Trip (spell)

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Trip (spell).jpg

Trip conjures a snare line 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.

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)

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, which may be an object the caster chooses or some sort of magic, such as a glyph, rune, magic mouth and so on. The trip line need not be attached to anything to function.

Effect

Creatures must actually enter a combat hex occupied by the line to be affected. If moving warily or at a walking pace, or stride-1 to 3, the creature merely falls down, taking no damage and being stunned for 1 round.

However, if the creature is running, upon being tripped they must make a save vs. magic; if this succeeds, the creature tumbles, takes 1 damage and is stunned for 2 rounds. If the save fails, however, the creature suffers 1-4 damage and is "dazed" and 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.

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.

Detection

The presence of the snare can be detect through magic or by a character with the sniff trap ability. Once detecting the trip line, these creatures cannot be affected by it.