Trip (spell)
Trip conjures a snare line, or 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.
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. 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, rune, magic mouth and so on. The line needn't 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 detected through magic or by a character with the sniff trap ability. Creatures able to discern the trap's presence cannot be affected by it.