I will be going back to work tomorrow, so don't expect a quick turnaround.
I believe I have been misreading Spike Growth a bit. While you do take 1d4/5' movement; I think you only need 1 save per round.
quote:
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 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 spell's save DC.
Magic traps are hard to detect. A rogue (only) can use the Perception 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). Spike growth can't be disabled with the Disable Device skill.
Sunday 7/26
quote:
Celestial Healing
School conjuration (healing) [good]; Level arcanist 1, bloodrager 1, cleric 1, magus 1, oracle 1, sorcerer 1, summoner 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 round
Components V, S, M (1 drop of blood from a good outsider or 1 dose of holy water)
Effect
Range touch
Target creature touched
Duration 1 round/2 levels
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.
quote:
Infernal Healing
School conjuration (healing) [evil]; Level arcanist 1, bloodrager 1, cleric 1, magus 1, oracle 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
Effect
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as evil for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Why is Celestial healing so much worse than Infernal healing? So as a house rule I am going to upgrade Celestial Healing to work more like Infernal Healing.
quote:
Celestial Healing
School conjuration (healing) [good]; Level arcanist 1, bloodrager 1, cleric 1, magus 1, oracle 1, sorcerer 1, summoner 1, warpriest 1, witch 1, wizard 1
Casting
Casting Time 1 round
Components V, S, M (1 drop of blood from a good outsider or 1 dose of holy water)
Effect
Range touch
Target creature touched
Duration 1 round/2 levels1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, evil-aligned weapons, or spells or effects with the evil descriptor. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.
This message was last edited by the GM at 12:05, Sun 26 July 2020.