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Plant Growth

Transmutation
Level: 3rd-level
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Components: V, S

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.

Spell Details

School: Transmutation
Level: 3
Ritual: No
Concentration: No
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock
A-Tier Exceptional battlefield control and area denial with minimal resource investment, though situational plant availability limits universal applicability.

Player Guide

Use the action casting to create difficult terrain across choke points, bottlenecks, and escape routes to control enemy movement and protect vulnerable allies. The spell excels in outdoor and natural environments where plants already exist; coordinate with your party to funnel enemies into the overgrown zones for advantage on attacks. Cast it defensively before enemies close distance or offensively to cut off reinforcements and retreat paths. The 10-minute ritual casting option is invaluable for long-term camp fortification and siege preparation.

DM Tips

Strictly require natural plants, vegetation, or terrain within the area—barren dungeons and dead wastelands prevent casting. Balance the spell's power by noting it doesn't work indoors or in cultivated crops, making it a signature outdoor/wilderness tool rather than universal control.