Spike Growth
Covers the terrain with small spikes. Any creature will suffer (Caster Level / 5) * 1d6 + 2 points of piercing damage each round that they remain within the afflicted area. A passed Reflex save halves the damage received and prevents a movement speed reduction of 30%. If affected by the speed reduction, the effect is permanent until the creature leaves the area of effect.
| School | Transmutation (opposed by Conjuration) |
| Spell level | Druid 3 |
| Range | Long (40 m) |
| Components | Verbal and somatic |
| Can be aimed at | a creature, a spot on the ground, an item or a placeable |
| Area of effect | 5 metre radius |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Concentration | Damage can interrupt the casting |
| Duration | 1 round (6 seconds) per caster level. Extend doubles it. |
| Save | Reflex partial |
| Spell Resistance | No |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- Each round in it does 1d6 piercing damage per 5 caster levels, +2, with a Reflex save for half.
- A creature in it has -30% movement speed while it stays in it.
Where it comes from
Cleric domain: Plant (level 3).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
