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Spike Growth: Difference between revisions
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| level = 2 | | level = 2 | ||
| school = Transmutation | | school = Transmutation | ||
| ritual = | | ritual = | ||
| classes = Druid, Ranger | | classes = Druid, Ranger | ||
| class learns at level 3 = Druid, Nature Domain:Domain Spell, Circle of the Land:Arctic or Mountain | | class learns at level 3 = Druid, Nature Domain:Domain Spell, Circle of the Land:Arctic or Mountain | ||
Line 10: | Line 10: | ||
| class learns at level 6 = College of Lore:via [[Magical Secrets]] | | class learns at level 6 = College of Lore:via [[Magical Secrets]] | ||
| class learns at level 10 = Bard:via [[Magical Secrets]] | | class learns at level 10 = Bard:via [[Magical Secrets]] | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = | ||
| race learns at level 2 = | | race learns at level 2 = | ||
| summary = This spell allows spellcasters to transform an area of land into a hazardous spiky terrain. Creatures walking through the area have their speed halved and take Piercing damage. | | summary = This spell allows spellcasters to transform an area of land into a hazardous spiky terrain. Creatures walking through the area have their speed halved and take Piercing damage. | ||
| description = Shape a piece of ground into hard spikes. A creature walking on the spikes takes {{DamageText|2d4|Piercing}} damage for every {{Distance|melee}} it moves. | | description = Shape a piece of ground into hard spikes. A creature walking on the spikes takes {{DamageText|2d4|Piercing}} damage for every {{Distance|melee}} it moves. | ||
The spikes are [[Difficult Terrain]], halving a creature's [[Movement Speed]]. | The spikes are [[Difficult Terrain]], halving a creature's [[Movement Speed]]. | ||
| cost = action, spell2 | | cost = action, spell2 | ||
| attack roll = | | attack roll = | ||
| damage = 2d4 | | damage = 2d4 | ||
| damage modifier = | | damage modifier = | ||
| damage type = Piercing | | damage type = Piercing | ||
| damage save = | | damage save = | ||
| damage save effect = | | damage save effect = | ||
| damage per = | | damage per = {{dist|m=1.5}} moved | ||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
| extra damage type = | | extra damage type = | ||
| extra damage save = | | extra damage save = | ||
| extra damage save effect = | | extra damage save effect = | ||
| extra damage per = | | extra damage per = | ||
| concentration = yes | | concentration = yes | ||
| range = ranged | | range = ranged | ||
| range m = | | range m = | ||
| range ft = | | range ft = | ||
| aoe = | | aoe = | ||
| aoe m = | | aoe m = | ||
| aoe ft = | | aoe ft = | ||
| condition = | | condition = | ||
| condition duration = | | condition duration = | ||
| condition save = | | condition save = | ||
| area = Spikes | | area = Spikes | ||
| area shape = Radius | | area shape = Radius | ||
| area range m = 6 | | area range m = 6 | ||
| area range ft = 20 | | area range ft = 20 | ||
| area duration = 100 | | area duration = 100 | ||
| higher levels = | | higher levels = | ||
| variants = | | variants = | ||
| notes = | | notes = * This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface. | ||
* This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface. | * The damage from this spell is negated by {{SAI|Land's Stride: Plants}}. Circle of the Land druids, Wildheart barbarians, and rangers will be able to navigate Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively. | ||
| video = | ** Other forms of [[Difficult Terrain]] immunity such as {{SAI|Freedom of Movement}} will not prevent the damage while traversing the area. | ||
| video = | |||
}} | }} | ||
Latest revision as of 22:15, 22 October 2024
Spike Growth is a level 2 transmutation spell. This spell allows spellcasters to transform an area of land into a hazardous spiky terrain. Creatures walking through the area have their speed halved and take Piercing damage.
Description
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves.
The spikes are Difficult Terrain, halving a creature's Movement Speed.
Properties
- Cost
- Action + Level 2 Spell Slot
- Damage
- 2d4 (2~8) Piercing per 1.5 m / 5 ft moved
- Details
- Range: 18 m / 60 ft
- Creates Area: Spikes
- Concentration
At higher levels
Casting this spell at a higher level grants no additional benefit.
Area: Spikes
Spikes
Duration: 100 turns
AoE: 6 m / 20 ft (Radius)
- Type: Surface
Condition: Spike Growth
Condition: Difficult Terrain
- Movement Speed halved
How to learn
Classes:
- Class Level 3: Druid, Nature Domain (Domain Spell), and Circle of the Land (Arctic or Mountain)
- Class Level 5: Ranger
- Class Level 6: College of Lore (via Magical Secrets)
- Class Level 10: Bard (via Magical Secrets)
Notes
- This spell requires Concentration, and casting any other concentration spell like will remove the surface.
- The damage from this spell is negated by
- Other forms of Difficult Terrain immunity such as will not prevent the damage while traversing the area.
. Circle of the Land druids, Wildheart barbarians, and rangers will be able to navigate Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively.