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Spike Growth
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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: 2~8
- Details
- Range: 18 m / 60 ft
- Creates Area: Spikes
- Concentration
2d4Piercing (Per 1.5 m / 5 ft moved)
At higher levels
Casting this spell at a higher level grants no additional benefit.
Technical details
UID
Target_SpikeGrowth
Spell flags
Area: Spikes
Spikes
Duration: 100 turns
AoE: 6 m / 20 ft (Radius)
Deals 2d4 damage every time a creature moves on top of the spikes.
- Type: Surface
Condition: Spike Growth
Spike Growth
- Take 2d4 for every 1.5 m / 5 ft moved on the spikes.
Condition: Difficult Terrain
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; casting other concentration spell like Hunter's Mark will remove the surface.
- Damage from this spell is negated by Land'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.
- Other forms of Difficult Terrain immunity such as Freedom of Movement, while allowing full movement, do not prevent damage while traversing this spell's area.
Bugs
- The level 4 version of this spell incorrectly uses a level 3 spell slot.
External links[edit | edit source]
- Spike growth on the Forgotten Realms Wiki