Sunday, January 2, 2011

Campaign Design - Spells: Grove of Serenity

Grove of Serenity (from Relics & Rituals)
Conjuration (Summoning)

Level: Druid/Spirit Shaman 8
Components: V, S, M, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: A single grove or glade 30 feet in diameter
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a small, green glade or copse of trees that exudes peace and tranquility. Any character who rests in the grove for eight hours will have all lost hit points restored and be cured of any physical diseases, the effects of all poison, and all fatigue. Feeblemind, mental diseases, blindness, and deafness are not affected. The grove also provides 1d6 days worth of food in the form of fruits and other edible plant matter. In addition, the grove and all within it are invisible to all save those that the druid allows to see. Up to 10 creatures may rest in the grove at any one time. The spell may only be cast outdoors.

Material components: A leaf or piece of wood from the druid's sacred grove.

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