Spike GrowthLevel 2 Transmutation Spell 2~8 Damage
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves. 100 turns
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Spike Growth is a Spell in Baldur's Gate 3. Spike Growth is a Lvl 2 Spell from the Transmutation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Baldur's Gate 3 Spike Growth Information
- Description: Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2~8 Piercing damage for every 1.5m it moves.
- Level: Lvl 2 spell
- School: Transmutation School
- Casting Time:
Action - Range: 18m
- Radius: 6m
- Requires Concentration: Yes
- Saving Throw: None
How to Acquire Spike Growth in BG 3
Spike Growth can be acquired by the following classes:
- Druid
- Ranger
- Nature Domain (Cleric)
- Bard (Magical Secrets) at Level 6 (Lore) or 10
Spike Growth can be cast by using the following Items:
Spike Growth Tips & Notes for BG 3
- Notes & Tips go here
AnonymousCombine this with a darkness-devil's Eye warlock, and eldritch blast the s**t out of everyone

AnonymousI was so blown up when an archer with 12 str just jumped over it in the city. Why even create a difficult terrain if enemies can jump OVER it?

AnonymousDryad you get by casting Summon woodland beings can also cast Spike growth without using spell slots which is super useful because you can summon a dryad, go to wild shape and then use the dryad to cast spike growth. If dryad's concentration gets broken you cast use the dryad to recast Spike growth every turn for free

AnonymousRemind them that being outnumbered doesn’t mean much at a choke point

AnonymousEasily among the best level 2 spells in the game. Use it in choke points where enemies do not have fire damage to burn it and have fun as they struggle to reach you and eat a bunch of damage in the process. Extra points if you have a warlock with repelling blast or a martial with a pushing ability (pushing attack, mobile flourish, flurry of blows push).

AnonymousPeople keep saying it's op and like... yeah, but also no. It's powerful, but it's a spell that lets you capitalize on controlling movement, on it's own it does verry little. Ranged baddies can just shoot you, flight or high strength lets you jump over, and it can be both burned and concentration broken.
It's a spell with a high and somewhat accessible potential, but it asks you to play creatively and can be thwarted. It is only actually overpowered insofar as enemies are dumb, and is simply strong otherwise.
AnonymousThis spell synergizes really well with Lightning Charges. If you have any then every single tick of damage from Spike Growth will also deal Lightning Charge damage (Could be silly with a 6 Tempest Cleric multiclass)
Also quite funny with the Cull the Weak Illithid power. As enemies walking through the vines will just pop when they get low dealing additional AoE damage.
The spell works best when you have a second character toss a Darkness onto the area too. So enemies are forced to go through the vines to get to you and can't just sit at range tossing rocks or shooting arrows/spells at you.
Even better is if you have characters with high strength or Warlocks with Repelling Blast so enemies that make it through the vines... Get knocked right back into them (Also taking damage from them for the distance you knock them back)
Anonymousmy first play through i used this spell like twice just from a scroll and i loved it when i had it. my second playthrough i made a druid, not even thinking about this spell. this spell made all the difficult fights i had my first playthrough just a cake walk.

AnonymousI honestly think this spell is too overpowered haha. when you clear the first ruins, you can cast it and cover almost the entire floor, and they just walk through it and tick for 7 every few steps.. instant win.
But i LOOOVE casting it and then using Command to make people walk through it lol. So satisfying.
AnonymousThis spell alone on lvl2 is enough to clear the entire goblin camp. Check video BG3 Level 2 spell vs entire goblin camp. Its completely imbalanced and strong

AnonymousI hate how inconsistent the wording is for this spell as opposed to other ones that produce difficult terrain.

Anonymousevery time i see this spell i think of merilwen's meat grinder from season 1 episode 14 of the oxventure campaign and i want to take it

AnonymousI've used cloud of daggers a lot and it's incredible, but this seems like a straight downgrade for damage dealing compared? Will enemies actually walk through this enough to deal enough damage, and is there are niche use for it like placing it on an archer and threatening it in melee to make the archer run away through the spikes?

AnonymousI'm only in act 1 so far but this spell seems really ****ing good. You use it in a chokepoint and enemies either go through and get ****ed, or waste a ton of time going around it. Maybe im not far enough in the game yet but i haven't seen a single enemy that can jump past it entirely.

AnonymousSpell is useless now don't bother with it. Either A.I will never cross it, or then it will just jump over it.

Anonymousmost fight can win with only this spells :D Its rly powerfull im happy, cuz love druids classes

AnonymousDoes damage on initial cast. If you get moved while in the thorns you also take damage, tested with thorn whip and thunderwave (even though the animations show you flying through the air, you still take damage).

AnonymousIn early access this spell rocked. Mobs will walk through it if they're already in it (though they may jump over it), but even better, they will avoid walking through it entirely if possible, meaning you can easily kill them from range. They will sit at the edge and not even move, making them extra vulnerable to persistent AOE spells like cloud of daggers.

Anonymous
In Early Access I found this spell paired extremly well with Darkness, as this seemed to force NPC's to walk through without jumping.

AnonymousStrongly nerfed version of 5e where the effects are identical apart from damage that is double (2d4 per 1.5 meters). Perhaps to compensate for poor AI/limited opportunity to avoid such effects in the game?

*jump*
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