======Spell Page====== =====Oz's Spell List===== [[character:oz|{{:wiki:media:back.png?65|}}]] ====Spellcasting Rules & Details==== **Type of Spell List you can access** **Spell Slot Recovery** **Spell Preperation** **Spellcasting Scores, DC, Bonus** **Ritual Casting** \\ **Spellcasting Focus** =====Spell List===== ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ | Druid Craft | Detect Magic | Bark-Skin | Call Lightning | Divination | | Mold Earth | Cure Wounds | Spider Climb | Plant Growth | Freedom of Movement | | Produce Flame | Farie Fire | Misty Step((2 Free Casts per Short rest)) | - | - | | Shillelagh | - | - | - | - | | - | - | - | - | - | ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ | Commune with Nature | - | - | - | - | | Tree Stride | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | //Bold = Prepared Spell// ====Cantrips==== ====Level 1 Spells==== ====Level 2 Spells==== ====Level 3 Spells==== ====Level 4 Spells==== ====Level 5 Spells==== ====Level 6 Spells==== ++ Transport Via Plants | \\ //Source: Player's Handbook// \\ 6th-level conjuration \\ **Casting Time:** 1 action \\ **Range:** 10 feet \\ **Components:** V, S \\ **Duration:** 1 round \\ This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. ++ ====Level 7 Spells==== ++ Fire Storm | \\ //Source: Player's Handbook// \\ //7th-level evocation// \\ **Casting Time:** 1 action \\ **Range:** 150 feet \\ **Components:** V, S \\ Duration: Instantaneous \\ A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. \\ The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. ++ ++ Mirage Arcane| \\ //Source: Player's Handbook// \\ //7th-level illusion// \\ **Casting Time:** 10 minutes \\ **Range:** Sight \\ **Components:** V, S \\ **Duration:** 10 days \\ You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. \\ Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. \\ The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. \\ Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion. ++ ====Level 8 Spells==== ++ FeebleMind | \\ //Source: Player's Handbook// \\ //8th-level enchantment// \\ **Casting Time:** 1 action \\ **Range:** 150 feet \\ **Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) \\ **Duration:** Instantaneous \\ You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. \\ On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. \\ At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. \\ The spell can also be ended by Greater Restoration, Heal, or Wish. ++ ====Level 9 Spells==== ++ Foresight | \\ //Source: Player's Handbook// \\ //9th-level divination// \\ **Casting Time:** 1 minute \\ **Range:** Touch \\ **Components:** V, S, M (a hummingbird feather) \\ **Duration:** 8 hours \\ You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. ++