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Spike Growth

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Revision as of 22:13, 22 October 2024 by 72.46.96.131 (talk) (Included Wildheart barbarians as able to negate Spike Growth in Notes)
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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

  • This spell requires Concentration Concentration, and casting any other concentration spell like Hunter's Mark Hunter's Mark will remove the surface.
  • The damage from this spell is negated by Land's Stride: Plants Land's Stride: Plants. 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.

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