Trip (spell)
Trip is a spell that conjures a snare line or trap stretching in a straight line between 5 and 20 feet. Any creature attempting to cross the line is "tripped," causing them to fall and leaving them momentarily helpless. The trip line is entirely invisible, even to those aware of its presence. One or both ends may be attached to an alarm, such as a bell, a visibly shaking bush, or any object the caster designates.
Range | touch |
Duration | 10 rounds per level |
Area of Effect | line of 1-4 hexes |
Casting Time | 1 round |
Saving Throw | none; see text |
Level | druid (2nd) |
Contents
The line that's created can serve as a trigger for magical effects, including a glyph, rune, magic mouth and similar spells. The line functions even when not anchored to an object.
A creature must enter the affected combat hex occupied by the line to be affected. If moving warily or at a walking pace — stride-1 to 3 — the creature merely falls, suffering no damage and becoming stunned for one round.
If the affected creature is running, a save vs. magic has to be made; if this succeeds, they merely tumble and suffer 1 point of damage, in addition to being stunned for two rounds. On a failed save, however, the creature suffers 1-4 damage and are "dazed" and helpless for 3-9 rounds (2d4+1). If the creature is sprinting at stride-6 to 8, on a failed save 1-6 damage is suffered and the creature is dazed for 3-13 rounds (2d6+1).
Creatures exceeding 600 lbs. are unaffected by the spell. Those with six or more legs may be snagged for one round but won't be stunned or suffer any further impediment.
Detection
The snare's presence can be revealed through magical detection or by a character with the sniff trap ability. Any creature that perceives the trap is immune to its effects.