Difference between revisions of "SRD5:Spike Growth"
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|rules=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes {{srd5lc|Difficult Terrain}} for the duration. When a creature moves into or within the area, it takes 2d4 {{srd5lc|Piercing}} damage for every 5 feet it travels. | |rules=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes {{srd5lc|Difficult Terrain}} for the duration. When a creature 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 | + | 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 --> |
|higherlevels= | |higherlevels= | ||
|casters=Druid, Ranger | |casters=Druid, Ranger |
Latest revision as of 02:13, 9 July 2019
This material from the 5th edition (2014) SRD v5.1 is published under the OGL and CC-BY |
Spike Growth is a spell in 5th edition.
5e Spell
Spike Growth
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
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 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[edit]
- SRD-OGL v5.1 - 5th ed. SRD