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Controllare Fiamme

  • casting timeAzione
  • range18 Metri

  • componentsS
  • durationInstantaneo oppure 1 Ora

Druido Trucchetto Transmutazione

Creare Falo'

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

L'incantatore crea un falo' su un punto del terreno situato entro gittata e che egli sia in grado di vedere. Finche' l'incantesimo non termina, il falo' occupa un cubo con spigolo di 1,5 metri. Ogni creatura nello spazio del falo' nel momento in cui l'incantatore lancia l'incantesimo deve superare un tiro salvezza su Destrezza, altrimenti subisce 1d8 danni da fuoco. Una creatura deve effettuare il tiro salvezza anche quando entra nello spazio del falo' per la prima volta in un turno o vi termina il proprio turno. Il falo' incendia gli oggetti infiammabili entro l'area che non siano indossati o trasportati.
I danni dell'incantesimo aumentano di 1d8 quando l'incantatore raggiunge il 5 livello (2d8), 11 livello (3d8) e il 17 livello (4d8).

Druido Trucchetto Evocazione

Artificio Druidico

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationInstantaneo

Sussurrando agli spiriti della natura, l'incantatore crea uno degli effetti seguenti entro gittata:
L'incantatore crea un minuscolo sensore innocuo che predice il tempo atmosferico nel suo luogo per le 24 ore successive. Il sensore potrebbe manifestarsi come un globo dorato in caso di cielo sereno, una nube in caso di pioggia, un ammasso di fiocchi di neve in caso di neve e cosi' via. L'effetto permane per 1 round.
L'incantatore fa sbocciare istantaneamente un fiore, aprire un baccello o schiudere un germoglio.
L'incantatore crea un effetto sensoriale istantaneo e innocuo come un cumulo di foglie volanti, uno sbuffo di vento, il rumore di un piccolo animale o il vago odore di una puzzola. L'effetto non deve essere piu' grande di un cubo con spigolo di 1,5 metri.
L'incantatore accende o spegne istantaneamente una candela, una torcia o un piccolo fuoco da campo.

Druido Trucchetto Transmutazione

Morsa di Gelo

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationInstantaneo

L'incantatore crea una patina di gelo che intorpidisce su una creatura situata entro gittata e che egli sia in grado di vedere. Il bersaglio deve effettuare un tiro salvezza su Costituzione

Druido Trucchetto Invocazione

Guida

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

L'incantatore tocca una creatura consenziente. Una volta prima che l'incantesimo termini il bersaglio puo' tirare un d4 e aggiungere il risultato a una prova di caratteristica a sua scelta. Puo' tirare il dado prima o dopo avere effettuato la prova di caratteristica. Dopodiche' l'incantesimo termina.

Druido Trucchetto Divinazione

Folata

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationInstantaneo

L'incantatore stringe il pugno nell'aria e la obbliga a generare uno degli effetti seguenti in un punto situato entro gittata e che egli sia in grado di vedere:
Una creatura di taglia Media o inferiore a scelta dell'incantatore deve superare un tiro salvezza su Forza, altrimenti sara' spinta lontano da lui di un massimo di 1,5 metri.
L'incantatore genera una piccola raffica di vento in grado di muovere un oggetto che non sia ne' trattenuto ne' trasportato e che non pesi piu' di 2,5 kg. L'oggetto viene spinto lontano da lui di un massimo di 3 metri. Non viene spinto con forza sufficiente da infliggere danni.
L'incantatore crea un effetto sensoriale innocuo usando l'aria, come per esempio un fruscio di foglie, un'imposta che sbatte o una brezza che agita leggermente le sue vesti.

Druido Trucchetto Transmutazione

Infestazione

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationInstantaneo

una pulce viva

L'incantatore fa apparire temporaneamente una nube di termiti, pulci e altri parassiti su una creatura situata entro gittata e che egli sia in grado di vedere. Il bersaglio deve superare un tiro salvezza su Costituzione, altrimenti subisce ld6 danni da veleno e si muove di 1,5 metri in una direzione casuale se e' in grado di muoversi e la sua velocita' e' di almeno 1,5 metri. Si tira un d4 per la direzione: 1, nord

2, sud Trucchetto Evocazione

Pietra Magica

  • casting timeAzione bonus
  • rangeContatto

  • componentsV, S
  • duration1 minuto

L'incantatore tocca da uno a tre sassolini, infondendo in essi un flusso di magia. L'incantatore o qualcun altro puo' effettuare un attacco con incantesimo a distanza con uno dei sassolini scagliandolo a mano o con una fionda. Se scagliato a mano, ha una gittata di 18 metri. Se qualcun altro attacca con il sassolino, quell'attaccante aggiunge il modificatore di caratteristica da incantatore (dell'incantatore e non dell'attaccante) al tiro per colpire. Se colpito, il bersaglio subisce un ammontare di danni contundenti pari a ld6 + il modificatore di caratteristica da incantatore dell'incantatore. Che il bersaglio sia colpito o mancato, l'incantesimo sulla pietra termina. Se l'incantatore lancia di nuovo questo incantesimo, l'incantesimo termina anticipatamente sugli eventuali sassolini gia' influenzati da esso.

Druido Trucchetto Transmutazione

Riparare

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

due calamite

Questo incantesimo ripara una singola crepa o uno squarcio in un oggetto toccato dall'incantatore, come l'anello spezzato di una catena, due meta' di una chiave spezzata, un mantello strappato o un otre forato. Fintanto che la crepa o lo squarcio non e' piu' grande di 30 cm in ogni dimensione, l'incantatore lo ripara senza lasciare traccia del danno precedente.
Questo incantesimo puo' fisicamente riparare un oggetto magico o un costrutto, ma non puo' ripristinare la magia in un oggetto del genere.

Druido Trucchetto Transmutazione

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Modellare Terra

  • casting timeAzione
  • range9 Metri

  • componentsS
  • durationInstantaneo oppure 1 Ora

L'incantatore sceglie una parte di terra o di pietra situata entro gittata, che egli sia in grado di vedere e che sia contenuta entro un cubo con spigolo di 1,5 metri. Manipola quella terra in uno dei modi seguenti:
Se l'incantatore bersaglia un'area di terra smossa, puo' istantaneamente scavarla, spostarla lungo il terreno e depositarla fino a 1,5 metri di distanza. Questo movimento non ha abbastanza forza da infliggere danni
L'incantatore fa comparire forme, colori o entrambe le cose sulla terra o sulla pietra, per formare parole, creare immagini o tracciare disegni. Questi cambiamenti permangono per 1 ora.
Se il terriccio o la pietra modellati dall'incantatore si trovano sul terreno, l'incantatore puo' rendere quel terreno difficile. In alternativa, se quel terreno e' gia' terreno difficile, l'incantatore puo' renderlo terreno normale. Questo cambiamento permane per 1 ora.
Se l'incantatore lancia questo incantesimo piu' volte, non puo' avere attivi piu' di due suoi effetti non istantanei alla volta e puo' congedare uno di questi effetti con un'azione.

Druido Trucchetto Transmutazione

Spruzzo Velenoso

  • casting timeAzione
  • range3 Metri

  • componentsV, S
  • durationInstantaneo

L'incantatore allunga la mano verso una creatura entro gittata e che egli sia in grado di vedere e proietta uno sbuffo di gas velenoso dal suo palmo. La creatura deve superare un tiro salvezza su Costituzione, altrimenti subisce 1d12 danni da veleno.
I danni di questo incantesimo aumentano di 1d12 quando l'incantatore arriva al 5 livello (2d12), 11 livello (3d12) e 17 livello (4d12).

Druido Trucchetto Evocazione

Ferocia Primordiale

  • casting timeAzione
  • rangeSelf

  • componentsS
  • durationInstantaneo

L'incantatore incanala la magia primordiale e sviluppa denti o unghie affilate con cui sferrare un attacco corrosivo. L'incantatore effettua un attacco con incantesimo in mischia contro una creatura situata entro 1,5 metri da lui. Se colpisce, il bersaglio subisce 1d1O danni da acido. Dopo che l'incantatore ha effettuato questo attacco, i suoi denti o le sue unghie tornano alla normalita'.
I danni dell'incantesimo aumentano di 1d1O quando l'incantatore raggiunge il 5 livello (2d10), 11 livello (3d10) e il 17 livello (4d10).

Druido Trucchetto Transmutazione

Produrre Fiamma

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • duration10 minuti

Una fiamma tremolante compare nella mano dell'incantatore. La fiamma permane per la durata dell'incantesimo e non infligge danni ne' all'incantatore ne' al suo equipaggiamento. La fiamma proietta luce intensa entro un raggio di 3 metri e luce fioca per altri 3 metri. L'incantesimo termina se l'incantatore lo interrompe con un'azione o se lo lancia di nuovo. L'incantatore puo' anche attaccare con la fiamma, ponendo termine all'incantesimo. Quando l'incantatore lancia questo incantesimo, o usando un'azione in un turno successivo, puo' scagliare la fiamma contro una creatura situata entro 9 metri da lui. Effettua un attacco a distanza con questo incantesimo. Se colpisce, il bersaglio subisce 1d8 danni da fuoco.
I danni di questo incantesimo aumentano di 1d8 quando l'incantatore arriva al 5 livello (2d8), 11 livello (3d8) e 17 livello (4d8).

Druido Trucchetto Evocazione

Resistenza

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

un mantello in miniatura

L'incantatore tocca una creatura consenziente. Per una volta prima che l'incantesimo termini, il bersaglio puo' tirare un d4 e aggiungere il risultato ottenuto ad un tiro salvezza a sua scelta. Puo' tirare il dado prima o dopo avere effettuato il tiro salvezza. Dopodiche' l'incantesimo termina.

Druido Trucchetto Abiurazione

Modellare Acqua

  • casting timeAzione
  • range9 Metri

  • componentsS
  • durationInstantaneo oppure 1 Ora

L'incantatore sceglie un'area d'acqua situata entro gittata, che egli sia in grado di vedere e che sia contenuta in un cubo con spigolo di 1,5 metri. Manipola quell'acqua in uno dei modi seguenti:
L'incantatore muove istantaneamente o cambia in altri modi il corso dell'acqua in base al suo comando, fino a 1,5 metri in ogni direzione. Questo movimento non ha abbastanza forza da infliggere danni.
L'incantatore ricava dall'acqua delle semplici forme che anima in base alle sue indicazioni. Questo cambiamento dura 1 ora.
L'incantatore cambia il colore o l'opacita' dell'acqua. L'intera massa d'acqua deve essere cambiata nello stesso modo. Questo cambiamento dura 1 ora.
L'incantatore congela l'acqua, purche' non ci siano creature in essa. L'acqua si scongela dopo 1 ora.
Se l'incantatore lancia questo incantesimo piu' volte, puo' mantenere attivi fino a due dei suoi effetti non istantanei contemporaneamente e puo' congedare uno di questi effetti con un'azione.

Druido Trucchetto Transmutazione

Shillelagh

  • casting timeAzione bonus
  • rangeContatto

  • componentsV, S, M
  • duration1 minuto

vischio, una foglia di quadrifoglio, e una randello o bastone da combattimento

Il legno di un randello o bastone da combattimento che stai impugnando viene infuso del potere della natura. Per la durata dell'incantesimo, usando quell'arma puoi usare la tua caratteristica da incantatore al posto della Forza per i tiri per colpire e danno da mischia, e il dado di danno dell'arma diventa un d8. L'arma diventa anche magica, se gia' non lo e'. L'incantesimo ha termine se lo lanci di nuovo o se lasci l'arma.

Druido Trucchetto Transmutazione

Frusta di Spine

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationInstantaneo

il gambo di una pianta spinata

L'incantatore crea una lunga frusta simile a un rampicante e coperta di spine che al suo comando sferza fino a una creatura entro gittata. L'incantatore effettua un attacco in mischia con questo incantesimo contro la creatura. Se colpisce, la creatura subisce 1d6 danni perforanti, e se la creatura e' di taglia Grande o inferiore, l'incantatore puo' trascinarla verso di se' di un massimo di 3 metri. I danni di questo incantesimo aumentano di 1d6 quando l'incantatore arriva al 5 livello (2d6), 11 livello (3d6) e 17 livello (4d6).

Druido Trucchetto Transmutazione

Thunderclap

  • casting timeAzione
  • range1,5 Metri

  • componentsS
  • durationInstantaneo

L'incantatore genera un'esplosione tonante, che puo' essere udita a 30 metri di distanza. Ogni creatura, ad eccezione dell'incantatore, situata entro 1,5 metri da lui deve effettuare un tiro salvezza su Costituzione

Druido Trucchetto Invocazione

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Tocco Gelido

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • duration1 round

L'incantatore crea una mano scheletrica e spettrale nello spazio di una creatura entro gittata, effettuando un attacco a distanza con questo incantesimo contro quella creatura per colpirla con un flusso di gelo sepolcrale. Se viene colpito, il bersaglio subisce 1d8 danni necrotici e non puo' recuperare punti ferita fino all'inizio del turno successivo dell'incantatore. Fino ad allora, la mano si avvinghia al bersaglio. Se l'incantatore colpisce un bersaglio non morto, quel bersaglio subisce anche svantaggio ai suoi tiri per colpire contro l'incantatore fino alla fine del turno successivo di quest'ultimo. I danni di questo incantesimo aumentano di 1d8 quando l'incantatore arriva al 5 livello (2d8), 11 livello (3d8) e 17 livello (4d8).

Druido Trucchetto Necromanzia

Assorbire Elementi

  • casting timeReazione
  • rangeSelf

  • componentsS
  • duration1 round

L'incantesimo cattura parte dell'energia in arrivo, ammortizzando i suoi effetti sull'incantatore e consentendogli di incamerarla per il suo attacco in mischia successivo. L'incantatore possiede resistenza al tipo di danno innescante fino all'inizio del proprio turno successivo. Inoltre, la prima volta che colpisce con un attacco in mischia nel suo turno successivo, il bersaglio subisce ld6 danni extra del tipo innescante e l'incantesimo termina.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 3 livello o superiore, i danni aumentano di ld8 per ogni slot di livello superiore al 2.

Druido Livello 1 Abiurazione

Amicizia con gli Animali

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration24 Ore

un boccone di cibo

Grazie a questo incantesimo l'incantatore convince una bestia che non ha alcuna intenzione di nuocerle. L'incantatore sceglie una bestia entro gittata e che egli sia in grado di vedere. La bestia deve vedere e sentire l'incantatore. Se l'Intelligenza della bestia e' pari o superiore a 4, l'incantesimo fallisce. Altrimenti, la bestia deve superare un tiro salvezza su Saggezza o essere affascinata dall'incantatore per la durata dell'incantesimo. Se l'incantatore o uno dei suoi compagni infligge danni al bersaglio, l'incantesimo termina.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, puo' influenzare una bestia aggiuntiva per ogni slot di livello superiore al 1.

Druido Livello 1 Ammaliamento

Legame con le Bestie

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

un ciuffo di pelliccia avvolto in un pezzo di stoffa

L'incantatore stabilisce un legame telepatico con una bestia con cui e' in contatto, che e' stata da lui affascinata o e' amichevole nei suoi confronti. L'incantesimo fallisce se l'Intelligenza della bestia e' pari o superiore a 4. Finche' l'incantesimo non termina, il legame resta attivo fintanto che l'incantatore e la bestia rimangono entro linea di vista l'uno dall'altra. Attraverso il legame, la bestia puo' capire i messaggi telepatici che l'incantatore le invia e puo' a sua volta comunicare telepaticamente le emozioni e i concetti piu' semplici all'incantatore. Fintanto che il legame e' attivo, la bestia dispone di vantaggio ai tiri per colpire contro qualsiasi creatura situata entro 1,5 metri dall'incantatore e che quest'ultimo sia in grado di vedere.

Druido Livello 1 Divinazione

Charm su Persone

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • duration1 Ora

L'incantatore tenta di affascinare un umanoide entro gittata e che egli sia in grado di vedere. L'umanoide deve effettuare un tiro salvezza su Saggezza e dispone di vantaggio se l'incantatore o i suoi compagni stanno combattendo contro di lui. Se lo fallisce, e' affascinato dall'incantatore finche' l'incantesimo non termina o finche' l'incantatore o i suoi compagni non lo danneggiano in qualche modo. La creatura affascinata considera l'incantatore una figura conosciuta e amichevole. Quando l'incantesimo termina, la creatura capira' di essere stata affascinata dall'incantatore.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, puo' bersagliare una creatura aggiuntiva per ogni slot di livello superiore al 1. Le creature devono trovarsi a non piu' di 9 metri l'una dall'altra quando l'incantatore le bersaglia.

Druido Livello 1 Ammaliamento

Creare o Distruggere Acqua

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationInstantaneo

una goccia d'acqua per creare l'acqua o alcuni granelli di sabbia per distruggerla

L'incantatore puo' creare o distruggere l'acqua.
Creare Acqua: L'incantatore crea fino a 40 litri d'acqua pulita in un contenitore aperto situato entro gittata. In alternativa, l'acqua cade sotto forma di pioggia in un cubo con spigolo di 9 metri entro gittata, estinguendo le fiamme nell'area.
Distruggere Acqua: L'incantatore distrugge fino a 40 litri d'acqua in un contenitore aperto situato entro gittata. In alternativa, puo' distruggere la nebbia all'interno di un cubo con spigolo di 9 metri situato entro gittata.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, crea o distrugge 40 litri aggiuntivi d'acqua, oppure lo spigolo del cubo aumenta di 1,5 metri per ogni slot di livello superiore al 1.

Druido Livello 1 Transmutazione

Cura Ferite

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationInstantaneo

Una creatura toccata dall'incantatore recupera un numero di punti ferita pari a 1d8 + il modificatore di caratteristica da incantatore. Questo incantesimo non ha effetto sui costrutti o sui non morti.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, la guarigione aumenta di 1d8 per ogni slot di livello superiore al 1.

Druido Livello 1 Invocazione

Individuazione del Magico (rituale)

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

Per la durata dell'incantesimo, l'incantatore percepisce la presenza della magia entro 9 metri da lui. Se percepisce la magia in questo modo, puo' usare la sua azione per vedere una debole aura attorno a ogni creatura o oggetto visibile nell'area e che contenga magia, e apprende di che scuola di magia si tratta, se ne esiste una. L'incantesimo puo' penetrare la maggior parte delle barriere, ma e' bloccato da 30 cm di pietra, 2,5 cm di metallo comune, una sottile lamina di piombo o 90 cm di legno o terriccio.

Druido Livello 1 Divinazione

Individuazione delle Malattie e dei Veleni (rituale)

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

una foglia di tasso

Per la durata dell'incantesimo, l'incantatore puo' percepire la presenza e l'ubicazione di veleni, creature velenose e malattie situate entro 9 metri da Jui. e' inoltre in grado di identificare il tipo di veleno, creatura velenosa o malattia in ciascuno dei casi.
L'incantesimo puo' penetrare la maggior parte delle barriere, ma e' bloccato da 30 cm di pietra, 2,5 cm di metallo comune, una sottile lamina di piombo o 90 cm di legno o terriccio.

Druido Livello 1 Divinazione

0 0
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Scossa Tellurica

  • casting timeAzione
  • range3 Metri

  • componentsV, S
  • durationInstantaneo

L'incantatore provoca una scossa tellurica sul terreno entro gittata. Ogni creatura entro l'area, a eccezione dell'incantatore, deve effettuare un tiro salvezza su Destrezza

Druido Livello 1 Invocazione

Intralciare

  • casting timeAzione
  • range90 feet

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

Rampicanti e rami stritolanti spuntano dal terreno in un quadrato di 6 metri di lato a partire da un punto a gittata. Per la durata, questi vegetali trasformano il terreno nell'area in terreno difficile. Una creatura nell'area nel momento in cui lanci questo incantesimo deve superare un tiro salvezza su Forza o restare intralciata da questi vegetali fino al termine dell'incantesimo. Una creatura intralciata dai vegetali puo' usare le sue azioni per effettuare una prova di Forza contro la CD del tiro salvezza dell'incantesimo. Se la supera, si libera. Quando l'incantesimo ha termine, i vegetali evocati svaniscono.

Druido Livello 1 Evocazione

Luminescenza

  • casting timeAzione
  • range18 Metri

  • componentsV
  • durationConcentrazione, fino a 1 minuto

Tutti gli oggetti in un cubo di 6 metri di spigolo a gittata vengono circondati da una luce blu, verde o viola (a tua scelta). Qualsiasi creatura nell'area quando l'incantesimo viene lanciato, viene anch'essa circondata dalla luce se fallisce un tiro salvezza su Destrezza. Per la durata dell'incantesimo, gli oggetti e le creature soggette emettono una luce fioca con raggio di 3 metri. Qualsiasi tiro per colpire contro una creatura od oggetto soggetto ha vantaggio se l'attaccante puo' vederlo, e la creatura od oggetto non puo' beneficiare dell'invisibilita'.

Druido Livello 1 Invocazione

Nube di Nebbia

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

Crei una sfera di foschia del raggio di 6 metri centrata su di un punto a gittata. La sfera si propaga intorno agli angoli, e la sua area e' oscurata pesantemente. Rimane per la durata dell'incantesimo o finche' un vento di velocita' moderata o superiore (almeno 15 chilometri all'ora) non la disperde.
Ai Livelli Superiori: Quando lanci questo incantesimo usando uno slot incantesimo di 2 livello o piu' alto, il raggio della foschia aumenta di 6 metri per ogni livello dello slot sopra il 1.

Druido Livello 1 Evocazione

Bacche Benefiche

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

un rametto di vischio

Fino a dieci bacche compaiono nella tua mano e vengono infuse di magia per la durata. Una creatura puo' usare la sua azione per mangiare una bacca. Mangiare una bacca ripristina 1 punto ferita, e la bacca inoltre provvede nutrimento sufficiente per alimentare una creatura per un giorno.
Le bacche perdono la loro efficacia se non vengono consumate entro 24 ore dal lancio dell'incantesimo.

Druido Livello 1 Transmutazione

Parola Guaritrice

  • casting timeAzione bonus
  • range18 Metri

  • componentsV
  • durationInstantaneo

Una creatura scelta dall'incantatore entro gittata e che egli sia in grado di vedere recupera un ammontare di punti ferita pari a 1d4 + il modificatore di caratteristica da incantatore. Questo incantesimo non ha effetto sui costrutti o sui non morti.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, l'ammontare di guarigione aumenta di 1d4 punti ferita per ogni slot di livello superiore al 1.

Druido Livello 1 Invocazione

Coltello di Ghiaccio

  • casting timeAzione
  • range18 Metri

  • componentsS, M
  • durationInstantaneo

una goccia d'acqua o un frammento di ghiaccio

L'incantatore crea un frammento di ghiaccio e lo scaglia contro una creatura entro gittata, effettuando un attacco con incantesimo a distanza contro il bersaglio. Se lo colpisce, il bersaglio subisce 1d10 danni perforanti. Che colpisca o manchi il bersaglio, il frammento poi esplode. Il bersaglio e ogni creatura entro 1,5 metri dal punto in cui il ghiaccio e' esploso devono superare un tiro salvezza su Destrezza, altrimenti subiscono 2d6 danni da freddo.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, i danni da freddo aumentano di ld6 per ogni slot di livello superiore al 1 .

Druido Livello 1 Evocazione

Jump

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration1 minuto

la zampa posteriore di una cavalletta

L'incantatore tocca una creatura. La distanza coperta dai salti di quella creatura e' triplicata finche' l'incantesimo non termina.

Druido Livello 1 Transmutazione

Passo Veloce

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration1 Ora

un pizzico di terra

La velocita' di una creatura con cui sei in contatto aumenta di 3 metri fino al termine dell'incantesimo.
Ai Livelli Superiori: Quando lanci questo incantesimo usando uno slot incantesimo di 2 livello o piu' alto, puoi prendere come bersaglio un'ulteriore creatura per ogni livello dello slot sopra il 1.

Druido Livello 1 Transmutazione

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Purificare Cibo e Bevande (rituale)

  • casting timeAzione
  • range3 Metri

  • componentsV, S
  • durationInstantaneo

Tutti i cibi e le bevande non magici entro una sfera del raggio di 1,5 m centrata su un punto a scelta dell'incantatore entro gittata sono purificati e liberati dai veleni e dalle malattie.

Druido Livello 1 Transmutazione

Trabocchetto

  • casting time1 minuto
  • rangeContatto

  • componentsS, M
  • duration8 Ore

7,5 metri di corda, che l'incantesimo consuma

Quando lancia questo incantesimo, l'incantatore usa la corda per creare un cerchio del raggio di 1,5 metri sul terreno o sul pavimento. Una volta completato il lancio, la corda scompare e il cerchio diventa una trappola magica. Questa trappola e' pressoche' invisibile e per discernerla e' necessario effettuare con successo una prova di Intelligenza (Indagare) contro la CD del tiro salvezza dell'incantesimo.La trappola si innesca quando una creatura Piccola, Media o Grande si muove sul terreno o sul pavimento, entrando nel raggio dell'incantesimo. Quella creatura deve superare un tiro salvezza su Destrezza, altrimenti viene magicamente sollevata in aria, dove rimane appesa a testa in giu' a 90 cm dal terreno o dal pavimento. La creatura rimane trattenuta in quella posizione finche' l'incantesimo non termina. Una creatura trattenuta puo' effettuare un tiro salvezza su Destrezza alla fine di ogni suo turno

Druido Livello 1 Abiurazione

Parlare con gli Animali (rituale)

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • duration10 minuti

L'incantatore ottiene la capacita' di comprendere le bestie e comunicare verbalmente con loro per la durata dell'incantesimo. Le conoscenze e la consapevolezza di molte bestie sono limitate alla loro intelligenza, ma l'incantatore puo' apprendere da loro quanto meno alcune informazioni sui luoghi o sui mostri nelle vicinanze, o su cio' che esse sono in grado di percepire o hanno percepito nell'ultimo giorno. L'incantatore potrebbe anche persuadere una bestia a fargli un piccolo favore, a discrezione del GM.

Druido Livello 1 Divinazione

Onda Tonante

  • casting timeAzione
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneo

Un'ondata di energia tonante si propaga dall'incantatore. Ogni creatura entro un cubo con spigolo di 4,5 metri originato dall'incantatore deve effettuare un tiro salvezza su Costituzione. Se lo fallisce, subisce 2d8 danni da tuono e viene spinta di 3 metri piu' lontana dall'incantatore, mentre se lo supera, subisce soltanto la meta' di quei danni e non viene spinta. Inoltre, gli oggetti non fissati e completamente situati all'interno dell'area di effetto vengono automaticamente spinti 3 metri piu' lontani dall'incantatore a seguito dell'effetto dell'incantesimo. L'incantesimo emette un rombo tonante udibile fino a 90 metri di distanza.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, i danni aumentano di 1d8 per ogni slot di livello superiore al 1.

Druido Livello 1 Invocazione

Protezione dal Bene e dal Male

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

acqua santa o polvere d'argento e di ferro che l'incantesimo consuma

Finche' l'incantesimo non termina, una creatura consenziente toccata dall'incantatore e' protetta da certi tipi di creature: aberrazioni, celestiali, elementali, folletti, immondi e non morti. La protezione conferisce vari benefici. Le creature di quei tipi subiscono svantaggio ai tiri per colpire contro il bersaglio. Inoltre il bersaglio non puo' essere affascinato, posseduto o spaventato da una di quelle creature. Se il bersaglio e' gia' affascinato, posseduto o spaventato dispone vantaggio al nuovo tiro salvezza contro l'effetto rilevante.

Druido Livello 1 Abiurazione

Mani Brucianti

  • casting timeAzione
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneo

L'incantatore apre le mani, punta i pollici l'uno contro l'altro e dalla punta delle sue dita protese si propaga un sottile velo di fiamme. Ogni creatura entro un cono di 4,5 metri deve effettuare un tiro salvezza su Destrezza. Se lo fallisce, subisce 3d6 danni da fuoco, mentre se lo supera, subisce soltanto la meta' di quei danni. Il fuoco incendia ogni oggetto infiammabile nell'area che non sia indossato o trasportato.
Ai Livelli Superiori: Quando l'incantatore lancia questo incantesimo usando uno slot incantesimo di 2 livello o superiore, i danni aumentano di 1d6 per ogni slot di livello superiore al 1.

Druido Livello 1 Invocazione

Druido

Animal Messenger (ritual) [1/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration24 Ore

a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 Ore for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
Ai Livelli Superiori: If you cast this spell using a spell slot of Livello 3 or

Druido Livello 2 Ammaliamento

Animal Messenger (ritual) [2/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration24 Ore

a morsel of food

higher, the duration of the spell increases by 48 Ore for each slot level above 2nd.

Druido Livello 2 Ammaliamento

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2

Barkskin

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a handful of oak bark

You Contatto a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Druido Livello 2 Transmutazione

Beast Sense (ritual)

  • casting timeAzione
  • rangeContatto

  • componentsS
  • durationConcentrazione, fino a 1 Ora

You Contatto a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Druido Livello 2 Divinazione

Blur

  • casting timeAzione
  • rangeSelf

  • componentsV
  • durationConcentrazione, fino a 1 minuto

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through Illusiones, as with truesight.

Druido Livello 2 Illusione

Darkness

  • casting timeAzione
  • range18 Metri

  • componentsV, M
  • durationConcentrazione, fino a 10 minuti

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

Druido Livello 2 Invocazione

Darkvision

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration8 Ore

either a pinch of dried carrot or an agate

You Contatto a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 18 Metri.

Druido Livello 2 Transmutazione

Dust Devil

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 1,5 Metri of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 3 Metri away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 9 Metri in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage increases by 1d8 for each slot level above 2nd.

Druido Livello 2 Evocazione

Earthbind

  • casting timeAzione
  • range90 Metri

  • componentsV
  • durationConcentrazione, fino a 1 minuto

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 18 Metri per round until it reaches the ground or the spell ends.

Druido Livello 2 Transmutazione

Enhance Ability

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

fur or a feather from a beast

You Contatto a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, you can target one additional creature for each slot level above 2nd.

Druido Livello 2 Transmutazione

Find Traps

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationInstantaneo

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Druido Livello 2 Divinazione

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Flame Blade

  • casting timeAzione bonus
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 3 Metri.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Druido Livello 2 Invocazione

Flaming Sphere

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 1,5 Metri of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 9 Metri. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 1,5 Metri tall and jump it across pits up to 3 Metri wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage increases by 1d6 for each slot level above 2nd.

Druido Livello 2 Evocazione

Gust of Wind

  • casting timeAzione
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a legume seed

A line of strong wind 18 Metri long and 3 Metri wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 11,5 Metri away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Druido Livello 2 Invocazione

Healing Spirit

  • casting timeAzione bonus
  • range18 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 9 Metri to a space you can see.
Ai Livelli Superiori. When you cast this spell using a spell slot of Livello 3 or higher, the healing increases by 1d6 for each slot level above 2nd.

Druido Livello 2 Evocazione

Heat Metal

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage increases by 1d8 for each slot above 2nd.

Druido Livello 2 Transmutazione

Hold Person

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 9 Metri of each other when you target them.

Druido Livello 2 Ammaliamento

Invisibility

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

an eyelash encased in gum arabic

A creature you Contatto becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, you can target one additional creature for each slot level above 2nd.

Druido Livello 2 Illusione

Lesser Restoration

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationInstantaneo

You Contatto a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Druido Livello 2 Abiurazione

Locate Animals or Plants (ritual)

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneo

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Druido Livello 2 Divinazione

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Locate Object

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 9 Metri - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Druido Livello 2 Divinazione

Melf's Acid Arrow

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationInstantaneo

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Druido Livello 2 Invocazione

Mirror Image

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • duration1 minuto

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive Illusiones as false, as with truesight.

Druido Livello 2 Illusione

Misty Step

  • casting timeAzione bonus
  • rangeSelf

  • componentsV
  • durationInstantaneo

Briefly surrounded by silvery mist, you teleport up to 9 Metri to an unoccupied space that you can see.

Druido Livello 2 Evocazione

Moonbeam

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 18 Metri in any direction.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage increases by 1d10 for each slot level above 2nd.

Druido Livello 2 Invocazione

Pass Without Trace

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 9 Metri of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druido Livello 2 Abiurazione

Protection from Poison

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration1 Ora

You Contatto a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Druido Livello 2 Abiurazione

Silence (ritual)

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Druido Livello 2 Illusione

Skywrite (ritual)

  • casting timeAzione
  • rangeSight

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Druido Livello 2 Transmutazione

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Spider Climb

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a drop of bitumen and a spider

Until the spell ends, one willing creature you Contatto gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Druido Livello 2 Transmutazione

Spike Growth

  • casting timeAzione
  • range45 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 1,5 Metri it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druido Livello 2 Transmutazione

Summon Beast

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, use the higher level where the spell's level appears in the stat block.

Druido Livello 2 Evocazione

Warding Wind

  • casting timeAzione
  • rangeSelf

  • componentsV
  • durationConcentrazione, fino a 10 minuti

A strong wind (20 miles per Ora) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Druido Livello 2 Invocazione

Web

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1,5 Metri.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Druido Livello 2 Evocazione

Blindness/Deafness

  • casting timeAzione
  • range9 Metri

  • componentsV
  • duration1 minuto

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, you can target 1 additional creature for each slot level above 2nd.

Druido Livello 2 Necromanzia

Gentle Repose (ritual)

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration10 Giorni

a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

You Contatto a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since Giornispent under the influence of this spell don't count against the time limit of spells such as raise dead.

Druido Livello 2 Necromanzia

Augury (ritual)

  • casting time1 minuto
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneo

specially marked sticks, bones, or similar tokens worth at least 25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minuti. The DM chooses from the following possible omens.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druido Livello 2 Divinazione

Continual Flame

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationFino a che dissolto

ruby dust worth 50 gp, which the spell consumes

A flame, equivalent in brightness to a torch, springs forth from an object that you Contatto. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Druido Livello 2 Invocazione

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Enlarge/Reduce [1/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Druido Livello 2 Transmutazione

Enlarge/Reduce [2/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Druido Livello 2 Transmutazione

Flaming Sphere

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 1,5 Metri of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 9 Metri. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 1,5 Metri tall and jump it across pits up to 3 Metri wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, the damage increases by 1d6 for each slot level above 2nd.

Druido Livello 2 Evocazione

Scorching Ray

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationInstantaneo

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 3 or higher, you create one additional ray for each slot level above 2nd.

Druido Livello 2 Invocazione

Call Lightning

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

A storm cloud appears in the shape of a cylinder that is 3 Metri tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 1,5 Metri of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher level, the damage increases by 1d10 for each slot level above 3rd.

Druido Livello 3 Evocazione

Conjure Animals

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They 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 DM has the creatures' statistics.
Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots, you choose one of the summoning 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.

Druido Livello 3 Evocazione

Create Food and Water

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationInstantaneo

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 Ore. The food is bland but nourishing, and spoils if uneaten after 24 Ore. The water is clean and doesn't go bad.

Druido Livello 3 Evocazione

giornolight

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • duration1 Ora

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 18 Metri.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Druido Livello 3 Invocazione

Dispel Magic

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationInstantaneo

Choose any creature, object, or magical effect within range. Any spell of Livello 3 or lower on the target ends. For each spell of Livello 4 or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Druido Livello 3 Abiurazione

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

Erupting Earth

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationInstantaneo

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minuto to clear by hand.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, the damage increases by 1d12 for each slot level above 3rd.

Druido Livello 3 Transmutazione

Feign Death (ritual)

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration1 Ora

a pinch of graveyard dirt

You Contatto a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to Contatto the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Druido Livello 3 Necromanzia

Flame Arrows

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You Contatto a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Druido Livello 3 Transmutazione

Gaseous Form

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a bit of gauze and a wisp of smoke

You transform a willing creature you Contatto, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 3 Metri. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Druido Livello 3 Transmutazione

Haste

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Druido Livello 3 Transmutazione

Lightning Bolt

  • casting timeAzione
  • rangeSelf (100-foot line)

  • componentsV, S, M
  • durationInstantaneo

a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line of 100 feet long and 1,5 Metri wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, the damage increases by 1d6 for each slot above 3rd.

Druido Livello 3 Invocazione

Meld into Stone (ritual)

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration8 Ore

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can Contatto. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or Transmutazione into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Druido Livello 3 Transmutazione

Plant Growth

  • casting timeAzione o 8 Ore
  • range45 Metri

  • componentsV, S
  • durationInstantaneo

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 Azione, 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 Ore, 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.

Druido Livello 3 Transmutazione

Protection from Energy

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

For the duration, the willing creature you Contatto has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Druido Livello 3 Abiurazione

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Sleet Storm

  • casting timeAzione
  • range45 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose Concentrazione.

Druido Livello 3 Evocazione

Slow

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of Azione, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Druido Livello 3 Transmutazione

Speak with Plants

  • casting timeAzione
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minuti

You imbue plants within 9 Metri of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past giorno, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Druido Livello 3 Transmutazione

Stinking Cloud

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a rotten egg or several skunk cabbage leaves

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per Ora) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per Ora) disperses it after 1 round.

Druido Livello 3 Evocazione

Tidal Wave

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationInstantaneo

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 9 Metri long, up to 3 Metri wide, and up to 3 Metri tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 9 Metri of it, and then it vanishes.

Druido Livello 3 Evocazione

Wall of Water

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 9 Metri long, 3 Metri high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Druido Livello 3 Invocazione

Water Breathing (ritual)

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration24 Ore

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druido Livello 3 Transmutazione

Water Walk (ritual)

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration1 Ora

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 18 Metri per round.

Druido Livello 3 Transmutazione

Wind Wall

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 11,5 Metri high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Druido Livello 3 Invocazione

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Animate Dead [1/2]

  • casting time1 minuto
  • range3 Metri

  • componentsV, S, M
  • durationInstantaneo

a drop of blood, a piece of flesh, and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 18 Metri of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 Ore, after which it stops obeying

Druido Livello 3 Necromanzia

Animate Dead [2/2]

  • casting time1 minuto
  • range3 Metri

  • componentsV, S, M
  • durationInstantaneo

a drop of blood, a piece of flesh, and a pinch of bone dust

any command you've given it. To maintain the control of the creature for another 24 Ore, you must cast this spell on the creature again before the current 24-Ora period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 4 or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Druido Livello 3 Necromanzia

Gaseous Form

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a bit of gauze and a wisp of smoke

You transform a willing creature you Contatto, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 3 Metri. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Druido Livello 3 Transmutazione

Aura of Vitality

  • casting timeAzione
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentrazione, fino a 1 minuto

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Druido Livello 3 Invocazione

Elemental Weapon

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

A nonmagical weapon you Contatto becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Ai Livelli Superiori: When you cast this spell using a spell slot of 5th or Livello 6, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of Livello 7 or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Druido Livello 3 Transmutazione

Revivify

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

diamonds worth 300 gp, which the spell consumes

You Contatto a creature that has died within the last minuto. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Druido Livello 3 Necromanzia

Plant Growth

  • casting timeAzione o 8 Ore
  • range45 Metri

  • componentsV, S
  • durationInstantaneo

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 Azione, 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 Ore, 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.

Druido Livello 3 Transmutazione

Revivify

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

diamonds worth 300 gp, which the spell consumes

You Contatto a creature that has died within the last minuto. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Druido Livello 3 Necromanzia

Blight

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationInstantaneo

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the damage increases by 1d8 for each slot level above 4th.

Druido Livello 4 Necromanzia

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4

Charm Monster

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • duration1 Ora

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 9 Metri of each other when you target them.

Druido Livello 4 Ammaliamento

Confusion [1/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that

Druido Livello 4 Ammaliamento

Confusion [2/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

three nut shells

target.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the radius of the sphere increases by 1,5 Metri for each slot above 4th.

Druido Livello 4 Ammaliamento

Conjure Minor Elementals

  • casting time1 minuto
  • range90 feet

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They 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 DM has the creatures' statistics.
Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .

Druido Livello 4 Evocazione

Conjure Woodland Beings [1/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

one holly berry per creature summoned

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They 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 DM has the creatures' statistics.
Ai Livelli Superiori: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many

Druido Livello 4 Evocazione

Conjure Woodland Beings [2/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

one holly berry per creature summoned

with a 6th-level slot and three times as many with an 8th-level slot.

Druido Livello 4 Evocazione

Control Water [1/3]

  • casting timeAzione
  • range90 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a drop of water and a pinch of dust

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause

Druido Livello 4 Transmutazione

Control Water [2/3]

  • casting timeAzione
  • range90 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a drop of water and a pinch of dust

water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 21,5 Metri deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 1,5 Metri wide at the base, up to 50 feet wide at the top, and 21,5

Druido Livello 4 Transmutazione

Control Water [3/3]

  • casting timeAzione
  • range90 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a drop of water and a pinch of dust

Metri tall. Any creature or object in the water and within 21,5 Metri of the vortex is pulled 3 Metri toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Druido Livello 4 Transmutazione

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Divinazione (ritual)

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneo

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 Giorni. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druido Livello 4 Divinazione

Dominate Beast [1/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw

Druido Livello 4 Ammaliamento

Dominate Beast [2/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

succeeds, the spell ends.
Ai Livelli Superiori: When you cast this spell with a 5th-level spell slot, the duration is Concentrazione, fino a 10 minuti. When you use a 6th-level spell slot, the duration is Concentrazione, fino a 1 Ora. When you use a spell slot of Livello 7 or higher, the duration is Concentrazione, fino a8 Ore.

Druido Livello 4 Ammaliamento

Elemental Bane

  • casting timeAzione
  • range90 feet

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 9 Metri of each other when you target them.

Druido Livello 4 Transmutazione

Freedom of Movement

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • duration1 Ora

a leather strap, bound around the arm or a similar appendage

You Contatto a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 1,5 Metri of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Druido Livello 4 Abiurazione

Giant Insect

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Druido Livello 4 Transmutazione

Grasping Vine

  • casting timeAzione bonus
  • range9 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 9 Metri of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Druido Livello 4 Evocazione

Greater Invisibility

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You or a creature you Contatto becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Druido Livello 4 Illusione

Guardian of Nature

  • casting timeAzione bonus
  • rangeSelf

  • componentsV
  • durationConcentrazione, fino a 1 minuto

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
• Your walking speed increases by 3 Metri.
• You gain darkvision with a range of 36 Metri.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 11,5 Metri of you is difficult terrain for your enemies.

Druido Livello 4 Transmutazione

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Hallucinatory Terrain

  • casting time10 minuti
  • range90 Metri

  • componentsV, S, M
  • duration24 Ore

a stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can 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. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusione. If the difference isn't obvious by Contatto, a creature carefully examining the Illusione can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the Illusione for what it is, sees it as a vague image superimposed on the terrain.

Druido Livello 4 Illusione

Ice Storm

  • casting timeAzione
  • range90 Metri

  • componentsV, S, M
  • durationInstantaneo

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Druido Livello 4 Invocazione

Locate Creature

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 9 Metri - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 3 Metri wide blocks a direct path between you and the creature.

Druido Livello 4 Divinazione

Polymorph [1/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Druido Livello 4 Transmutazione

Polymorph [2/2]

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a caterpillar cocoon

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Druido Livello 4 Transmutazione

Stone Shape

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

soft clay, which must be worked into roughly the desired shape of the stone object

You Contatto a stone object of Medium size or smaller or a section of stone no more than 1,5 Metri in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1,5 Metri thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Druido Livello 4 Transmutazione

Stoneskin

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you Contatto as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Druido Livello 4 Abiurazione

Summon Elemental

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

air, a pebble, ash, and water inside a crystal vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, use the higher level wherever the spell's level appears in the stat block.

Druido Livello 4 Evocazione

Wall of Fire

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 18 Metri long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 3 Metri of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the damage increases by 1d8 for each slot level above 4th.

Druido Livello 4 Invocazione

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Watery Sphere [1/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a droplet of water

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 3 Metri off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1,5 Metri of it.
As

Druido Livello 4 Evocazione

Watery Sphere [2/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a droplet of water

an action, you can move the sphere up to 9 Metri in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 9 Metri of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Druido Livello 4 Evocazione

Blight

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationInstantaneo

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the damage increases by 1d8 for each slot level above 4th.

Druido Livello 4 Necromanzia

Confusion [1/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

3 nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that

Druido Livello 4 Ammaliamento

Confusion [2/2]

  • casting timeAzione
  • range90 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

3 nut shells

target.

Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 5 or higher, the radius of the sphere increases by 1,5 Metri for each slot above 4th.

Druido Livello 4 Ammaliamento

Divinazione (ritual)

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneo

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 Giorni. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Druido Livello 4 Divinazione

Fire Shield

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • duration10 minuti

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 3 Metri. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 1,5 Metri of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Druido Livello 4 Invocazione

Aura of Life

  • casting timeAzione
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentrazione, fino a 10 minuti

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Druido Livello 4 Abiurazione

Fire Shield

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • duration10 minuti

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 3 Metri. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 1,5 Metri of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Druido Livello 4 Invocazione

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4 4

Antilife Shell

  • casting timeAzione
  • rangeSelf (10-foot radius)

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Druido Livello 5 Abiurazione

Awaken

  • casting time8 Ore
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

an agate worth at least 1,000 gp, which the spell consumes

After spending the casting time tracing magical pathways within a precious gemstone, you Contatto a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 Giornior until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Druido Livello 5 Transmutazione

Cloudkill

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 3 Metri away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the damage increases by 1d8 for each slot level above 5th.

Druido Livello 5 Evocazione

Commune with Nature (ritual)

  • casting time1 minuto
  • rangeSelf

  • componentsV, S
  • durationInstantaneo

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 90 Metri. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings.
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Druido Livello 5 Divinazione

Cone of Cold

  • casting timeAzione
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneo

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the damage increases by 1d8 for each slot level above 5th.

Druido Livello 5 Invocazione

Conjure Elemental [1/2]

  • casting time1 minuto
  • range27 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 3 Metri of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your Concentrazione is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 Ora after you

Druido Livello 5 Evocazione

Conjure Elemental [2/2]

  • casting time1 minuto
  • range27 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

summoned it.
The DM has the elemental's statistics.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the challenge rating increases by 1 for each slot level above 5th.

Druido Livello 5 Evocazione

Contagion [1/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration7 Giorni

Your Contatto inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes

Druido Livello 5 Necromanzia

Contagion [2/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration7 Giorni

feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Druido Livello 5 Necromanzia

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Control Winds [1/2]

  • casting timeAzione
  • range90 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Druido Livello 5 Transmutazione

Control Winds [2/2]

  • casting timeAzione
  • range90 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 3 Metri higher than normal.

Druido Livello 5 Transmutazione

Dream [1/2]

  • casting time1 minuto
  • rangeSpecial

  • componentsV, S, M
  • duration8 Ore

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you Contatto, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the

Druido Livello 5 Illusione

Dream [2/2]

  • casting time1 minuto
  • rangeSpecial

  • componentsV, S, M
  • duration8 Ore

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Druido Livello 5 Illusione

Geas

  • casting time1 minuto
  • range18 Metri

  • componentsV
  • duration30 Giorni

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each giorno. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Ai Livelli Superiori: When you cast this spell using a spell slot of 7th or Livello 8, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Druido Livello 5 Ammaliamento

Greater Restoration

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you Contatto with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Druido Livello 5 Abiurazione

Insect Plague

  • casting timeAzione
  • range90 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a few grains of sugar, some kernels of grain, and a smear of fat

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the damage increases by 1d10 for each slot level above 5th.

Druido Livello 5 Evocazione

Maelstrom

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

paper or leaf in the shape of a funnel

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 3 Metri toward the center.

Druido Livello 5 Invocazione

Mass Cure Wounds

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationInstantaneo

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the healing increases by 1d8 for each slot level above 5th.

Druido Livello 5 Invocazione

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Passwall

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration1 Ora

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 1,5 Metri wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Druido Livello 5 Transmutazione

Planar Binding [1/2]

  • casting time1 Ora
  • range18 Metri

  • componentsV, S, M
  • duration24 Ore

a jewel worth at least 1,000 gp, which the spell consumes

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this

Druido Livello 5 Abiurazione

Planar Binding [2/2]

  • casting time1 Ora
  • range18 Metri

  • componentsV, S, M
  • duration24 Ore

a jewel worth at least 1,000 gp, which the spell consumes

fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
Ai Livelli Superiori: When you cast this spell using a spell slot of a higher level, the duration increases to 10 Giorniwith a 6th-level slot, to 30 Giorniwith a 7th-level slot, to 180 Giorniwith an 8th-level slot, and to a year and a giorno with a 9th-level spell slot.

Druido Livello 5 Abiurazione

Reincarnate

  • casting time1 Ora
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

rare oils and unguents worth at least 1,000 gp, which the spell consumes

You Contatto a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 Giorni, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling, lightfoot. 69-76 Halfling, stout. 77-96 Human. 97-00 Tiefling.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Druido Livello 5 Transmutazione

Scrying [1/2]

  • casting time10 minuti
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 Ore.
On a failed save, the spell creates an invisible sensor within 3 Metri of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 3 Metri of it for the duration. A creature that can see invisible objects sees the sensor as a

Druido Livello 5 Divinazione

Scrying [2/2]

  • casting time10 minuti
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Druido Livello 5 Divinazione

Transmute Rock [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationFino a che dissolto

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save,

Druido Livello 5 Transmutazione

Transmute Rock [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationFino a che dissolto

clay and water

or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 3 Metri deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Druido Livello 5 Transmutazione

Tree Stride

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 152 Metri. Both trees must be living and at least the same size as you. You must use 1,5 Metri of movement to enter a tree. You instantly know the location of all other trees of the same kind within 152 Metri and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 1,5 Metri of the destination tree, using another 1,5 Metri of movement. If you have no movement left, you appear within 1,5 Metri of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Druido Livello 5 Evocazione

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Wall of Stone [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater

Druido Livello 5 Invocazione

Wall of Stone [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a small block of granite

than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your Concentrazione on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Druido Livello 5 Invocazione

Wrath of Nature [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees: At the start of each of your turns, each of your enemies within 3 Metri of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength

Druido Livello 5 Invocazione

Wrath of Nature [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

saving throw or fall prone.

Druido Livello 5 Invocazione

Cloudkill

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 3 Metri away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the damage increases by 1d8 for each slot level above 5th.

Druido Livello 5 Evocazione

Contagion [1/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration7 Giorni

Your Contatto inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes

Druido Livello 5 Necromanzia

Contagion [2/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S
  • duration7 Giorni

feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Druido Livello 5 Necromanzia

Cone of Cold

  • casting timeAzione
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneo

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the damage increases by 1d8 for each slot level above 5th.

Druido Livello 5 Invocazione

Flame Strike

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationInstantaneo

pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Druido Livello 5 Invocazione

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Mass Cure Wounds

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationInstantaneo

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 6 or higher, the healing increases by 1d8 for each slot level above 5th.

Druido Livello 5 Invocazione

Bones of the Earth [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationInstantaneo

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 1,5 Metri and a height of up to 9 Metri. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minuto to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off

Druido Livello 6 Transmutazione

Bones of the Earth [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S
  • durationInstantaneo

the pillar or fall off it.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 7 or higher, you can create two additional pillars for each slot level above 6th.

Druido Livello 6 Transmutazione

Conjure Fey

  • casting time1 minuto
  • range90 feet

  • componentsV, S
  • durationConcentrazione, fino a 1 Ora

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your Concentrazione is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 Ora after you summoned it.
The DM has the fey creature's statistics.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 7 or higher, the challenge rating increases by 1 for each slot level above 6th.

Druido Livello 6 Evocazione

Druid Grove [1/3]

  • casting time10 minuti
  • rangeContatto

  • componentsV, S, M
  • duration24 Ore

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every giorno for a year, the spell lasts Fino a che dissolto.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 3 Metri high. In addition, every foot of movement through the

Druido Livello 6 Abiurazione

Druid Grove [2/3]

  • casting time10 minuti
  • rangeContatto

  • componentsV, S, M
  • duration24 Ore

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven offor slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If

Druido Livello 6 Abiurazione

Druid Grove [3/3]

  • casting time10 minuti
  • rangeContatto

  • componentsV, S, M
  • duration24 Ore

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect: You can place your choice of one of the following magical effects within the warded area:
• A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice.
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Druido Livello 6 Abiurazione

Find the Path

  • casting time1 minuto
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 giorno

a set of divinatory tools - such as bones, ivory sticks, cards, teeth, or carved runes - worth 100 gp and an object from the location you wish to find

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Druido Livello 6 Divinazione

Heal

  • casting timeAzione
  • range18 Metri

  • componentsV, S
  • durationInstantaneo

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 7 or higher, the amount of healing increases by 10 for each slot level above 6th.

Druido Livello 6 Invocazione

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Heroes' Feast

  • casting time10 minuti
  • range9 Metri

  • componentsV, S, M
  • durationInstantaneo

a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes

You bring forth a great feast, including magnificent food and drink. The feast takes 1 Ora to consume and disappears at the end of that time, and the beneficial effects don't set in until this Ora is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 Ore.

Druido Livello 6 Evocazione

Investiture of Flame

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 9 Metri for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 1,5 Metri of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 11,5 Metri long and 1,5 Metri wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Druido Livello 6 Transmutazione

Investiture of Ice

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

Until the spell ends, ice rimes your body, and you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement.
• The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Druido Livello 6 Transmutazione

Investiture of Stone

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Druido Livello 6 Transmutazione

Investiture of Wind

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 10 minuti

Until the spell ends, wind whirls around you, and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 18 Metri. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 18 Metri ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 3 Metri away from the center of the cube.

Druido Livello 6 Transmutazione

Move Earth [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 2 Ore

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minuti for these changes to complete.
At the end of every 10 minuti you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it

Druido Livello 6 Transmutazione

Move Earth [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 2 Ore

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Druido Livello 6 Transmutazione

Primordial Ward

  • casting timeAzione
  • rangeSelf

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Druido Livello 6 Abiurazione

Sunbeam

  • casting timeAzione
  • rangeSelf (60-foot line)

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a magnifying glass

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 9 Metri. The light is sunlight.

Druido Livello 6 Invocazione

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Transport via Plants

  • casting timeAzione
  • range3 Metri

  • componentsV, S
  • duration1 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 Contattoed 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 1,5 Metri of movement.

Druido Livello 6 Evocazione

Wall of Thorns [1/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a handful of thorns

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 18 Metri long, 3 Metri high, and 1,5 Metri thick or a circle that has a 20-foot diameter and is up to 20 feet high and 1,5 Metri thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
Ai Livelli Superiori: When you cast this spell using a spell slot of Livello 7 or higher, both

Druido Livello 6 Evocazione

Wall of Thorns [2/2]

  • casting timeAzione
  • range36 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 10 minuti

a handful of thorns

types of damage increase by 1d8 for each slot level above 6th.

Druido Livello 6 Evocazione

Wind Walk

  • casting timeAzione
  • range9 Metri

  • componentsV, S, M
  • duration8 Ore

fire and holy water

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 90 Metri and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minuto, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minuto transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 18 Metri per round for 1 minuto until it lands, which it does safely. If it can't land after 1 minuto, the creature falls the remaining distance.

Druido Livello 6 Transmutazione

Flesh to Stone

  • casting timeAzione
  • range18 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your Concentrazione on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Druido Livello 6 Transmutazione

Fire Storm

  • casting timeAzione
  • range45 Metri

  • componentsV, S
  • durationInstantaneo

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.

Druido Livello 7 Invocazione

Mirage Arcane

  • casting time10 minuti
  • rangeSight

  • componentsV, S
  • duration10 Giorni

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 Illusione 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 Illusione to the terrain's true form, however, all other elements of the Illusione remain, so while the creature is aware of the Illusione's presence, the creature can still physically interact with the Illusione.

Druido Livello 7 Illusione

Plane Shift [1/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw.

Druido Livello 7 Evocazione

Plane Shift [2/2]

  • casting timeAzione
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Druido Livello 7 Evocazione

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Regenerate

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • duration1 Ora

a prayer wheel and holy water

You Contatto a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minuto).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minuti. If you have the severed part and hold it to the stump, the spell Instantaneoly causes the limb to knit to the stump.

Druido Livello 7 Transmutazione

Reverse Gravity

  • casting timeAzione
  • range100 feet

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a lodestone and iron filings

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.

Druido Livello 7 Transmutazione

Whirlwind [1/2]

  • casting timeAzione
  • range90 Metri

  • componentsV, M
  • durationConcentrazione, fino a 1 minuto

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 9 Metri in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 1,5 Metri higher inside it, unless the creature is at the top. A restrained creature moves with the

Druido Livello 7 Invocazione

Whirlwind [2/2]

  • casting timeAzione
  • range90 Metri

  • componentsV, M
  • durationConcentrazione, fino a 1 minuto

a piece of straw

whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 3 Metri away from it in a random direction.

Druido Livello 7 Invocazione

Symbol [1/4]

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • durationFino a che dissolto oppure innescato

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 3 Metri in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 3 Metri from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include Contattoing or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object,

Druido Livello 7 Abiurazione

Symbol [2/4]

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • durationFino a che dissolto oppure innescato

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed


approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose 1 of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minuti, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
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or half as much damage on a successful save.
Discord: or

Druido Livello 7 Abiurazione

Symbol [3/4]

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • durationFino a che dissolto oppure innescato

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minuto. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minuto on a failed save. While frightened, the target drops whatever it is holding and must move at least 9 Metri away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minuto. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minuto. An insane creature can't take actions, can't understand what other creatures say, can't

Druido Livello 7 Abiurazione

Symbol [4/4]

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • durationFino a che dissolto oppure innescato

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minuto on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minuti on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minuto on a failed save.

Druido Livello 7 Abiurazione

Animal Shapes [1/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationConcentrazione, fino a24 Ore

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise

Druido Livello 8 Transmutazione

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Animal Shapes [2/2]

  • casting timeAzione
  • range9 Metri

  • componentsV, S
  • durationConcentrazione, fino a24 Ore

benefit from any of its equipment.

Druido Livello 8 Transmutazione

Antipathy/Sympathy [1/3]

  • casting time1 Ora
  • range18 Metri

  • componentsV, S, M
  • duration10 Giorni

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The Ammaliamento causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 18 Metri of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 18 Metri of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 18 Metri from the target and can't see it, the creature is no

Druido Livello 8 Ammaliamento

Antipathy/Sympathy [2/3]

  • casting time1 Ora
  • range18 Metri

  • componentsV, S, M
  • duration10 Giorni

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 18 Metri of it.
Sympathy: The Ammaliamento causes the specified creatures to feel an intense urge to approach the target while within 18 Metri of it or able to see it. When such a creature can see the target or comes within 18 Metri of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 18 Metri of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical.

Druido Livello 8 Ammaliamento

Antipathy/Sympathy [3/3]

  • casting time1 Ora
  • range18 Metri

  • componentsV, S, M
  • duration10 Giorni

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

In addition, a creature affected by the spells is allowed another Wisdom saving throw every 24 Ore while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minuto, after which time it can be affected again.

Druido Livello 8 Ammaliamento

Control Weather [1/2]

  • casting time10 minuti
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentrazione, fino a 8 Ore

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
You can change precipitation, temperature, and wind. It takes 1d4 x 10 minuti for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage

Druido Livello 8 Transmutazione

Control Weather [2/2]

  • casting time10 minuti
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentrazione, fino a 8 Ore

burning incense and bits of earth and wood mixed in water

6 - Arctic cold
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm

Druido Livello 8 Transmutazione

Earthquake [1/3]

  • casting timeAzione
  • range152 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of dirt, a piece of rock, and a lump of clay

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's Concentrazione is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 3 Metri deep, 3 Metri wide, and extends from one

Druido Livello 8 Invocazione

Earthquake [2/3]

  • casting timeAzione
  • range152 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of dirt, a piece of rock, and a lump of clay

edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse .
Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone

Druido Livello 8 Invocazione

Earthquake [3/3]

  • casting timeAzione
  • range152 Metri

  • componentsV, S, M
  • durationConcentrazione, fino a 1 minuto

a pinch of dirt, a piece of rock, and a lump of clay

or become buried.

Druido Livello 8 Invocazione

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Feeblemind

  • casting timeAzione
  • range45 Metri

  • componentsV, S, M
  • durationInstantaneo

a handful of clay, crystal, glass, or mineral spheres

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 Giorni, 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.

Druido Livello 8 Ammaliamento

Sunburst

  • casting timeAzione
  • range45 Metri

  • componentsV, S, M
  • durationInstantaneo

fire and a piece of sunstone

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minuto. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.

Druido Livello 8 Invocazione

Tsunami [1/2]

  • casting time1 minuto
  • rangeSight

  • componentsV, S
  • durationConcentrazione, fino a 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 90 Metri long, 90 Metri high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls

Druido Livello 8 Evocazione

Tsunami [2/2]

  • casting time1 minuto
  • rangeSight

  • componentsV, S
  • durationConcentrazione, fino a 6 rounds

to the ground.

Druido Livello 8 Evocazione

Incendiary Cloud

  • casting timeAzione
  • range45 Metri

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per Ora) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 3 Metri directly away from you in a direction that you choose at the start of each of your turns.

Druido Livello 8 Evocazione

Foresight

  • casting time1 minuto
  • rangeContatto

  • componentsV, S, M
  • duration8 Ore

a hummingbird feather

You Contatto 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.

Druido Livello 9 Divinazione

Shapechange [1/3]

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a

Druido Livello 9 Transmutazione

Shapechange [2/3]

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Druido Livello 9 Transmutazione

Shapechange [3/3]

  • casting timeAzione
  • rangeSelf

  • componentsV, S, M
  • durationConcentrazione, fino a 1 Ora

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit pints than your current one, your hit points remain at their current value.

Druido Livello 9 Transmutazione

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Storm of Vengeance [1/2]

  • casting timeAzione
  • rangeSight

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 318 Metri. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minuti.
Each round you maintain Concentrazione on this spell, the storm produces additional effects on your turn.
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured.

Druido Livello 9 Evocazione

Storm of Vengeance [2/2]

  • casting timeAzione
  • rangeSight

  • componentsV, S
  • durationConcentrazione, fino a 1 minuto

Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentrazione on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per Ora) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Druido Livello 9 Evocazione

True Resurrection

  • casting time1 Ora
  • rangeContatto

  • componentsV, S, M
  • durationInstantaneo

a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes

You Contatto a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 3 Metri of you.

Druido Livello 9 Necromanzia

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