Transmutation • Legacy Druidic Magic

Repel Wood

Wood and forest insects representing the natural material affected by the Repel Wood spell
Original woodland illustration retained (Pixabay, contributor 652234).

Repel Wood sends waves of magical force down a fixed route, sweeping away shields, spears, arrows and other wooden objects. It is especially dangerous to opponents relying on wooden equipment; neither creatures nor their belongings are unaffected merely because the wood is carried.

Repel Wood at a Glance

5.5e / 2024No spell named Repel Wood in SRD 5.2.1
5e / 2014No core spell by this exact name
Pathfinder 1eDruid 6, Plant domain 6
D&D 3.5eDruid 6, Plant domain 6; Witch 7 in the preserved legacy Witch archive

Spell Rules by Edition

Repel Wood — 5.5e / 2024

Status: no spell by this exact name in SRD 5.2.1. Current forced-movement and object rules belong to their own spells; do not convert the old 40-foot-per-round wooden wave into a modern spell without explicitly agreeing new rules.

Repel Wood — 5e / 2014

Status: no named Repel Wood spell in the 2014 core rules. The legacy wood-diameter restrictions, wave duration and action costs should not be transferred to fifth edition automatically.

Repel Wood — Pathfinder 1e

SchoolTransmutation
LevelDruid 6, Plant 6
ComponentsV, S
Casting Time1 standard action
Range60 feet
Area60-foot line-shaped emanation from you
Duration1 minute/level (D)
Saving ThrowNone
Spell ResistanceNo

A directional wave drives wooden objects away at 40 feet per round. Firmly fixed wooden objects larger than 3 inches in diameter are unaffected; firmly fixed wooden objects of 3 inches diameter or less splinter. Shields, spears, arrows, bolts and other loose wooden objects are swept back, potentially dragging their bearers. The bearer can release an item under Pathfinder’s normal action rules. The chosen route remains fixed for the entire duration.

An Antimagic Field blocks the magical push even on wooden portions of magical items.

Rules source: Pathfinder 1e — Repel Wood.

Repel Wood — D&D 3.5e

SchoolTransmutation
LevelDruid 6, Plant 6; Witch 7 in the preserved legacy Witch list
ComponentsV, S
Casting Time1 standard action
Range60 feet
Area60-foot line-shaped emanation from you
Duration1 minute/level (D)
Saving ThrowNone
Spell ResistanceNo

Waves of energy travel along the chosen fixed path, repelling loose wooden objects at 40 feet per round, splintering small fixed wooden objects of 3 inches diameter or less, and leaving larger solidly fixed wooden objects in place. Carried wooden objects can drag their bearers along; dropping or releasing the object can prevent the movement according to the original edition’s action rules. A set spear splinters instead of holding back the wave. Even magic wooden gear is affected unless shielded by an Antimagic Field.

After casting, the caster may depart; the path does not turn or follow the caster.

Rules source: D&D 3.5 SRD — Repel Wood.

What Changed?

The Pathfinder and 3.5e spells both use the 60-foot line and 40-foot-per-round wooden push. Fifth edition has no same-named spell; the 7th-level Witch listing is a legacy class tradition, not modern class access.

Using Repel Wood in Play

Cast at a line of wooden shields or archers to spoil their formation, sweep loose weapons from a barricade, or disrupt a defended gate without destroying its thick posts. The most important tactical choices are the original casting direction and whether foes can drop carried equipment before being dragged.

Counterplay and GM Rulings

  • Not every wooden wall moves: large, firmly fixed pieces above 3 inches diameter do not move; thinner fixed pieces break.
  • Antimagic: a functioning Antimagic Field stops the effect within its bounds, including on otherwise magical wooden objects.
  • Counterspell and Dispel Magic: a valid counterspell can prevent the casting, and dispelling can end the ongoing force under the relevant edition’s rules.
  • No changing direction: the caster determines the wave’s path while casting and cannot turn it afterward.
  • Creatures: the spell primarily moves wooden objects; a creature may be carried by the equipment it holds rather than being targeted by a separate creature-push mechanic.

Related Magic

Repel Metal or Stone · Antimagic Field · Dispel Magic · Witch Spell Lists

Mythical Context

In the Greek stories of dryads and hamadryads, a tree can be the dwelling and life of a spirit. A spell forcing wooden weapons and shields to retreat gains meaning if a sacred forest seems to reject timber taken from it. See the classical account of tree nymphs.

Historical Context

Pliny records that the Gaulish druids held certain oak groves and the mistletoe growing there in special regard. His testimony suggests a real history of tree reverence, although it does not describe animated wood, mobile shields or force waves. See Pliny’s account of oak groves and mistletoe.

Rules Sources and Licensing

D&D 3.5e SRD and Pathfinder 1e spell rules are open game content under the Open Game License v1.0a. The woodland illustration and original explanatory prose are separate from the open rules. The legacy Witch spell listing is preserved independently.

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