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 transforms stony ground into a treacherous surface of razor-sharp stone spikes, making ordinary travel impossible and forcing creatures to either retreat or suffer severe injuries. The transformation appears indistinguishable from normal stone, offering no visual cues to the untrained eye.
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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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The effect is detectable to clerics and druids of greater than 7th level and those possessing an authority status in the study of [[Setting Traps (sage study)|setting traps]].  Dweomers such as [[Penetrate Disguise (spell)|penetrate disguise]], [[True Seeing (spell)|true seeing]] and other like forms of magical revelation can also expose the spell's presence.
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Any creature walking onto the affected area immediately suffers 1-6 [[Damage (hit points)|damage]] upon first contact. They must then make a dexterity check — failure results in an additional 1-8 damage as they struggle to maintain balance or react too late to avoid the jagged terrain. At this point, creatures may choose to retreat safely without further injury, but those who remain or attempt to push forward must contend with continuous harm.
  
Transforms stony ground into very hard, sharply pointed spikes which make ordinary travel impossible.
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Mounted or running creatures fare even worse, as their momentum carries them deeper into the hazardous terrain. Such creatures take 2-12 damage upon entry, followed by an additional 1-8 damage, stopping only three hexes (15 feet) into the spike-covered ground. Affected mounts will panic, instinctively trying to retreat, suffering an additional 3-12 damage or possibly dying in the attempt. Riders will be thrown and must react quickly to avoid further harm.
  
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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For those who attempt to advance despite the spikes, movement is severely punished. Each hex (5 feet) crossed deals 1-6 damage, making forward progress both slow and dangerous. The spikes do not distinguish between friend and foe — the caster is not immune and must take care when positioning themselves before the spell is cast.  Creatures with intelligence may choose to remain stationary, avoiding damage by staying still until the spell is dispelled. However, any physical action taken within the area — such as drawing a weapon, using missile attacks or making defensive movements — will cause 2 [[Hit Points|points]] of damage per action, as the sharp spikes dig into exposed skin and unprotected limbs.
  
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 [[Movement (stride)|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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This spell is particularly effective in trapping enemies, blocking strategic passageways or forcing retreats. While it does not directly [[Death|kill]] instantly, the potential for injury is high. Any group caught unaware will suffer significant disruption and disarray, making them easy prey for ranged attackers or spellcasters waiting at a safe distance.
  
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|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: Lacks Image]]
 

Revision as of 16:24, 15 March 2025

Spike Stones (spell).jpg

Spike Stones is a spell that transforms stony ground into a treacherous surface of razor-sharp stone spikes, making ordinary travel impossible and forcing creatures to either retreat or suffer severe injuries. The transformation appears indistinguishable from normal stone, offering no visual cues to the untrained eye.

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)

The effect is detectable to clerics and druids of greater than 7th level and those possessing an authority status in the study of setting traps. Dweomers such as penetrate disguise, true seeing and other like forms of magical revelation can also expose the spell's presence.

Any creature walking onto the affected area immediately suffers 1-6 damage upon first contact. They must then make a dexterity check — failure results in an additional 1-8 damage as they struggle to maintain balance or react too late to avoid the jagged terrain. At this point, creatures may choose to retreat safely without further injury, but those who remain or attempt to push forward must contend with continuous harm.

Mounted or running creatures fare even worse, as their momentum carries them deeper into the hazardous terrain. Such creatures take 2-12 damage upon entry, followed by an additional 1-8 damage, stopping only three hexes (15 feet) into the spike-covered ground. Affected mounts will panic, instinctively trying to retreat, suffering an additional 3-12 damage or possibly dying in the attempt. Riders will be thrown and must react quickly to avoid further harm.

For those who attempt to advance despite the spikes, movement is severely punished. Each hex (5 feet) crossed deals 1-6 damage, making forward progress both slow and dangerous. The spikes do not distinguish between friend and foe — the caster is not immune and must take care when positioning themselves before the spell is cast. Creatures with intelligence may choose to remain stationary, avoiding damage by staying still until the spell is dispelled. However, any physical action taken within the area — such as drawing a weapon, using missile attacks or making defensive movements — will cause 2 points of damage per action, as the sharp spikes dig into exposed skin and unprotected limbs.

This spell is particularly effective in trapping enemies, blocking strategic passageways or forcing retreats. While it does not directly kill instantly, the potential for injury is high. Any group caught unaware will suffer significant disruption and disarray, making them easy prey for ranged attackers or spellcasters waiting at a safe distance.


See Spike Growth (spell)