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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 per 1.5 m / 5 ft moved
- 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.
- The damage from this spell is negated by
- Other forms of Difficult Terrain immunity such as will not prevent the damage while traversing the area.
. Circle of the Land druids, Wildheart barbarians, and rangers will be able to navigate their Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively.