Spike Growth

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NameSpike Growth
LevelArc 2, Drd 3, Rgr 2
ComponentsV, S, DF
Casting Time1 standard action
Recharge Time6 hours
RangeMedium (100 ft. + 10 ft./level)
AreaOne 20-ft. square/level
Duration1 hour/level (D)
Saving ThrowReflex partial
Spell ResistanceYes
GroupsFungus Magic
SourcesSystem Reference Document on page 283
Short Description

Creatures in area take 1d4 damage, may be slowed.

Living GreyhawkOpen

Any ground-covering vegetation in the spells 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 spells 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 spells 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).

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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