Spells (3e)

NamePlant Growth
Subschool
Descriptors
LevelDrd 3, Plant 3, Rgr 3
ComponentsV, S, DF
CastingTime1 action
RangeSee text
TargetSee text
Effect
Area
DurationInstantaneous
SavingThrowNone
SpellResistanceNo
Description

Plant growth has different effects depending on the version chosen.

Overgrowth: The first effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) within long range (400 feet + 40 feet per level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect.

At the character's option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. The character may also designate areas within the area that are not affected.

Enrichment: The second effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

In many farming communities, clerics or druids cast this spell at planting time as part of the spring festivals.

BaseSpell
XPCost
Focus
MaterialComponents
BlurbGrows vegetation, improves crops.
id352
SchoolTransmutation