Plant Growth
- Level & School
- 3rd-level transmutation
- Casting Time
- Action (Overgrowth) or 8 hours (Enrichment)
- Range
- 150 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Bard, Druid, Ranger
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that 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.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
- Level & School
- 3rd-level transmutation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Bard, Druid, Ranger
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 1 action, 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 hours, 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.
Plant Growth 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version clarifies casting options (action for Overgrowth, 8 hours for Enrichment) and specifies only one Enrichment benefit per year. The 2014 version combines effects with different durations and does not specify a limit on Enrichment uses per year. The core mechanics of plant overgrowth and food yield remain consistent.
Spells similar to Plant Growth
Entangle
Both create Difficult Terrain in an area and affect movement of creatures.Spike Growth
Both cause Difficult Terrain and hinder creature movement in a designated area.Create Food and Water
Both provide utility for supporting allies and improving their resources over time.Call Lightning
Both are conjuration spells with area effects and are centered on a point within range.Conjure Animals
Both conjure magical beings that aid in tactical applications, particularly in nature.