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Spike Growth

From bg3.wiki
Spike Growth is a level 2 transmutation spell. It 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 2d4PiercingPiercing damage for every 1.5 m / 5 ft⁠1.5 m / 5 ft it moves.

The spikes are Difficult Terrain, halving a creature's Movement Speed.

Properties

Cost
Action + Level 2 Spell Slot
Damage: 2~8
2d4PiercingPiercing (Per 1.5 m / 5 ft moved)
Details
Range: 18 m / 60 ft Range: 18 m / 60 ft
Creates Area: Spikes Creates Area: Spikes
ConcentrationConcentration

At higher levels

Casting this spell at a higher level grants no additional benefit.

Area: Spikes

SpikesSpikes

Duration: 100 turns

AoE: 6 m / 20 ft (Radius) AoE: 6 m / 20 ft (Radius)

Deals 2d4PiercingPiercing damage every time a creature moves on top of the spikes.

Type: Surface

Condition: Spike Growth

Spike GrowthSpike Growth
  • Take 2d4PiercingPiercing for every 1.5 m / 5 ft moved on the spikes.

Condition: Difficult Terrain

How to learn

Classes:

Notes

  • This spell requires ConcentrationConcentration; casting other concentration spell like Hunter's MarkHunter's Mark will remove the surface.
  • Damage from this spell is negated by Land's Stride: PlantsLand's Stride: Plants. Circle of the Land druids, Wildheart barbarians, and rangers are able to navigate Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively.

Bugs

  • The level 4 version of this spell incorrectly uses a level 3 spell slot.

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