Scott
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Post by Scott on Aug 3, 2018 16:31:30 GMT
Stone/Wood/Metal Spikes Casting time: 1 round Range: 20m Duration: up to 1 minute MP cost: 2mp
This spell causes a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily spikey. Any creature that walks onto, lands in, etc the spikes takes 1d4 AoE damage (no save). If cast underneath a creature, the target rolls Dexterity to avoid being damaged. Once the spell deals damage, the magic begins to fade and the spell ends at the end of that round. When the spell ends, the surface is indistinguishable from before it became spikey.
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Post by logan9a on Aug 4, 2018 12:37:16 GMT
This spell causes a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily spikey. The area may be crossed safely if the creature does so as their full action, or the creature may go around it if there is room (this is most effective in hallways or badly lit areas). If they do so as their simple action, it causes d4 damage. If the creature falls onto the area, it bumps the falling damage up by one place. When the spell ends, the spikes go away.
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Scott
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Post by Scott on Aug 5, 2018 19:44:09 GMT
So you can cast it under someone, but it doesn't do anything unless they try to move out of it or fall down?
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Post by logan9a on Aug 5, 2018 19:50:07 GMT
So you can cast it under someone, but it doesn't do anything unless they try to move out of it or fall down? Yes. If they are just standing there and you cast it then it would be a deterrent to moving for them. Or you can cast it between you and them to try to keep them from going into that area. Or if you think they'll fall out of the window you can cast it to where their body should hit to show them you are displeased with them.
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Scott
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Post by Scott on Aug 5, 2018 20:06:18 GMT
That works.
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Post by logan9a on Aug 5, 2018 20:10:52 GMT
Excellent - does anyone else have any thoughts on this spell?
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Post by Fantômas on Aug 7, 2018 10:24:46 GMT
If someone was to move over an area with caltrops or d4 dice scattered on it, what would be the repercussions?
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Post by logan9a on Aug 8, 2018 0:52:25 GMT
Not sure - some sort of luck roll or something?
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Scott
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Post by Scott on Aug 19, 2018 14:56:58 GMT
So the idea in the current text is if you go slow you don't take damage. The text seems to imply that sprinting (or any other full action maneuver) also negates the damage though.
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Stone/Wood/Metal Spikes Casting time: 1 round Range: 20m Duration: 1 minute MP cost: 2mp
This spell causes a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily spikey. The area may be crossed safely if the creature uses their full action just to cross the spiked area. The creature may go around it or jump over it if there is room (this is most effective in hallways or badly lit areas). If they do so as their simple action or any other maneuver, it causes d4 damage. If the creature falls onto the area, it bumps the falling damage up by one place. When the spell ends, the spikes go away.
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Is this wording clear?
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Post by logan9a on Aug 19, 2018 18:43:32 GMT
This spell causes a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily spikey. The area may be crossed safely if the creature uses a maneuver as their full action (to avoid the spikes at walking pace), or the creature may go around it if there is room (this is most effective in hallways or badly lit areas). If they do so as their simple action, it causes d4 damage. If the creature falls onto the area, it bumps the falling damage up by one place. When the spell ends, the spikes go away.
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Scott
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Post by Scott on Aug 19, 2018 20:40:11 GMT
I had been reading this part wrong. I thought it was saying if you fell then you would take the spike damage +1 bump (d6).
With this wording, presumably you would take the d4 if you just tripped into the spikes, but falling from a height would be less damage (just fall damage +1) since the wording implies that that would be instead of the normal d4.
I like my misreading better, tripping into the spikes is d4+1 bump and assuming that you take normal fall damage and then spike damage +1 in addition.
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Post by logan9a on Aug 19, 2018 20:51:23 GMT
Falling into the spikes would bump the damage by one. In other words, if you were going to take d10 and someone put spikes under you, d12.
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Scott
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Post by Scott on Aug 19, 2018 21:38:31 GMT
Falling into the spikes would bump the damage by one. In other words, if you were going to take d10 and someone put spikes under you, d12. If that's in addition to the d4 spike damage, then that's fine; otherwise, it doesn't make sense. Consider: stepping on a spike is a d4 (2.5 damage on average) vs falling 20 feet (or whatever) on spikes is 1 bump or for example the difference between d10 and d12 (1 damage on average). Falling onto the spikes (especially from fall damage height) shouldn't be less damage than stepping on them.
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Post by logan9a on Aug 20, 2018 0:54:10 GMT
"Falling onto the spikes (especially from fall damage height) shouldn't be less damage than stepping on them."
The falling damage already exceeds the spike damage. If you were taking a d10 from falling that is > the d4 from spike. Keeping it consistent with other stuff just gives it a bump of 1 on the damage table. Not an inconsistent d10+d4. Everything is a bump on the damage table. Yes, I know that is only one more point of damage.
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Scott
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Post by Scott on Aug 22, 2018 22:22:04 GMT
d4 then d10 is not inconsistent. It's separate things.
Inconsistent is the spikes dealing a bump instead of their damage.
Say I fall and get impaled on a sword. Would you call that a bump?
If you do, it's more reason to get rid of the damage track.
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