D D 3 5 Spike From Floor Damage

Typically spike growth can be cast in any outdoor setting except open water ice heavy snow sandy desert or bare stone.
D d 3 5 spike from floor damage. Spike growth edit page content. Any creature moving on foot into or through the spell s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. When a creature moves into or within the area it takes 2d4 piercing damage for every 5 feet it travels. If the wielders touch ac was hit by a melee weapon but not his actual ac then the attacker gets the shields ac bonuses as piercing damage.
This enchantment can be places upon any shield. Any target who sees them makes a save roll with a dc of 15 spike lord s level or becomes shaken for 10 minutes. The ground in a 20 foot radius centered on a point within range twists and sprouts hard spikes and thorns. In that case anyone taking piercing damage from the spikes must also make a dc 13 constitution saving throw taking 22 4d10 poison damage on a failed save or half as.
A spike lord may bristle out his spikes as a move action. A spike lord damages all enemies that make an action or move into or from a space adjacent to the spike lord dealing 2d6 damage. How do they work. A creature falling into the pit takes 11 2d10 piercing damage from the spikes in addition to any falling damage.
It s probably assumed that way from pictures or history or the fact that armor spikes can be used as a main hand or off hand weapon or even in place of grapple damage so they figure you must be able to attack with spikes from anywhere. Even nastier versions have poison smeared on the spikes. As the original shield lb.