Fifth-level Spells

Cloudscape (Alteration)

Sphere: Weather

Range: 120 yards

Components: V, S

Duration: 3 turns/level of caster

Casting Time: 8

Area of Effect: 1,000 cubic feet/level of caster

Saving Throw: None

A character can cast cloudscape on a single cloud or part of a cloud bank, usually from a nearby mountaintop or while flying. It causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight. The solidified clouds remain airborne and feel like a thick carpet.

A creature that falls onto the magically strengthened cloud sustains falling damage per the
PH, p. 104. An animal or individual that flies into the solidified cloud falls, stunned, for a round and must make a successful Dexterity check to recover. If a creature is flying through a cloud at the moment it becomes solidified, it may make a saving throw vs. petrification. Those who succeed escape the cloud in time. Creatures that fail the save become trapped as the cloud solidifies around them. However, as the cloud is porous, they can continue to breathe until the spell's duration elapses.

The solidified cloud itself continues to drift with the wind as usual. While the caster cannot use this particular spell to propel the cloud at all, a control winds spell can summon a great gust of air to turn the cloudscape into a unique flying conveyance easily enough.

Nature's Charm (Enchantment/Charm)

Sphere: Elemental (earth, water)

Range: Touch

Components: V, S, M

Duration: 2 hours/level of caster

Casting Time: 1 round

Area of Effect: 15-foot radius/level of caster

Saving Throw: Creatures native to the area of effect are not affected.

Nature's charm causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster.

This spell must target a site of notable natural splendor that possesses both edible plants and fresh water. The spot may not be larger than the spell's area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centered around a waterfall.

Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others.

Whatever the reason, those who fall victim to the enchantment forcefully resist all attempts to make them leave until the spell's duration ends.

The spell's material component is the druid's holy symbol.

Strengthen Stone (Alteration)

Sphere: Elemental (earth)

Range: 10 yards

Components: V, S, M

Duration: Permanent

Casting Time: 1 hour

Area of Effect: 1 building or wall

Saving Throw: None

Strengthen stone can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.), against physical damage. The DM adds +4 to the structure's saving throw against any kind of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the earthquake spell. (
See the PH, p. 233.) The spell may be cast only once on any stone object.

If a character casts this spell on a stone golem or other animated stone being (like one created by animate rock), the creature receives a -1 bonus to its Armor Class and adds a +1 bonus to its saving throws for the duration of the spell. Strengthen stone has no effect on earth elementals or galeb duhr.

The material component, a diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction.

Thornwrack (Alteration)

Sphere: Plant

Range: Touch

Components: V, S

Duration: 1 thorn/level of caster

Casting Time: 8

Area of Effect: 1 person

Saving Throw: Neg.

Thornwrack causes long, painful thorns to grow out of the spell recipient's flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage, until all the thorns have appeared. When the number of thorns exceeds the subject's experience level or HD, a victim still conscious becomes immobilized by the pain, unable to take any action.

One round after the last thorn erupts from the victim's flesh, the first one disappears. The thorns continue receding at a rate of one per turn. Immobilized subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After four turns had passed, only three thorns would remain, so the victim would no longer be immobile.

Cure spells can restore hit points but do not eliminate the thorns. Dispel magic will end the spell but prevents existing thorns from receding. A heal spell cancels the thornwrack, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell ends when the last thorn has receded.

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