Difference between revisions of "Spike Stones (spell)"

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[[File:Spike Stones (spell).jpg|right|525px|thumb]]
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'''Spike Stones''' is a spell that reshapes natural or worked stone into long, razor-sharp spikes that blend seamlessly into their surroundings.  The transformed terrain serves as both a hazard and a deterrent, impeding movement and inflicting damage upon those who unknowingly pass through it.
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{{Spelltable
 
{{Spelltable
 
| name = Spike Stones
 
| name = Spike Stones
 
| range = 60 ft.
 
| range = 60 ft.
| duration = 30 rounds +5 rounds per level
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| duration = 30 [[Combat Round|rounds]] +5 rounds per [[Experience Level|level]]
 
| area of effect = 4 hexes per level (10 ft. square)
 
| area of effect = 4 hexes per level (10 ft. square)
 
| casting time = 3 rounds
 
| casting time = 3 rounds
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| level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]]
 
| level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]]
 
}}
 
}}
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__TOC__
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Creatures moving into the affected area have a 1 in 4 chance, per observer, to notice the danger just before they enter any affected hexes.  Otherwise, the first step into the terrain triggers an immediate consequence, inflicting 2-8 [[Hit Points|points]] of [[Damage (hit points)|damage]].  Any additional movement, either forward or even out of the hex, produces the same damage again, even as victims try to extricate themselves.
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Running or charging creatures are assumed to have crossed two hexes before coming to a very painful stop, taking a total of 4-16 damage.  Should any damage from the spikes be suffered by animals, for example horses, they will panic wildly and continue to cause 2-8 damage to themselves every round unless physically pulled from the spikes — though it would be best if they were physically lifted from the spikes by [[Levitation (spell)|levitation]] (which would not result in more damage) or put to sleep until the effect was [[Dispel Magic (spell)|dispelled]] or the duration run out.
  
Transforms stony ground into very hard, sharply pointed spikes which make ordinary travel impossible.
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== Traps ==
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Creatures that fall into pits lined with spike stones suffer three instances of damage, each inflicting 2-8 points as they strike against the sharpened stone formations.  For every 10 feet [[Falling|fallen]], the impact increases in severity, adding a +2 bonus to each damage roll (4-10) as the force of the fall drives the victim deeper into the spikes.  This damage is in addition to standard falling damage, compounding the risk of such a trap.
  
The nature of the terrain will be indistinguishable from ordinary stone except to druids of the 7th level or thieves that detect traps; penetrate disguise and similar spells will reveal the nature of the spike stones.
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If the victim survives the fall, further movement — whether attempting to stand, crawl or climb out — continues to trigger 2-8 damage per movement attempt, just as it would for someone crossing the surface. If the pit is deep enough that climbing out is impossible without assistance, the victim continues suffering injuries every round as they attempt to shift position or struggle to free themselves.
  
For creature that are walking, the spikes cause 1-6 damage upon first contact. This must be followed by a dexterity check—a failure indicates another 1-8 damage. Persons may then retreat off the spikes. Mounted or running creatures will suffer 2-12 +1-8 damage, ending up 3 hexes (15’) into the spike growth. Mounts will fall and immediately retreat back the way they’ve come, suffering 3-12 damage or dying in the attempt.
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Spiked pits present an even greater hazard when disguised beneath false floors, debris or weak coverings. If the terrain above is structurally weakened, a group of creatures stepping onto the area may collapse into the hazard together, suffering cumulative injuries as bodies press down onto one another. Those unfortunate enough to land atop fallen companions may take reduced impact damage but risk impaling their allies further as they attempt to regain their footing.
  
All attempts to move forward anyway will be 1-6 damage per hex (5’ circle) crossed.
 
  
Intelligent creatures may wait undamaged until the spell is dispelled. However, if they choose to take any physical action, such as use of missile weapons, they will suffer 2 hp of damage from the effort.
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See [[Spike Growth (spell)]]
  
The caster is not immune to the effects of the spikes.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]
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[[Category:Placeholder]]
 

Latest revision as of 20:56, 15 March 2025

Spike Stones (spell).jpg

Spike Stones is a spell that reshapes natural or worked stone into long, razor-sharp spikes that blend seamlessly into their surroundings. The transformed terrain serves as both a hazard and a deterrent, impeding movement and inflicting damage upon those who unknowingly pass through it.

Spike Stones
Range 60 ft.
Duration 30 rounds +5 rounds per level
Area of Effect 4 hexes per level (10 ft. square)
Casting Time 3 rounds
Saving Throw none
Level cleric (5th); druid (5th)

Contents

Creatures moving into the affected area have a 1 in 4 chance, per observer, to notice the danger just before they enter any affected hexes. Otherwise, the first step into the terrain triggers an immediate consequence, inflicting 2-8 points of damage. Any additional movement, either forward or even out of the hex, produces the same damage again, even as victims try to extricate themselves.

Running or charging creatures are assumed to have crossed two hexes before coming to a very painful stop, taking a total of 4-16 damage. Should any damage from the spikes be suffered by animals, for example horses, they will panic wildly and continue to cause 2-8 damage to themselves every round unless physically pulled from the spikes — though it would be best if they were physically lifted from the spikes by levitation (which would not result in more damage) or put to sleep until the effect was dispelled or the duration run out.

Traps

Creatures that fall into pits lined with spike stones suffer three instances of damage, each inflicting 2-8 points as they strike against the sharpened stone formations. For every 10 feet fallen, the impact increases in severity, adding a +2 bonus to each damage roll (4-10) as the force of the fall drives the victim deeper into the spikes. This damage is in addition to standard falling damage, compounding the risk of such a trap.

If the victim survives the fall, further movement — whether attempting to stand, crawl or climb out — continues to trigger 2-8 damage per movement attempt, just as it would for someone crossing the surface. If the pit is deep enough that climbing out is impossible without assistance, the victim continues suffering injuries every round as they attempt to shift position or struggle to free themselves.

Spiked pits present an even greater hazard when disguised beneath false floors, debris or weak coverings. If the terrain above is structurally weakened, a group of creatures stepping onto the area may collapse into the hazard together, suffering cumulative injuries as bodies press down onto one another. Those unfortunate enough to land atop fallen companions may take reduced impact damage but risk impaling their allies further as they attempt to regain their footing.


See Spike Growth (spell)