Spike Stones (5e Spell)
4th-level Transmutation | |
Casting time: | 1 action |
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Range: | 120ft |
Components: | V,S,M (a piece of sharpened stone) |
Duration: | 4 hours |
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s 20ft square area moves at half speed.
In addition, each creature moving through the area takes 1d8 piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Dexterity saving throw against to your spell DC to avoid injuries to their feet and legs. A failed save causes the creature’s speed half their normal speed for 24 hours or until the injured creature receives magical healing. Alternatively, characters can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Wisdom (Medicine) skill check against your spell DC.
Spike stones is a magical trap that has to be perceived by a Wisdom (Perception) skill check against your spell DC to notice it.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the duration by 1 hour per spell slot above 4th.
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