Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
House Rules for Spike Growth
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6469373" data-attributes="member: 4937"><p>Proposed wording #1 for Spike Growth:</p><p></p><p>"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. </p><p></p><p>Each square so effected counts as difficult terrain and any creature of small size or larger that enters the area must pick its way carefully if they are not to take 1d4 piercing damage for each 5’ of travel. Creatures moving at half-speed must make a DC 15 balance check for each 5’, those at full speed a DC 20, and those that attempt to run automatically take damage.</p><p></p><p>Any creature that takes damage from this spell must also succeed on a Fortitude save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal 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. </p><p></p><p>The spike growths are colored so that they blend into the background effectively, and they are not easily seen and practically invisible until a character is almost on top of them. Characters within 5’ of a field of spike growths are entitled to a DC 20 spot check to observe the danger. Otherwise, they do not observe their presence until they first impale themselves. No balance check is allowed until the spikes are observed, and charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. </p><p></p><p>Creatures within the area of effect of the spell at the time of casting automatically take 1d4 damage."</p><p></p><p></p><p>Proposed wording #1 for Spike Stones:</p><p></p><p>"Rocky ground, stone floors, and similar surfaces shape themselves into a bramble of random long, razor sharp stone points as high as 4’ off the ground that impede progress through the area and deal damage. Each square so effected counts as difficult terrain and any creature of small size or larger that enters the area must pick its way carefully if they are not to take 1d8 piercing damage for each 5’ of travel. Creatures moving at half-speed must make a DC 15 balance check for each 5’, those at full speed a DC 20, and those that attempt to run automatically take damage.</p><p></p><p>Any creature that takes damage from this spell must also succeed on a Fortitude save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal 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. </p><p></p><p>The stone spikes are colored so that they blend into the background effectively, and they are not easily seen and practically invisible until a character is almost on top of them. Characters within 5’ of a field of stone spikes are entitled to a DC 20 spot check to observe the danger. Otherwise, they do not observe their presence until they first impale themselves. No balance check is allowed until the spikes are observed, and charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. </p><p></p><p>Creatures within the area of effect of the spell at the time of casting automatically take 1d8 damage."</p><p></p><p>The idea being imagined here is more like an undergrowth of spears than a dense carpet of stone nails. </p><p></p><p>A "dense carpet of nails" however is possible. That interpretation would to me much more strongly suggest lower damage (akin to caltrops) and suggest a more caltrop like approach to resolution (attacks against AC).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6469373, member: 4937"] Proposed wording #1 for Spike Growth: "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. Each square so effected counts as difficult terrain and any creature of small size or larger that enters the area must pick its way carefully if they are not to take 1d4 piercing damage for each 5’ of travel. Creatures moving at half-speed must make a DC 15 balance check for each 5’, those at full speed a DC 20, and those that attempt to run automatically take damage. Any creature that takes damage from this spell must also succeed on a Fortitude save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal 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. The spike growths are colored so that they blend into the background effectively, and they are not easily seen and practically invisible until a character is almost on top of them. Characters within 5’ of a field of spike growths are entitled to a DC 20 spot check to observe the danger. Otherwise, they do not observe their presence until they first impale themselves. No balance check is allowed until the spikes are observed, and charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. Creatures within the area of effect of the spell at the time of casting automatically take 1d4 damage." Proposed wording #1 for Spike Stones: "Rocky ground, stone floors, and similar surfaces shape themselves into a bramble of random long, razor sharp stone points as high as 4’ off the ground that impede progress through the area and deal damage. Each square so effected counts as difficult terrain and any creature of small size or larger that enters the area must pick its way carefully if they are not to take 1d8 piercing damage for each 5’ of travel. Creatures moving at half-speed must make a DC 15 balance check for each 5’, those at full speed a DC 20, and those that attempt to run automatically take damage. Any creature that takes damage from this spell must also succeed on a Fortitude save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal 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. The stone spikes are colored so that they blend into the background effectively, and they are not easily seen and practically invisible until a character is almost on top of them. Characters within 5’ of a field of stone spikes are entitled to a DC 20 spot check to observe the danger. Otherwise, they do not observe their presence until they first impale themselves. No balance check is allowed until the spikes are observed, and charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. Creatures within the area of effect of the spell at the time of casting automatically take 1d8 damage." The idea being imagined here is more like an undergrowth of spears than a dense carpet of stone nails. A "dense carpet of nails" however is possible. That interpretation would to me much more strongly suggest lower damage (akin to caltrops) and suggest a more caltrop like approach to resolution (attacks against AC). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
House Rules for Spike Growth
Top