Difference between revisions of "Spider Climb (spell)"

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[[File:Spider Climb (spell).jpg|right|465px|thumb]]
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[[File:Spider Climb (spell).jpg|right|525px|thumb]]
'''Spider climb''' enables the recipient to climb upon verticle surfaces without trouble, as there's no need to find purchase, ledges or cracks. In order to ascend or descend, the recipient merely places hand or foot against the surface and easily climbs.
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'''Spider climb''' is a spell that enables the recipient to ascend and descend vertical surfaces with ease, negating the need to find handholds, ledges or cracks. By simply placing a hand or foot against a surface, the recipient can climb as naturally as if walking on solid ground, moving effortlessly across walls, cliffs or even structures designed to be unclimbable.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Spider Climb
 
| name = Spider Climb
 
| range = touch
 
| range = touch
| duration = 1 round +1 per [[Experience Level|level]]
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| duration = 1 [[Combat Round|round]] +1 per [[Experience Level|level]]
 
| area of effect = 1 creature
 
| area of effect = 1 creature
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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The spell functions regardless of what the recipient wears on their hands or feet. Gloves, boots or stockings do not interfere with the effect, allowing the character to maintain their usual attire without impediment. Unlike some magical climbing effects, there is no inherent "stickiness" involved; instead, the character maintains their grip through an unnatural adherence that does not restrict normal hand movements. This allows the recipient to pause in place and use one hand or foot to manipulate objects, cast spells or wield a weapon. However, at least three points of contact must be maintained at all times — otherwise, the recipient will [[Falling|fall]].
  
The recipient need not worry about gloves, boots or stockings; whether covered or not, hands and feet can negotiate the surface as easily.
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Movement while climbing is swift and agile. The recipient's speed is equal to [[Movement (stride)|stride-1]], applied vertically, meaning that a character with five [[Action Points|action points]] can ascend or descend up to 25 feet within a single [[Combat Round|round]]. This allows for rapid traversal of sheer surfaces, making the spell invaluable for infiltration, escape or surprise attacks.
  
Scrambling or clambering speed is equal to [[Movement (stride)|stride-1]], applied vertically — thus, a character with five [[Action Points|action points]] could manage a distance of 25 ft. in a single [[Combat Round|round]]. There is no "stickiness" involved; the character can pause, holding his or her place and manipulate an object normally with one hand or foot. There must, however, be at least three points of contact, or the recipient will [[Falling|fall]].
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The spell is effective on nearly any surface, including wet, slick or icy walls, allowing the recipient to traverse treacherous terrain with no penalty. Wood, metal and even smooth stone can be climbed without issue. The spell's magic also extends to horizontal surfaces, enabling the recipient to cling to ceilings, overhangs and ledges, moving upside down as easily as they would on a vertical plane. While this grants incredible mobility, it does not negate the effects of gravity and objects not secured to the recipient's body will still fall if dropped.
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Though incredibly versatile, the spell does not provide resistance to external forces. A strong gust of wind, a sudden jolt or a deliberate attempt to dislodge the recipient may still succeed in breaking their hold.
  
Slippery or wet surfaces, even icy ones, can be moved over as easily as dry stone, metal, wood or whatever.  Trees can be climbed, and the character can even hang upside down from the bottom of horizontal surfaces like a ceiling or overhang.
 
  
 
[[Category: Magical Spells]]
 
[[Category: Magical Spells]]

Latest revision as of 16:05, 23 February 2025

Spider Climb (spell).jpg

Spider climb is a spell that enables the recipient to ascend and descend vertical surfaces with ease, negating the need to find handholds, ledges or cracks. By simply placing a hand or foot against a surface, the recipient can climb as naturally as if walking on solid ground, moving effortlessly across walls, cliffs or even structures designed to be unclimbable.

Spider Climb
Range touch
Duration 1 round +1 per level
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level mage (1st)

The spell functions regardless of what the recipient wears on their hands or feet. Gloves, boots or stockings do not interfere with the effect, allowing the character to maintain their usual attire without impediment. Unlike some magical climbing effects, there is no inherent "stickiness" involved; instead, the character maintains their grip through an unnatural adherence that does not restrict normal hand movements. This allows the recipient to pause in place and use one hand or foot to manipulate objects, cast spells or wield a weapon. However, at least three points of contact must be maintained at all times — otherwise, the recipient will fall.

Movement while climbing is swift and agile. The recipient's speed is equal to stride-1, applied vertically, meaning that a character with five action points can ascend or descend up to 25 feet within a single round. This allows for rapid traversal of sheer surfaces, making the spell invaluable for infiltration, escape or surprise attacks.

The spell is effective on nearly any surface, including wet, slick or icy walls, allowing the recipient to traverse treacherous terrain with no penalty. Wood, metal and even smooth stone can be climbed without issue. The spell's magic also extends to horizontal surfaces, enabling the recipient to cling to ceilings, overhangs and ledges, moving upside down as easily as they would on a vertical plane. While this grants incredible mobility, it does not negate the effects of gravity and objects not secured to the recipient's body will still fall if dropped.

Though incredibly versatile, the spell does not provide resistance to external forces. A strong gust of wind, a sudden jolt or a deliberate attempt to dislodge the recipient may still succeed in breaking their hold.