No, the spell does as it states. In this case, it makes difficult terrain, something that affects creatures that would walk through the area. Hovering or flying would avoid the effects.
Since the spell does not specify, the player and DM may need to have a discussion about the height of the growth if it matters to you, but unless the area is a very confined---a tunnel with an unusually low ceiling, for example--and the hovering creature too large to fit above the spikes, I would rule that the spell could be avoided by flying or hovering over the area of effect. Logic (which admittedly does not always apply) suggests that the spike growth is sufficient to cause the reduced speed (difficult terrain) and damage, and so it must be significant. If the same applies equally to a medium humanoid and a huge giant (and there is nothing in the spell text to suggest otherwise), one could argue that the growth's height is not really relevant to the spell's effect except (perhaps) in the above special case. The best rule of thumb, or so I've found, is "don't over complicate things." It's magic after all.
.... Logic (which admittedly does not always apply) suggests that the spike growth is sufficient to cause the reduced speed (difficult terrain) and damage, and so it must be significant. If the same applies equally to a medium humanoid and a huge giant (and there is nothing in the spell text to suggest otherwise), one could argue that the growth's height is not really relevant to the spell's effect except (perhaps) in the above special case. The best rule of thumb, or so I've found, is "don't over complicate things." It's magic after all.
The spikes are significant, but also subtle enough to be camouflaged. I'd imagine it is roughly a foot-high tangle of magically razor-sharp spines and twisted brambles. But yes, unless it is in a very very small tunnel then it would be easily hover-overable. If a flying creature didn't notice the danger as per the spell's rules then I would apply the damage once on entry to the area, but then they could hover again to avoid the difficult terrain and further damage.
Jumping over a 20’ RADIUS area? The world record long jump is 29’4+” so I’m having difficulty picturing anyone whether a monk or armor wearer jumping over more than the edge of a spiked growth area. The standing broad jump record is just over 12’ as well so … the triple jump record is 60’ so I suppose you could do that and take the damage twice or thrice depending on what armor and strength you have.
Notwithstanding the actual world record in a fictional game, You'd need probably 50' of movement and some increase to your jumping distance (such as jump) to make a 40' jump. It can be arranged in the game, but requires some specifics.
In DnD its not actually that hard to jump the 40ft, really the trick is having enough movement to do it. A character with 20 Strength and the Jump spell or Boots of Striding and Springing can running long jump 60ft. Add the needed 10ft run up and that is more than most characters can move even if they take the Dash action.
A Beast barbarian with expertise in Athletics and a 20 Strength at level 6 can running long jump anywhere between 32 and 51ft with the average 41ft, or 46ft with advantage from Raging. Again they will likely need to take the Dash action to get their full jump.
However, you also have to know where the edge of the area of effect is. The Spikes are camouflaged, so unless the adversary has tested out where the spike growth area is, they are jumping blind. I also imagine the first and last step would be pretty brutal if you stepped off in the spikes or landed in them.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
However, you also have to know where the edge of the area of effect is. The Spikes are camouflaged, so unless the adversary has tested out where the spike growth area is, they are jumping blind. I also imagine the first and last step would be pretty brutal if you stepped off in the spikes or landed in them.
You would know where they were if you could see the area when the spell was cast, per the spike growth spell description.
Yes you can create characters that can jump the spiked growth - especially at higher levels. However at that point the unsealed 2 D4 (4damage average) of a misplaced start or end step is minor ( heck, even the 32 points of just running thru the darn thing are minor). But, using the world records gives you a solid base for thinking about the spell especially for lower leveled and armored characters. Most characters not specifically designed to handle spiked growth are going to have problems with it and take significant ( at lower levels anyway) damage .
However, you also have to know where the edge of the area of effect is. The Spikes are camouflaged, so unless the adversary has tested out where the spike growth area is, they are jumping blind. I also imagine the first and last step would be pretty brutal if you stepped off in the spikes or landed in them.
You would know where they were if you could see the area when the spell was cast, per the spike growth spell description.
Which is a bit unfortunate against PCs. As soon as you tell players to make a save they get VERY suspicious/cautious. That ruins the point of them being concealed in the first place.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Which is a bit unfortunate against PCs. As soon as you tell players to make a save they get VERY suspicious/cautious. That ruins the point of them being concealed in the first place.
The check is rolled "before entering" the spike growth, so it could be immediately before taking the damage, i.e- it's the last chance to prevent it. So it's not like a standard Perception check when entering the vicinity, it's that final moment before that piece of lego turns your heel from an outie to an innie.
There's some wiggle room about whether players/NPCs can stop once they start taking damage (as a creature isn't just going to keep going unless they're determined to) but I usually go something like a third of the declared move (so 30 feet is a minimum of 10 feet into the spike growth, 60 feet could be a full 20 as you struggle to slow down etc.), but that's a house-rule; a cruel DM could just go entirely by the declared move ("you said 20 feet and it's 20 feet wide, muahahaha!"), but they may not be popular with players afterwards.
You may need to make some accounting to avoid metagaming, e.g- if this isn't in combat, get all players to declare their movement before asking anyone to make a save. You can also do this during combat if players are proposing to sneak through an area as a group, just say "Okay we'll resolve this in turn order, but I need to know who is going to try and flank through the bushes", though your players might get wise to this if you these are the only times you do it, so you may need to do it occasionally when it's not necessary.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
However, you also have to know where the edge of the area of effect is. The Spikes are camouflaged, so unless the adversary has tested out where the spike growth area is, they are jumping blind. I also imagine the first and last step would be pretty brutal if you stepped off in the spikes or landed in them.
You would know where they were if you could see the area when the spell was cast, per the spike growth spell description.
Which is a bit unfortunate against PCs. As soon as you tell players to make a save they get VERY suspicious/cautious. That ruins the point of them being concealed in the first place.
Well, it's not a save, it's a Wisdom (Perception) check. And there's some ambiguity whether they're meant to get it without spending an action or not.
spike growth
How high up do the spikes go?
Would it affect a creature that hovers over the ground?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
No, the spell does as it states. In this case, it makes difficult terrain, something that affects creatures that would walk through the area. Hovering or flying would avoid the effects.
Since the spell does not specify, the player and DM may need to have a discussion about the height of the growth if it matters to you, but unless the area is a very confined---a tunnel with an unusually low ceiling, for example--and the hovering creature too large to fit above the spikes, I would rule that the spell could be avoided by flying or hovering over the area of effect. Logic (which admittedly does not always apply) suggests that the spike growth is sufficient to cause the reduced speed (difficult terrain) and damage, and so it must be significant. If the same applies equally to a medium humanoid and a huge giant (and there is nothing in the spell text to suggest otherwise), one could argue that the growth's height is not really relevant to the spell's effect except (perhaps) in the above special case. The best rule of thumb, or so I've found, is "don't over complicate things." It's magic after all.
Recently returned to D&D after 20+ years.
Unapologetic.
The spikes are significant, but also subtle enough to be camouflaged. I'd imagine it is roughly a foot-high tangle of magically razor-sharp spines and twisted brambles. But yes, unless it is in a very very small tunnel then it would be easily hover-overable. If a flying creature didn't notice the danger as per the spell's rules then I would apply the damage once on entry to the area, but then they could hover again to avoid the difficult terrain and further damage.
What about jumping over them?
Jumping over a 20’ RADIUS area? The world record long jump is 29’4+” so I’m having difficulty picturing anyone whether a monk or armor wearer jumping over more than the edge of a spiked growth area. The standing broad jump record is just over 12’ as well so …
the triple jump record is 60’ so I suppose you could do that and take the damage twice or thrice depending on what armor and strength you have.
Wisea$$ DM and Player since 1979.
Notwithstanding the actual world record in a fictional game, You'd need probably 50' of movement and some increase to your jumping distance (such as jump) to make a 40' jump. It can be arranged in the game, but requires some specifics.
In DnD its not actually that hard to jump the 40ft, really the trick is having enough movement to do it. A character with 20 Strength and the Jump spell or Boots of Striding and Springing can running long jump 60ft. Add the needed 10ft run up and that is more than most characters can move even if they take the Dash action.
A Beast barbarian with expertise in Athletics and a 20 Strength at level 6 can running long jump anywhere between 32 and 51ft with the average 41ft, or 46ft with advantage from Raging. Again they will likely need to take the Dash action to get their full jump.
However, you also have to know where the edge of the area of effect is. The Spikes are camouflaged, so unless the adversary has tested out where the spike growth area is, they are jumping blind. I also imagine the first and last step would be pretty brutal if you stepped off in the spikes or landed in them.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
You would know where they were if you could see the area when the spell was cast, per the spike growth spell description.
"Not all those who wander are lost"
Yes you can create characters that can jump the spiked growth - especially at higher levels. However at that point the unsealed 2 D4 (4damage average) of a misplaced start or end step is minor ( heck, even the 32 points of just running thru the darn thing are minor). But, using the world records gives you a solid base for thinking about the spell especially for lower leveled and armored characters. Most characters not specifically designed to handle spiked growth are going to have problems with it and take significant ( at lower levels anyway) damage .
Wisea$$ DM and Player since 1979.
Which is a bit unfortunate against PCs. As soon as you tell players to make a save they get VERY suspicious/cautious. That ruins the point of them being concealed in the first place.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
The check is rolled "before entering" the spike growth, so it could be immediately before taking the damage, i.e- it's the last chance to prevent it. So it's not like a standard Perception check when entering the vicinity, it's that final moment before that piece of lego turns your heel from an outie to an innie.
There's some wiggle room about whether players/NPCs can stop once they start taking damage (as a creature isn't just going to keep going unless they're determined to) but I usually go something like a third of the declared move (so 30 feet is a minimum of 10 feet into the spike growth, 60 feet could be a full 20 as you struggle to slow down etc.), but that's a house-rule; a cruel DM could just go entirely by the declared move ("you said 20 feet and it's 20 feet wide, muahahaha!"), but they may not be popular with players afterwards.
You may need to make some accounting to avoid metagaming, e.g- if this isn't in combat, get all players to declare their movement before asking anyone to make a save. You can also do this during combat if players are proposing to sneak through an area as a group, just say "Okay we'll resolve this in turn order, but I need to know who is going to try and flank through the bushes", though your players might get wise to this if you these are the only times you do it, so you may need to do it occasionally when it's not necessary.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Well, it's not a save, it's a Wisdom (Perception) check. And there's some ambiguity whether they're meant to get it without spending an action or not.
That's how I read it as well, if you walk in, you just get hurt. Then, you can stop and try to figure out what's going on if you want.
"Not all those who wander are lost"
Can this spell be cast inside?
Yes nothing prevent this magic from working on any ground surface inside or outside.