranged weapon attack made within the storm, or that has to pass through the space of it, automatically misses its target; and the ammunition is flung 15 feet in a random direction.
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