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*Pathfinder & Starfinder
Spike Stones- How do you deal with this spell
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<blockquote data-quote="Ulari" data-source="post: 1404086" data-attributes="member: 13780"><p>Greetings.</p><p></p><p>I appologise if this has been discussed before, but I am unable to search through the Rules forum.</p><p></p><p>I am running a campaign, and one of my players is a 6th level Druid. He is looking forward to 7th level and the ability to cast Spike Stones (4th level Druid spell). I have read the spell and I foresee having dificulty dealing with it in my campaign...</p><p></p><p>I came here to ask for advice on how to work with this spell, and hear any of your solutions.</p><p></p><p>My specific concerns with th spell are:</p><p>It is impossible for non rogues to detect.</p><p>It covers a huge area.</p><p>It deals damage with no saving throw.</p><p>It lasts for a long long time.</p><p>It can be cast almost anywhere (unlike entangle).</p><p></p><p>My questions are:</p><p>At what point can a creature encountering a Spike Stoned area stop its movement?</p><p>If a creature takes damage from a Spike Stoned area (by running 20' into it), and then they try and walk back out, they take the damage again?</p><p></p><p>Has this spell been a problem in any of your campaigns?</p><p></p><p>Any input is appreciated.</p><p></p><p>Ulari</p><p></p><p>-- -----------------------------</p><p>From the SRD:</p><p></p><p>Spike Stones</p><p>Transmutation [Earth]</p><p>Level: Drd 4, Earth 4</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>Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.</p><p>Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.</p><p>In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a Reflex 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>Spike stones is a magic trap that can’t be disabled with the Disable Device skill.</p><p>Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.</p><p></p><p>-- -----------------------------</p></blockquote><p></p>
[QUOTE="Ulari, post: 1404086, member: 13780"] Greetings. I appologise if this has been discussed before, but I am unable to search through the Rules forum. I am running a campaign, and one of my players is a 6th level Druid. He is looking forward to 7th level and the ability to cast Spike Stones (4th level Druid spell). I have read the spell and I foresee having dificulty dealing with it in my campaign... I came here to ask for advice on how to work with this spell, and hear any of your solutions. My specific concerns with th spell are: It is impossible for non rogues to detect. It covers a huge area. It deals damage with no saving throw. It lasts for a long long time. It can be cast almost anywhere (unlike entangle). My questions are: At what point can a creature encountering a Spike Stoned area stop its movement? If a creature takes damage from a Spike Stoned area (by running 20' into it), and then they try and walk back out, they take the damage again? Has this spell been a problem in any of your campaigns? Any input is appreciated. Ulari -- ----------------------------- From the SRD: Spike Stones Transmutation [Earth] Level: Drd 4, Earth 4 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 Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 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 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. Spike stones is a magic trap that can’t be disabled with the Disable Device skill. Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones. -- ----------------------------- [/QUOTE]
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Spike Stones- How do you deal with this spell
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