Plant Growth
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.
At a Glance
Level
3rd
School
Transmutation
Casting Time
1 action or 8 hours
Range
150 feet
Duration
Instantaneous
Concentration
No
How Plant Growth Works
| Casting Time | 1 action or 8 hours |
|---|---|
| Range | 150 feet |
| Components | V, S |
| Duration | Instantaneous |
Common Mistakes
Common Mistake
Forgetting the 1-action version creates extreme difficult terrain (4:1 movement cost)
Common Mistake
Not using the 8-hour version for narrative purposes
Common Mistake
Thinking it works in areas with no plants
Common Mistake
Forgetting you can exclude areas from the effect
DM Tips
DM Tip
The 1-action combat version is brutal crowd control with huge radius
DM Tip
The 8-hour version is great for helping communities and gaining favor
DM Tip
Movement through the area is 1/4 normal speed, essentially immobilizing slow creatures
DM Tip
Consider how this affects flying creatures (doesn't) and burrowing creatures (might)
Frequently Asked Questions
Sources & Further Reading
- Plant Growth — D&D 5e Wikidot — Full SRD text
- Plant Growth — Roll20 Compendium — Structured reference
- Plant Growth — D&D Beyond — Official digital reference