Spike Growth
School: Transmutation Level: Drd 3
Components:   V, S, DF   Casting Time:   1 action  
Range:   Medium (100 ft. + 10 ft./level)   Target:     
Effect:      Area:   One 20-ft. square/level  
Duration:   1 hour/level (D)   Saving Throw:   Reflex partial  
Spell Resistance:   Yes   XP Cost:     
Focus:      Material Components:     

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 damage for each 5 feet of movement through the spiked area.

Any creature who sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. 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 at a Heal check against the spell’s save DC.

Spike growth is a magic trap that can’t be disabled with the Disable Device skill.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002