Difference between revisions of "Magic Stone (spell)"
Tao alexis (talk | contribs) |
|||
Line 16: | Line 16: | ||
|} | |} | ||
− | Causes an ordinary stone to become a magical | + | 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 stone must be held and not put down, or the magic dissipates. If it is hurled at an enemy, however, the stone will automatically cause 3 hit points of damage. Because of the dweomer, the thrower need only hit AC 10 to cause this damage. |
− | The range of the stone | + | The range adjustments of the stone are as follows: 1-3 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. As well, a stone that is fumbled and dropped also loses its magic. |
− | + | [[File:Magic Stone.PNG|220px|thumb|tawkra|]]It is possible to insert up to four stones into a tawkra ball, a wicker ball which 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 the stones contained inside will affect the target at once. | |
− | |||
− | |||
The spell cannot affect stones that are already magical. | The spell cannot affect stones that are already magical. | ||
− | + | <br> | |
− | + | <br> | |
− | |||
[[Category:Clerical Spells]] | [[Category:Clerical Spells]] |
Revision as of 06:44, 14 February 2020
Range | 20 ft. |
Duration | 10 rounds per level; see below |
Area of Effect | 1 stone per level |
Casting Time | 1 round |
Saving Throw | none |
Level | cleric (1st) |
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 stone must be held and not put down, or the magic dissipates. If it is hurled at an enemy, however, the stone will automatically cause 3 hit points of damage. Because of the dweomer, the thrower need only hit AC 10 to cause this damage.
The range adjustments of the stone are as follows: 1-3 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. As well, a stone that is fumbled and dropped also loses its magic.
It is possible to insert up to four stones into a tawkra ball, a wicker ball which 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 the stones contained inside will affect the target at once.
The spell cannot affect stones that are already magical.