Conjure Plants (TP)

Grim Hollow: Campaign Guide p. 19 (Third Party)

Nivel
3
Escuela
Conjuración
Tiempo de lanzamiento
1 action
Alcance
60 pies
Componentes
verbal, somático, material (the leaf of an Elder Tree or a piece of crystallised sap for each creature summoned)
Duración
concentración, hasta 1 hora
Clases
Druid, Ranger, Warlock

Descripción

You channel the powers of the Primordials to animate a number of plants within range. These plants must be in an open and unoccupied space. If no space is available, then the GM may choose to have plants rapidly grow as a result of the spell. In this case the GM also chooses how many plants grow. Choose one of the following options for what appears:

  • One plant of challenge rating 2 or lower
  • Two plants of challenge rating 1 or lower
  • Four plants of challenge rating 1/2 or lower
  • Eight plants of challenge rating 1/4 or lower

Each plant is considered an elemental in addition to its other types, and it becomes a normal plant again when it drops to 0 hit points or when the spell ends. The animated creatures are friendly to you and your companions. Roll initiative for the animated creatures as a group, which has its own turns. The creatures obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures' statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the animating options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.