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Spell: Spikes ~ Level 3

magical, plant, transmutation [see text]

  • Casting Time: 2 actions; Somatic and Verbal
  • Range: 200 feet
  • Area: 5-foot squares per Proficiency Score
  • Duration: 1 hour per Proficiency Score
  • Save: Reflex save; see text

Upon casting this spell, all vegetation within the area becomes spiky and dangerous without changing its appearance. The effects of this spell are not immediately apparent and require a Perception check with a DC equal to your Spell DC to notice that something is wrong with the area. Any creatures who move into the area or begin their turn in the area take a number of d4s piercing damage equal to half your Proficiency Score. Any creature who takes the piercing damage from this spell, must make a Reflex save. On a failed save they are inflicted with the Hampered 5 condition while on a critical failure they are inflicted with the Hampered 10 and Slowed 1 conditions. Multiple failed saves increase the value of the Hampered condition but do not affect the Slowed condition. This spell can reduce a creatures Speed to 0 but not below. The Hampered and Slowed conditions from Spikes can only be removed when the creature regains Hit Points. Spikes is on the Primal Spell List.

Heighten (+2): Using a Level 5 Spell Slot and higher, you can cause stones to also grow very sharp. This increases the damage to a number of d8s piercing damage equal to half your Proficiency Score. The spell gains the earth tag.