Spike Growth: Difference between revisions

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| ritual =
| ritual =
| classes = Druid, Ranger, Nature Domain, Circle of the Land}
| classes = Druid, Ranger, Nature Domain, Circle of the Land}
| class learns at level 3 = Druid, Nature Domain, {{Class|Circle of the Land}} (Arctic and Mountain)
| class learns at level 3 = Druid, Nature Domain, Circle of the Land:Arctic or Mountain
| class learns at level 5 = Ranger
| class learns at level 5 = Ranger
| class learns at level 6 = {{Class|College of Lore}} via [[Magical Secrets]]
| class learns at level 6 = College of Lore:via [[Magical Secrets]]
| class learns at level 10 = {{Class|Bard}} via [[Magical Secrets]]
| class learns at level 10 = Bard:via [[Magical Secrets]]
| races =
| races =
| race learns at level 1 =
| race learns at level 1 =

Revision as of 12:45, 21 November 2023

Template:Up to date

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

Damage
D4 Piercing.png 2d4 (2~8) Damage TypesPiercing damage
Details
 Range: 18 m / 60 ft
Creates Area: Spikes
Concentration Concentration

At higher levels

Upcast: Casting this spell at a higher level doesn't grant any additional benefits.

Area: Spikes

How to learn

Classes:

External Links