Level 3 Transmutation spell available to Bards, Druids, and Rangers. Weeds erupt across a 6m area and cut movement to a quarter. No damage, no save, not Concentration. It is a wall that nothing can walk through in a reasonable amount of time.
Spell description: Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
Spell properties
- Range: 18m (60ft)
- Area: 6m (20ft) radius
- Duration: 10 turns
- Conditions applied: Area: Plant Growth
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Plant Growth at higher levels provides no additional benefits.
How to obtain Plant Growth
- Bard, Druid at Class level 5
- Ranger at Class level 9
Source item: Armour of Landfall
PLANT GROWTH
Level 3 Transmutation SpellMake weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
AREA: PLANT GROWTH
When to cast Plant Growth
Quartered movement with no save is a hard stop. An enemy that normally crosses the battlefield in one turn now needs four, and there is nothing they can roll to avoid it. For a ranged party, that is four free turns of shooting.
It is not Concentration, which is what separates it from Spike Growth and from every other control spell your Druid is holding. Cast it, keep concentrating on Call Lightning, and let the weeds do their job for free.
Layer it over Spike Growth. They stack. Anything crossing takes the spikes’ damage and is stuck in the field four times as long, which means four times the ticks. It is one of the nastiest combinations available to a Druid.
It does no damage at all, so it is a setup spell, not a solution. Pair it with something that punishes standing still, or with a party that can shoot.
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