Difference between revisions of "Trip (spell)"

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[[File:Trip (spell).jpg|right|525px|thumb]]
 
[[File:Trip (spell).jpg|right|525px|thumb]]
'''Trip''' conjures a snare line, or [[Trap|trap]], that reaches along a straight line between 5 and 20 ft. long.  Those who attempt to cross the line are "tripped," dropping them to the ground and making them momentarily helpless.
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'''Trip''' is a spell that conjures a snare line or [[Trap|trap]] stretching in a straight line between 5 and 20 feet. Any creature attempting to cross the line is "tripped," causing them to fall and leaving them momentarily helpless. The trip line is entirely invisible, even to those aware of its presence. One or both ends may be attached to an alarm, such as a bell, a visibly shaking bush, or any object the caster designates.  
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
}}
 
}}
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The line that's created can serve as a trigger for magical effects, including a [[Glyph of Warding (spell)|glyph]], [[Explosive Runes (spell)|rune]], [[Magic Mouth (spell)|magic mouth]] and similar spells. The line functions even when not anchored to an object.
  
Potential victims cannot "see" the line, as it provides no visible clues, even to those who know it's there.  One or both ends can be attached to an alarm.  This could be a bell, a bush that visibly flutters, or whatever object the caster chooses. Otherwise, the trip line can be used to trigger some sort of magic, such as a [[Glyph of Warding (spell)|glyph]], [[Explosive Runes (spell)|rune]], [[Magic Mouth (spell)|magic mouth]] and so on.  The line needn't be attached to anything to function.
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A creature must enter the affected [[Combat Hex|combat hex]] occupied by the line to be affected. If moving [[Movement (stride)|warily or at a walking pace]] — stride-1 to 3 — the creature merely falls, suffering no [[Damage (hit points)|damage]] and becoming [[Stun Lock|stunned]] for one round.
  
== Effect ==
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If the affected creature is running, a [[Saving Throws|save vs. magic]] has to be made; if this succeeds, they merely tumble and suffer 1 point of damage, in addition to being [[Stun Lock|stunned]] for two rounds.  On a failed save, however, the creature suffers 1-4 damage and are "dazed" and [[Helpless Defenders|helpless]] for 3-9 rounds (2d4+1).  If the creature is sprinting at stride-6 to 8, on a failed save 1-6 damage is suffered and the creature is dazed for 3-13 rounds (2d6+1).
Creatures must actually enter a combat hex occupied by the line to be affected.  If moving [[Movement (stride)|warily or at a walking pace]], or stride-1 to 3, the creature merely falls down, taking no [[Damage (hit points)|damage]] and being [[Stun Lock|stunned]] for 1 round.
 
  
However, if the creature is '''running''', upon being tripped they must make a [[Saving Throws|save vs. magic]]; if this succeeds, the creature tumbles, takes 1 damage and is stunned for 2 roundsIf the save fails, however, the creature suffers 1-4 damage and is "dazed" and [[Helpless Defenders|helpless]] for 3-9 rounds (2d4+1).  '''Sprinting''' creatures suffer 1-6 damage and are dazed for 3-13 round (2d6+1) if they fail save.
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Creatures exceeding 600 lbs. are unaffected by the spellThose with six or more legs may be snagged for one round but won't be stunned or suffer any further impediment.
  
Creatures larger than 600 lbs. are immune the trip line's effect.  Creatures with six or more legs can be snagged by the line for one round, but they won't be stunned or impeded from continuing on the next round.
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== Detection ==
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The snare's presence can be revealed through [[Detect Magic (spell)|magical detection]] or by a character with the [[Sniff Trap (sage ability)|sniff trap ability]].  Any creature that perceives the trap is immune to its effects.
  
== Detection ==
 
The presence of the snare can be detect through magic or by a character with the [[Sniff Trap (sage ability)|sniff trap ability]].  Once detecting the trip line, these creatures cannot be affected by it.
 
  
[[Category: Druidical Spells]]
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[[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 02:44, 19 March 2025

Trip (spell).jpg

Trip is a spell that conjures a snare line or trap stretching in a straight line between 5 and 20 feet. Any creature attempting to cross the line is "tripped," causing them to fall and leaving them momentarily helpless. The trip line is entirely invisible, even to those aware of its presence. One or both ends may be attached to an alarm, such as a bell, a visibly shaking bush, or any object the caster designates.

Trip
Range touch
Duration 10 rounds per level
Area of Effect line of 1-4 hexes
Casting Time 1 round
Saving Throw none; see text
Level druid (2nd)

Contents

The line that's created can serve as a trigger for magical effects, including a glyph, rune, magic mouth and similar spells. The line functions even when not anchored to an object.

A creature must enter the affected combat hex occupied by the line to be affected. If moving warily or at a walking pace — stride-1 to 3 — the creature merely falls, suffering no damage and becoming stunned for one round.

If the affected creature is running, a save vs. magic has to be made; if this succeeds, they merely tumble and suffer 1 point of damage, in addition to being stunned for two rounds. On a failed save, however, the creature suffers 1-4 damage and are "dazed" and helpless for 3-9 rounds (2d4+1). If the creature is sprinting at stride-6 to 8, on a failed save 1-6 damage is suffered and the creature is dazed for 3-13 rounds (2d6+1).

Creatures exceeding 600 lbs. are unaffected by the spell. Those with six or more legs may be snagged for one round but won't be stunned or suffer any further impediment.

Detection

The snare's presence can be revealed through magical detection or by a character with the sniff trap ability. Any creature that perceives the trap is immune to its effects.