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{{SpellPage | {{SpellPage | ||
| name = Spike Growth | | name = Spike Growth | ||
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| damage save = | | damage save = | ||
| damage save effect = | | damage save effect = | ||
| damage per = | | damage per = {{dist|m=1.5}} moved | ||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
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| condition save = | | condition save = | ||
| area = Spikes | | area = Spikes | ||
| area shape = Radius | | area shape = Radius | ||
| 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 = | ||
| notes = | | notes = | ||
* This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface. | * This spell requires {{Concentration}}, and casting any other [[Concentration#Concentration_Spells|concentration spell]] like {{SAI|Hunter's Mark}} will remove the surface. | ||
* The damage from this spell is negated by {{SAI|Land's Stride: Plants}}. Circle of the Land druids and rangers will be able to navigate their Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively. | |||
** Other forms of [[Difficult Terrain]] immunity such as {{SAI|Freedom of Movement}} will not prevent the damage while traversing the area. | |||
| video = | | video = | ||
}} | }} | ||
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== External Links == | == External Links == | ||
* {{FRWiki|Spike growth|long}} | * {{FRWiki|Spike growth|long}} | ||
[[Category:Sources of Piercing damage]] |
Latest revision as of 01:35, 3 August 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 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 and rangers will be able to navigate their Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively.