Ad placeholder
Spike Growth: Difference between revisions
Jump to navigation
Jump to search
HiddenDragon (talk | contribs) No edit summary |
m (Added note about concentration) |
||
Line 64: | Line 64: | ||
| 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. | |||
| video = | | video = | ||
}} | }} |
Revision as of 14:27, 30 November 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
- Cost
- Action + Level 2 Spell Slot
- Damage
- 2d4 (2~8) Piercing
- 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.