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Spike Growth: Difference between revisions
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{{SpellPage | |||
| name = Spike Growth | |||
| image = Spike Growth.webp | |||
| level = 2 | |||
| school = Transmutation | |||
| ritual = | |||
| classes = Druid, Ranger | |||
| class learns at level 3 = Druid, Nature Domain:Domain Spell, Circle of the Land:Arctic or Mountain | |||
| class learns at level 5 = Ranger | |||
| class learns at level 6 = College of Lore:via [[Magical Secrets]] | |||
| class learns at level 10 = Bard:via [[Magical Secrets]] | |||
| races = | |||
| race learns at level 1 = | |||
| race learns at level 2 = | |||
| summary = 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 {{DamageText|2d4|Piercing}} damage for every {{Distance|melee}} it moves. | |||
[[ | The spikes are [[Difficult Terrain]], halving a creature's [[Movement Speed]]. | ||
| cost = action, spell2 | |||
| attack roll = | |||
| damage = 2d4 | |||
| damage modifier = | |||
| damage type = Piercing | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage save = | |||
| extra damage save effect = | |||
| extra damage per = | |||
| concentration = yes | |||
| range = ranged | |||
| range m = | |||
| range ft = | |||
| aoe = | |||
| aoe m = | |||
| aoe ft = | |||
| condition = | |||
| condition duration = | |||
| condition save = | |||
| area = Spikes | |||
| area category = surface | |||
| area shape = Radius | |||
| area range m = 6 | |||
| area range ft = 20 | |||
| area duration = 100 | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = Difficult Terrain | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| variants = | |||
| notes = | |||
* This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface. | |||
| video = | |||
}} | |||
== External Links == | |||
* {{FRWiki|Spike growth|long}} | |||
}} | |||
[[Category:Sources of Piercing damage]] | |||
Revision as of 16:41, 9 March 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
- 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.