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Spike Growth

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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 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
Concentration Concentration

At higher levels

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

Technical details

Area: Spikes

Spikes Spikes

Duration Icons.pngDuration: 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.

Condition Type Icon.png Type: Surface

Condition: Spike Growth

Spike Growth Spike Growth

Duration Icons.pngDuration: Whilst on surface

  • Take 2d4⁠Piercing⁠Piercing for every 1.5 m (5 ft) moved on the spikes.

Condition: Difficult Terrain

Difficult Terrain Difficult Terrain

Duration Icons.pngDuration: Whilst on surface

How to learn

Classes:

Other ways to learn:

Notes

  • This spell requires Concentration Concentration; casting other concentration spell like Hunter's Mark Hunter's Mark will remove the surface.
  • Damage from this spell is negated by Land's Stride: Plants 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.

Bugs

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

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