SRD5:Spike Growth: Difference between revisions
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'''{{ | '''Spike Growth''' is a {{srd5lc|Spell}} in [[5e|5th edition]]. | ||
{{5e Spell | {{5e Spell | ||
|name=Spike Growth <!-- name of spell--> | |name=Spike Growth <!-- name of spell--> | ||
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|level=2 <!-- level of spell, 0-9. please use 0 for cantrips. --> | |level=2 <!-- level of spell, 0-9. please use 0 for cantrips. --> | ||
|school=Transmutation <!-- spell school name only; ex: Transmutation --> | |school=Transmutation <!-- spell school name only; ex: Transmutation --> | ||
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|rules=The ground in a 20-foot radius centered on a point within | |rules=The ground in a 20-foot radius centered on a point within {{srd5lc|Range}} twists and sprouts hard spikes and thorns. The area becomes {{srd5lc|Difficult Terrain}} for the duration. When a {{srd5lc|Creature}}{{5ertyac}} moves into or within the area, it takes 2d4 {{srd5lc|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 {{SRD5|Wisdom}} ({{SRD5|Perception}}) {{srd5lc|Check}} against your {{srd5lc|Spell Save}} {{SRD5|DC}} to recognize the terrain as hazardous before entering it. <!-- main spell desc --> | 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 {{SRD5|Wisdom}} ({{SRD5|Perception}}) {{srd5lc|Check}} against your {{srd5lc|Spell Save}} {{SRD5|DC}} to recognize the terrain as hazardous before entering it. <!-- main spell desc --> | ||
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==Sources== | ==Sources and Notes== | ||
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Latest revision as of 07:40, 4 October 2021
Spike Growth is a spell in 5th edition.
5e Spell
Spike Growth [SRD5 OGL/CC-BY] [1]
2nd-level transmutation
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
Scales: No
Casters: Druid, Ranger
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 [2] 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.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3. ↑
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- Open Game Content
Spell data +
| Spell | Level | School | Casting | Range | VSM | VC | CC | Casters | Canon | Sources |
|---|---|---|---|---|---|---|---|---|---|---|
| Spike Growth | 2 | Transmutation | Action | 150 feet | V • S • M | Druid • Ranger | Yes | SRD-OGL v5.1 |
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