Spike Stones (spell)
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.
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.