Spike Growth: Difference between revisions
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{{SpellPage | {{SpellPage | ||
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== External Links == | == External Links == | ||
* {{FRWiki|Spike growth|long}} | * {{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 damage
- 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
How to learn
Classes:
- Class Level 3: Druid , Nature Domain Cleric (Domain Spell), and Circle of the Land Druid (Arctic or Mountain)
- Class Level 5: Ranger
- Class Level 6: College of Lore Bard (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.