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Spike Growth: Difference between revisions

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{{ up to date | 2023-08-23 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{SpellPage
{{SpellPage
| name = Spike Growth
| name = Spike Growth
Line 6: Line 4:
| level = 2
| level = 2
| school = Transmutation
| school = Transmutation
| ritual =
| ritual =  
| classes = Druid, Ranger, Nature Domain, Circle of the Land}
| classes = Druid, Ranger
| class learns at level 3 = Druid, Nature Domain, {{Class|Circle of the Land}} (Arctic and Mountain)
| 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 5 = Ranger
| class learns at level 6 = {{Class|College of Lore}} via [[Magical Secrets]]
| class learns at level 6 = College of Lore:via [[Magical Secrets]]
| class learns at level 10 = {{Class|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]].
| action type = action
| 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 category = surface
| 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
| area turn start damage =
| higher levels =  
| area turn start damage type =
| variants =  
| area turn start damage save =
| notes = * This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface.
| area turn start damage save effect =
* 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.
| area turn end damage =
** Other forms of [[Difficult Terrain]] immunity such as {{SAI|Freedom of Movement}} will not prevent the damage while traversing the area.
| area turn end damage type =
| video =  
| area turn end damage save =
| area turn end damage save effect =
| area condition = Difficult Terrain
| area condition 2 =
| area condition 3 =
| area condition 4 =
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level doesn't grant any additional benefits.
| variants =
| notes =
| video =
}}
}}


== External Links ==
== External Links ==
* {{FRWiki|Spike growth|long}}
* {{FRWiki|Spike growth|long}}
[[Category:Sources of Piercing damage]]

Latest revision as of 22:15, 22 October 2024

Spike Growth.webp

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 2d4Damage TypesPiercing 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
D4 Piercing.png 2d4 (2~8) Damage TypesPiercing per 1.5 m / 5 ft moved
Details
 Range: 18 m / 60 ft
Creates Area: Spikes
Concentration Concentration

At higher levels

Casting this spell at a higher level grants no additional benefit.

Area: Spikes

Spikes Spikes

Duration: 100 turns

AoE: 6 m / 20 ft (Radius)

Deals 2d4Damage TypesPiercing damage every time a creature moves on top of the spikes.

Type: Surface

Condition: Spike Growth

Spike Growth Spike Growth
  • Take 2d4Damage TypesPiercing for every 1.5 m / 5 ft moved on the spikes.

Condition: Difficult Terrain

How to learn

Classes:

Notes

External Links[edit | edit source]