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 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 spell's save DC.