PropertyValue
rdfs:label
  • Spike Growth
  • Spike growth
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.
level ranger
  • 2
save type
  • R
dcterms:subject
level innate
  • 3
persist
  • No
quicken
  • Yes
level druid
  • 3
maximize
  • Yes
innatelevel
  • 3
still
  • Yes
hostile
  • Yes
silent
  • Yes
spellresistance
  • yes
druidlevel
  • 3
spell resistance
  • Yes
empower
  • Yes
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:nwn2/property/wikiPageUsesTemplate
Range
  • Long
  • l
Name
  • Spike Growth
save
  • Reflex partial
  • reflex partial
desc
  • 86400.0
school2e
duration type
  • long
school3e
school5e
circles5e
spheres2e
domains5e
dbkwik:nwn/property/wikiPageUsesTemplate
Components
  • VS
Duration
  • 3600.0
Icon
  • Is spikegrowth.jpg
  • is_x1spigro.gif
Area
  • Large
  • large
extend
  • Yes
School
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.
is Spell of