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Spike Growth: Difference between revisions
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| condition duration = | | condition duration = | ||
| condition save = | | condition save = | ||
| area = Spikes | | area = Spikes (surface) | ||
| area range m = 6 | | area range m = 6 | ||
| area range ft = 20 | | area range ft = 20 | ||
| area duration = 100 | | area duration = 100 | ||
| higher levels = | | higher levels = | ||
| variants = | | variants = |
Revision as of 07:48, 4 May 2024
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 (surface)
- Concentration
At higher levels
Casting this spell at a higher level grants no additional benefit.
Area: Spikes (surface)
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.