Difference between revisions of "Magic Stone (spell)"

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'''Magic stone''' is a spell that imbues a mundane stone with arcane powers, turning it into a formidable projectile when hurled at foes. Upon casting, the stone becomes suffused with magic.  This can be used by the caster or given to others of the same faith, who can throw the stone in the caster's stead.
  
 
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| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
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When the stone is thrown at an enemy, the thrower must [[Roll to Hit|hit a target]] [[Armour Class|armour class]] (AC) of 10, irrespective of the target's [[Armour List|armour]] or innate AC.  On a successful hit, the stone inflicts 3 [[Hit Points|hit points]] of [[Damage (hit points)|damage]]. 
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The range adjustments of the stone are as follows: within 1-3 [[Combat Hex|hexes]], no penalty; from 4-5 hexes, -2 to hit; and from 6-7 hexes, -5 to hit.  Stones thrown past 7 hexes lose their magic and cause no damage.  For this reason, and because the stone must remain in contact with the thrower's person — gloves permitted — the magic stone cannot be employed with a sling.
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The stone must be held and not put down until it's thrown.  [[Critical Hits & Fumbles#Fumbles|Fumbled stones]] lose their magic upon striking the ground.
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== Tawkra Ball ==
  
Causes an ordinary stone to become a magical projectile when thrown at an opponent. Once the spell has been cast and the stone has been invested with magic, it may be thrown by any person who is also of the caster's religion.  The magicked stone must be held and not put down, or [[Critical Hits & Fumbles|dropped]], or the magic dissipates.  If it is hurled at an enemy, the thrower must hit AC 10, regardless of the [[Armour List|armour]] the target is wearing or their natural [[Armour Class|armour class]].  A hit causes 3 [[Hit Points|hit points]] of [[Damage (hit points)|damage]].
 
  
The range adjustments of the stone are as follows: 1-3 [[Combat Hex|hexes]] (+/-0); 4-5 hexes (-2 to hit); 6-7 hexes (-5 to hit). Stones thrown past 7 hexes lose their magic and cause no damage (therefore, it cannot be used with a [[Sling (weapon)|sling]], which would in any case involve letting go of the stone).  As well, a stone that is [[Critical Hits & Fumbles|fumbled]] and dropped also loses its magic.
 
  
 
[[File:Tawkra.jpg|140px|right|thumb|'''tawkra ball''']]
 
[[File:Tawkra.jpg|140px|right|thumb|'''tawkra ball''']]

Revision as of 20:14, 19 October 2023

Magic Stone.jpg

Magic stone is a spell that imbues a mundane stone with arcane powers, turning it into a formidable projectile when hurled at foes. Upon casting, the stone becomes suffused with magic. This can be used by the caster or given to others of the same faith, who can throw the stone in the caster's stead.

Magic Stone
Range 20 ft.
Duration 10 rounds per level; see text
Area of Effect 1 stone per level
Casting Time 1 round
Saving Throw none
Level cleric (1st)

Contents

When the stone is thrown at an enemy, the thrower must hit a target armour class (AC) of 10, irrespective of the target's armour or innate AC. On a successful hit, the stone inflicts 3 hit points of damage.

The range adjustments of the stone are as follows: within 1-3 hexes, no penalty; from 4-5 hexes, -2 to hit; and from 6-7 hexes, -5 to hit. Stones thrown past 7 hexes lose their magic and cause no damage. For this reason, and because the stone must remain in contact with the thrower's person — gloves permitted — the magic stone cannot be employed with a sling.

The stone must be held and not put down until it's thrown. Fumbled stones lose their magic upon striking the ground.

Tawkra Ball

tawkra ball

It is possible to insert up to four stones into a tawkra ball, a wicker ball that will sustain the magic. Only one tawkra may be used per casting of the spell. If the tawkra is used in this way, the combined damage of all contained stones will affect the target in a single hit.

The spell has no effect on stones that are already magical.