You touch a tree and ask it one question about anything that might have happened in its immediate vicinity (such as, “Who passed by here?”). You get a mental sensation of the response, which takes the duration of the spell. Trees do not have a human sense of time, so the tree might answer with something that happened last night or a hundred years ago. The sensation you receive may include sight, hearing, vibration, or smell, all from the perspective of the tree. Trees are particularly attentive to anything which may harm the forest and always report such activities when questioned. If you cast this spell on a tree that contains a merged Circle of Oaks druid or other creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.
You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.
You take on the physical characteristics of the terrain around you. Grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. This effect provides a +2 bonus to Stealth checks in the appropriate terrain. At Higher Levels. If this spell is cast with a 2nd level or higher spell slot, one additional creature is affected per slot above 1st.
This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell. If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.
The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.
You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.