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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 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 learns at level 6 = College of Lore:via [[Magical Secrets]] | ||
| class learns at level 10 = | | class learns at level 10 = Bard:via [[Magical Secrets]] | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = |
Revision as of 11:45, 21 November 2023

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
Damage: 2~8

2d4Piercing
- Details
- Range: 18 m / 60 ft
- Creates Area: Spikes
At higher levels
Upcast: Casting this spell at a higher level doesn't grant any additional benefits.Area: Spikes

Duration: 100 turns
AoE: 6 m / 20 ft (Radius)
Deals 2d4Piercing damage every time a creature moves on top of the spikes.
- Surface Type:
Condition: Spike Growth
- Take 2d4Piercing for every 1.5 m / 5 ft moved on the spikes.
Condition: Difficult Terrain
- Movement Speed halved
How to learn
Classes:
- Class Level 3: Druid, Nature Domain, 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)