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Spike Growth: Difference between revisions

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(Bards can learn via Magical Secrets)
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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}} (via [[Magical Secrets]] subclass feature)
| class learns at level 10 = {{Class|Bard}} (via [[Magical Secrets]] class feature)
| races =
| races =
| race learns at level 1 =
| race learns at level 1 =

Revision as of 22:21, 29 August 2023

Template:Up to date

Spike Growth Icon.png

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

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

At higher levels

Upcast: Casting this spell at a higher level doesn't grant any additional benefits.

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

  • Circle of the Land Circle of the Lands who choose the Arctic or Mountain Land at level 3 learn this spell automatically.

External Links