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Spike Growth: Difference between revisions
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Spikes
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{{ | {{Feature page | ||
| type = spell | |||
| uid = Target_SpikeGrowth | |||
| | |||
| | |||
| level = 2 | | level = 2 | ||
| school = Transmutation | | school = Transmutation | ||
| 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]]. | ||
| damage = 2d4 | | damage = 2d4 | ||
| damage type = Piercing | | damage type = Piercing | ||
| damage | | damage info = Per {{dist|m=1.5}} moved | ||
| cost = action, spell2 | |||
| range = ranged | |||
| | |||
| | |||
| | |||
| concentration = yes | | concentration = yes | ||
| area = Spikes | | area = Spikes | ||
| area shape = Radius | | area shape = Radius | ||
| area | | area m = 6 | ||
| area duration = 100 | | area duration = 100 | ||
| | | classes = Druid, Ranger | ||
| | | class learns at level 10 = Bard:via [[Magical Secrets]] | ||
| | | class learns at level 3 = Druid, Nature Domain:Domain Spell, Circle of the Land:Arctic or Mountain | ||
| | | class learns at level 5 = Ranger | ||
| | | class learns at level 6 = College of Lore:via [[Magical Secrets]] | ||
| | | notes = | ||
| | * 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. | ||
** Other forms of [[Difficult Terrain]] immunity such as {{SAI|Freedom of Movement}} will not prevent the damage while traversing the area. | |||
| area | |||
}} | }} | ||
== External | == External links == | ||
* {{FRWiki|Spike growth|long}} | * {{FRWiki|Spike growth|long}} | ||
[[Category:Sources of Piercing damage]] |
Latest revision as of 23:10, 7 February 2025
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.
Properties
At higher levels
Casting this spell at a higher level grants no additional benefit.
Area: Spikes
![Spikes Spikes](/w/images/thumb/0/00/Spike_Growth_surface_Icon.webp/30px-Spike_Growth_surface_Icon.webp.png)
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 spell like will remove the surface. , and casting any other
- The damage from this spell is negated by . 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.
- Other forms of Difficult Terrain immunity such as will not prevent the damage while traversing the area.