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Moving through difficult terrain seems to negate the need to make a saving throw for ball bearings and by extension, caltrops. Because

You move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed

and Caltrops say:

Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

If I understand the clause about difficult terrain correctly, “moving at half speed” technically means spending 2 ft of remaining movement to move 1 ft. But, there are some spells like "Slow" or "Spirit Guardians" that have the effect of "halving speed”, in a different sense.

Slow:

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use reactions.

“Halved speed” in this sense seems to have a technical definition that involves dividing the creature's speed by 2.

So, under the effects of a Slow spell, how would these effects interact? Can I ignore the caltrops as I would in difficult terrain? Or would I make the saving throw at disadvantage? Would the effects compound such that my speed was halved AND each foot cost 2ft? And, finally, how would the secondary effect of caltrops

Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet.

reduce my Slowed/original speed?

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