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Spike Growth: Difference between revisions
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| class learns at level 3 = Druid, Nature Domain | | class learns at level 3 = Druid, Nature Domain | ||
| class learns at level 5 = Ranger | | class learns at level 5 = Ranger | ||
| class learns at level 6 = {{Class|College of Lore}} | | class learns at level 6 = {{Class|College of Lore}} via [[Magical Secrets]] | ||
| class learns at level 10 = {{Class|Bard}} | | class learns at level 10 = {{Class|Bard}} via [[Magical Secrets]] | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = |
Revision as of 23:13, 29 August 2023
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
- Damage
- 2d4 (2~8) Piercing
- Details
- Range: 18 m / 60 ft
- Creates Area: Spikes
- Concentration
At higher levels
Upcast: Casting this spell at a higher level doesn't grant any additional benefits.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, and Nature Domain
- Class Level 5: Ranger
- Class Level 6: [[ via Magical Secrets)
- Class Level 10: [[ via Magical Secrets)
Notes
- s who choose the Arctic or Mountain Land at level 3 learn this spell automatically.