Level
3rd
Casting Time
Special
Range/Area
150 ft
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Control
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
This could be a useful way for a druid to earn some money during downtime. Go the major farm/estate owners and offer this service for a large sack of gold. If they are being stingy, offer it to their competitor.
I have used grow plants as a weapon let’s say you have two actions and are ably to cast a spell as one of those actions so then you stick an acorn or some other sort of tree seedling in a creatures mouth you then cast grow plants there is a high chance it’s head is then removed, or you can throw the seedling and cast grow plants while it is in mid air creating a flying tree because only its mass has changed not its velocity. Then it is up to your DM to decide what kind of damage it does. :)
One of my players keeps using this against huge and larger creatures, I find this odd but is there any advice, sage or otherwise?
I do believe a "radius" does count as dome.
However, just because targets in a radius can be picked doesn't mean they can be grown to anywhere in the targeting.
You can aim for a vine 100 feet up, but you can't grow a flower to the point of reaching that vine.
This spell is a good way to make forest druids and civilisation coexist. The townsfolk dont touch the forest and the druids bless their fields in return
Do you need actuall vegetation for the spell to work? it states that " All normal plants in a 100-foot radius centered on that point become thick and overgrown." Does that mean that if i cast it on the desert, the spell wont work? Also, this does not count as difficult terrain, right?
Blight could work for that
doesn't say it, doesn't do it
its difficult. it dose not explicitly say you need plants for the spell to work, "a creature moving through the area", i.e the 100ft radius. thus, technically, the spell making plants grow and the effect the, "must spend 4 feet of movement for every 1 foot it moves." are entirely separate. There is probably a sage advice on this. And, correct, this spell does not create difficult terrain, it only slows creatures down in a similar manner, meaning it does not interact with other systems that interact with difficult terrain.
Here it is
(first time using a hyperlink I hope it works lol)
The spell is very cool in combat because a plant dome can be created or a maze. Very good to protect a night camp, to create a Silvanus statue out of bushes or to overgrow the bandits' house (including the rooms, if a window is open).
But what about different plants? A druid takes small pots in which different plants grow and then uses them for the spell.
For example:
* Vines with thorns
* Vines with thorns that are poisonous
* Stinging nettles
* Cacti
* Fungi with spores (D&D lumps plants and fungi into one category)
* Ferns with sharp leaves
* Flesh-eating plants
* Easily flammable plants to be set on fire after the spell.
How should damage to plants be managed? Should these plants cause any damage at all?
Imo as a DM only having encountered this spell when a player tried to cast it in the middle of a town with no plants, it is totally busted if not restricted. I'd only ever allow it to be cast in places with significant existing plantlife (think fields, forests, farms etc.), no throwing a packet of seeds and casting it on them or anything because you're asking for trouble when suddenly the battlefield takes 4x as long to get through. Also if this *isn't* difficult terrain, what the hell is? The idea you can stack them is quite frankly nonsensical, if you have both you may aswell just call it a wall.
But RAW yeah it stacks with difficult terrain & the plants restriction is heavily implied and certainly required in some form, but ultimately up to DM interpretation.
My personal opinion though, wouldn't even allow it unless there is a lot of plants around, or maybe reduce to just normal difficult terrain if it's only light plantlife. Also consider what effect that insane level of plant coverage would have on sightlines & ranged attacks. It's one of those spells where the Druid becomes a god if in their natural environment, but is totally powerless elsewhere, which suits the class perfectly.
My group has a Nature Domain Cleric who carries around seed bombs for this spell. A seed is technically considered a plant, so he throws the seed bomb at the enemies and casts Plant Growth on it. The most clever use was the party was being chased through an underground tunnel, and he dropped a seed bomb (free action) and cast Plant Growth to create a wall of plants and the party was able to escape. I know a lot of DMs that like to fight their players on specifics and RAW, but I find flexibility to be better for everyone's enjoyment. Though, I'm fortunate to have a group that understands not to take advantage of loose rulings and can typically judge what's fair or not before they ask.
This spell doesn't require concentration, and the movement restriction created by this spell does not count as "difficult terrain." You can easily combine this with another potent battlefield control spell, like insect plague or sleet storm. Use with insect plague, and the enemies will have an extremely difficult time escaping the insect cloud. 1 foot of actual movement will cost 8 feet of creature movement speed.
A better strat: use your concentration slot to cast sleet storm, then have another caster create a "damage zone." Sleet Storm further hinders the enemies' movement, as any turn they spend inside the sleet storm (or any movement) will have a chance to knock them prone. This can potentially cost them more movement.
This is spell is insane! No concentration, a 100ft radius that can be customized to excluded areas, and making moving 5ft cost 20ft of a creature's movement is amazing for battlefield control. I had a lizardfolk shaman cast this with a 5ft wide path in the center. My players struggled to get to the path not realizing it was a trap. A javelin of lighting down the center once they all lined up there almost tpk'ed the party.
Not quite, difficult terrain is additive, not multiplicative, it requires an additional foot of movement for every foot you travel, combine that with plant growth for a movement cost of 5 feet for every 1 foot you move, or, in terms of tiles, you'll spend 25 movement speed to move 5 feet, which is still a lot obviously.
This spell does not have an “area” shape in the spell’s stat block, so there is no automatic area of effect like, say Spike Growth or Fireball, which both have spherical areas. (See ch 10, Spellcasting” in players handbook for descriptions of all the spell area shapes).
RAW, the 100ft radius is just the area of plants that will be affected around the point of origin. so the height/shape of the overgrown plants is up to your DM’s interpretation of the plants available. Grasslands? A one-foot tall cylinder shape with a 100’ radius. An old growth forest? Could be the maximum 100-feet high cylinder or Sphere shape, depending on the DM judgement.
it’s gets more interesting underground, if the DM judges there are fungus, molds, and underground roots growing in the area (generally DnD lumps fungus into plant-type spells). The plant growth could grow out of the walls and ceilings within 100’ of the point of origin. In a dungeon or cave tunnel that would make for great choke points/barriers.
I shall help a struggling farm with this :3
"Aye, through heroic efforts, we brought every sapling from every orchard to this one field. We planted them all shoulder to shoulder, millions of them, knowing they'd never be able to grow that way and most were in the wrong climate, but we had a plan. Carmon cast Plant Growth and enriched them all. Then we dug them up and took each back to the orchard from which they came. They were only enriched for a single year, and most didn't even bear fruit that year, but due to the placement of a certain period in the spell description, the spell's benefits didn't end when the 'enrichment' ended. Now for 40 years, these mature gigantic apple trees, peach trees, and orange trees all over the kingdom have been providing an unbelievable amount of fruit! That's the origin of the kingdom's wealth."