Spike Growth
2 |
Spell

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.

When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. A stationary creature within the AOE takes NO damage. Forced movement does apply damage, such as from a telekinetic shove from a Psion.

The transformation of the ground is camouflaged to look natural, mostly in outdoor settings, up to GMD. Any creature that can't see the area at the time the spell is cast must make an Attention vs the Bending Weapon Skill of the Caster to spot it.

As you conclude the spell, the ground contorts, the surface warping as razor-sharp thorns and jagged spikes erupt. The transformation is subtle, blending into the natural terrain, though the hidden danger lurks beneath. Every step now holds the threat of piercing pain.

  • Spell Info:
  • Spell Sphere(s): Primal
  • Spell Circle: Circle of Transmutation
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:
  • AOE: 20
  • Duration: 10 minutes

  • Terrain Created:
  • Difficult Terrain

  • Contesting Roll:
  • vs.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information