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Spell: Druid Grove ~ Level 6

abjuration, magical

  • Casting Time: 10 minutes; Material, Somatic, and Verbal
  • Requirements: mistletoe (must have been harvested with a golden blade under a full moon)
  • Range: touch
  • Area: up to 90 feet per side of a square
  • Duration: 24 hours
  • Save: see text

With this magic you cause nature spirits to protect the area of the spell. Any constructions within this area do not benefit from this spell. When cast, you determine any others who are not affected by the spell or a password that causes the creature who spoke it to be immune to the effects of the spell. You are always considered immune to the effects of your castings of Druid Grove. The spell has the following effects on the area:

  • Grasping Undergrowth. All terrain becomes magically enhanced to entangle those trying to pass through. When a creature moves into or starts their turn in the affected area, they must make a Reflex save against your Spell DC or gain the Entangled condition. This effect does not count as difficult terrain. You can designate up to three 5-foot squares that deal a number of d4s piercing damage equal to a quarter of your Proficiency Score to any creature which becomes Entangled in the square or while passing through.
  • Grove Guardians. Three trees in the area become animated, using the statistics for the Treant with Challenge Rating 10. They attack any creatures that are affected by the spell. As a free action, you can command the guardians. The guardians cannot leave the area and return to normal trees when the spell ends.
  • Gusts. You can create up to two 60-foot lines of wind. These can either push creatures which enter the line or prevent certain objects from passing through. If it pushes creatures, any creature moving through must make a Fortitude save or be knocked Prone. If it stops objects, any object which is or similar to an arrow, bolt, or sling bullet automatically misses its target if it passes through the line. If the object is or is similar to a javelin takes disadvantage if it passes through the line.
  • Solid Fog. To all creatures affected by the spell, the area is obscured by thick fog which causes all other creatures to have the Concealed condition and treat the area as difficult terrain. To creatures not affected by the spell, the fog does not make the area difficult terrain and they can see perfectly well through the mists.

Attempts to dispel Druid Grove, unless countering the spell while it is being cast, must counter each effect separately. Only when all the effects cease does the spell end. If the same area is under the effects of a Druid Grove spell for an entire year, it gains the effects permanently unless dispelled. Druid Grove is on the Primal Spell List.