This spell covers the terrain with small spikes. Any creature will suffer 1d4 points of piercing damage each round that they remain within the affected area. These spikes damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day (this effect is negated if a successful reflex save is made).
Attributes | Values |
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rdfs:label
| - Spike Growth
- Spike growth
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rdfs:comment
| - This spell covers the terrain with small spikes. Any creature will suffer 1d4 points of piercing damage each round that they remain within the affected area. These spikes damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day (this effect is negated if a successful reflex save is made).
- [[Category:]] Spike growth was a transmutation or alteration/enchantment spell that caused the vegetation in an area of ground to become needle sharp without changing its appearance.
- Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
- Description: Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
- Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, Up to 10 minutes The ground in a 20-foot radius centered on a point within range twist and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
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level ranger
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save type
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dcterms:subject
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level innate
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persist
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quicken
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level druid
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maximize
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innatelevel
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still
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hostile
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silent
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spellresistance
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druidlevel
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spell resistance
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empower
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dbkwik:forgotten-r...iPageUsesTemplate
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dbkwik:forgottenre...iPageUsesTemplate
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dbkwik:nwn2/proper...iPageUsesTemplate
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Range
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Name
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save
| - Reflex partial
- reflex partial
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DESC
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school2e
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duration type
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school3e
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school5e
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circles5e
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spheres2e
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domains5e
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dbkwik:nwn/property/wikiPageUsesTemplate
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Components
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Duration
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Icon
| - Is spikegrowth.jpg
- is_x1spigro.gif
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Area
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extend
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School
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abstract
| - This spell covers the terrain with small spikes. Any creature will suffer 1d4 points of piercing damage each round that they remain within the affected area. These spikes damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day (this effect is negated if a successful reflex save is made).
- Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, Up to 10 minutes The ground in a 20-foot radius centered on a point within range twist and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
- [[Category:]] Spike growth was a transmutation or alteration/enchantment spell that caused the vegetation in an area of ground to become needle sharp without changing its appearance.
- Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
- Description: Covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
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is Spell
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