Fantasy Worlds

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spell Spike Growth

Spike
Growth


This material
is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.

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Transmutation
Level Druid 3, Ranger
2

Components V, S, DF
Casting Time: 1 standard action
Range Medium (100 ft. + 10 ft./level)
Area One 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial
Spell
Resistance
Yes

Any ground-covering vegetation
in the spell’s area becomes very hard and sharply pointed without changing its
appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, spike
growth can be cast in any outdoor setting except open water, ice, heavy snow,
sandy desert, or bare stone. 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.

Any creature that takes
damage from this spell must also succeed on a Reflex save or suffer injuries
to its feet and legs that slow its land speed by one-half. This speed penalty
lasts for 24 hours or until the injured creature receives a cure spell (which
also restores lost hit points). Another character can remove the penalty by
taking 10 minutes to dress the injuries and succeeding on a Heal check against
the spell’s save DC.

Spike growth can’t be disabled
with the Disable Device skill.

Note Magic traps
such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike
growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for
spike growth cast by a ranger).


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The Worlds
of Mankind is owned and created by Mark John Goodwin

The text
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.