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General Tabletop Discussion
*Pathfinder & Starfinder
Question about Spike Growth spell
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<blockquote data-quote="reveal" data-source="post: 1207891" data-attributes="member: 1236"><p>From the SRD:</p><p></p><p>Spike Growth</p><p>Transmutation</p><p>Level: Drd 3, Rgr 2</p><p>Components: V, S, DF</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: One 20-ft. square/level</p><p>Duration: 1 hour/level (D)</p><p>Saving Throw: Reflex partial</p><p>Spell Resistance: Yes</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. 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.</p><p></p><p>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).</p><p></p><p>------------</p><p></p><p>It specifies that if a creature takes damage and fails a Reflex save, it's land speed is reduced by half. So, lets say a creature is moving through the area. They move in and take 1d4 damage and fail a Reflex save. So their speed is halved. Moving through, they take another 1d4 of damage and fail another Reflex save. Is their speed halved again or is it still at just the initial halving? So, for example, could a human with a base speed of 30, technically, move through and take damage to the point where they could no longer move forward (From 30 to 15 to 7 (rounding down) to 3 to 1 to 0)?</p></blockquote><p></p>
[QUOTE="reveal, post: 1207891, member: 1236"] From the SRD: Spike Growth Transmutation Level: Drd 3, Rgr 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). ------------ It specifies that if a creature takes damage and fails a Reflex save, it's land speed is reduced by half. So, lets say a creature is moving through the area. They move in and take 1d4 damage and fail a Reflex save. So their speed is halved. Moving through, they take another 1d4 of damage and fail another Reflex save. Is their speed halved again or is it still at just the initial halving? So, for example, could a human with a base speed of 30, technically, move through and take damage to the point where they could no longer move forward (From 30 to 15 to 7 (rounding down) to 3 to 1 to 0)? [/QUOTE]
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Question about Spike Growth spell
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