Source: Spells That Don't Suck
You summon the power of the natural world to assault your foes. For the duration of the spell, all terrain within 60 feet of you is difficult terrain except for creatures you specify. When you cast the spell and as a bonus action on your subsequent turns, you can create one of the following effects, targeting any point you can see within 60 feet of you.
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Trees. A tree erupts from the ground and reaches out to rake your enemies with its branches. Each creature of your choice within 10 feet must succeed on a Dexterity saving throw or take 6d6 slashing damage.
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Roots. Roots erupt from the ground, seizing creatures within a 10-foot radius. Each creature must make a Strength saving throw or become restrained. Any creature within 5 feet of a restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on a success.
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Rocks. You conjure a boulder and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 6d10 bludgeoning damage and is knocked prone if it is Large or smaller.
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Wind. You summon a mighty gust. The gust takes the shape of a line 60 feet long and 20 feet wide, originating at a location you can see and traveling in a direction of your choice. All Large or smaller creatures within the area must succeed on a Strength saving throw or be swept 25 feet in the direction of the gust and knocked prone.
About Nature's Fury
Nature's Fury is a Level 5 level spell from the school of Evocation.
This spell has a casting time of action , and a range of Self . It has a duration of Instantaneous.
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
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Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Evocation
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School of Magic: Evocation
Evocation spells manipulate magical energy to produce destructive or constructive effects.
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