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House Rules for Spike Growth
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<blockquote data-quote="Celebrim" data-source="post: 6472605" data-attributes="member: 4937"><p>Proposed wording #2 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 uneven difficult terrain and when any creature of tiny size or larger enters an area of spiked growth or spends a round fighting while standing in such an area, it may step on one or more spikes. In such situations, the spikes make an attack roll (base attack bonus +3) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing hard soled shoes or similar footwear, it gets a +2 armor bonus to AC. If the spikes succeed on the attack, the creature has stepped on one or more spikes and suffers 1d3 damage. Spikes count as +1 magical weapons for the purposes of overcoming DR.</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>Creatures within the area of effect of the spell at the time of casting automatically receive attacks and lose their dexterity bonus against such attacks if they were flat-footed. Creatures that fall prone in the area effect receive a normal attack (that does not bypass armor) with a +2 circumstance modifier on the check, and if this attack succeeds they take double damage. If the creatures falls onto this surface from height, use the normal rules for falling onto short spikes.</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. Charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. On the other hand, a character moving carefully and probing the floor ahead requires only a DC 10 search check to notice the unusually hard projections."</p><p></p><p>Proposed wording #2 for Stone Spikes:</p><p></p><p>Rocky ground, stone floors, and similar surfaces shape themselves into a bramble of random razor sharp stone points that impede progress through the area and deal damage. Each square so effected counts as difficult uneven terrain and any creature of tiny size or larger that enters an area of stone spikes or spends a round fighting while standing in such an area may step on one or more spikes. In such situations, the spikes make an attack roll (base attack bonus +6) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing hard soled shoes or similar footwear, it gets a +2 armor bonus to AC. If the spikes succeed on the attack, the creature has stepped on one or more spikes and suffers 1d6 damage. Stone spikes count as +1 magical weapons for the purposes of overcoming DR.</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>Creatures within the area of effect of the spell at the time of casting automatically receive attacks and lose their dexterity bonus against such attacks if they were flat-footed. Creatures that fall prone in the area effect receive a normal attack (that does not bypass armor) with a +2 circumstance modifier on the check, and if this attack succeeds they take double damage. If the creature falls onto this surface from height, use the normal rules for falling onto long spikes.</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. Charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. On the other hand, a character moving very slowly and carefully and probing the floor ahead (as with a pole or staff) requires only a DC 10 search check to notice the unusually hard projections."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6472605, member: 4937"] Proposed wording #2 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 uneven difficult terrain and when any creature of tiny size or larger enters an area of spiked growth or spends a round fighting while standing in such an area, it may step on one or more spikes. In such situations, the spikes make an attack roll (base attack bonus +3) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing hard soled shoes or similar footwear, it gets a +2 armor bonus to AC. If the spikes succeed on the attack, the creature has stepped on one or more spikes and suffers 1d3 damage. Spikes count as +1 magical weapons for the purposes of overcoming DR. 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. Creatures within the area of effect of the spell at the time of casting automatically receive attacks and lose their dexterity bonus against such attacks if they were flat-footed. Creatures that fall prone in the area effect receive a normal attack (that does not bypass armor) with a +2 circumstance modifier on the check, and if this attack succeeds they take double damage. If the creatures falls onto this surface from height, use the normal rules for falling onto short spikes. 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. Charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. On the other hand, a character moving carefully and probing the floor ahead requires only a DC 10 search check to notice the unusually hard projections." Proposed wording #2 for Stone Spikes: Rocky ground, stone floors, and similar surfaces shape themselves into a bramble of random razor sharp stone points that impede progress through the area and deal damage. Each square so effected counts as difficult uneven terrain and any creature of tiny size or larger that enters an area of stone spikes or spends a round fighting while standing in such an area may step on one or more spikes. In such situations, the spikes make an attack roll (base attack bonus +6) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing hard soled shoes or similar footwear, it gets a +2 armor bonus to AC. If the spikes succeed on the attack, the creature has stepped on one or more spikes and suffers 1d6 damage. Stone spikes count as +1 magical weapons for the purposes of overcoming DR. 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. Creatures within the area of effect of the spell at the time of casting automatically receive attacks and lose their dexterity bonus against such attacks if they were flat-footed. Creatures that fall prone in the area effect receive a normal attack (that does not bypass armor) with a +2 circumstance modifier on the check, and if this attack succeeds they take double damage. If the creature falls onto this surface from height, use the normal rules for falling onto long spikes. 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. Charging or running creatures automatically fail this check, being in any event unable to stop their headlong rush in time. On the other hand, a character moving very slowly and carefully and probing the floor ahead (as with a pole or staff) requires only a DC 10 search check to notice the unusually hard projections." [/QUOTE]
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