Difference between revisions of "Magic Stone (spell)"

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[[File:Magic Stone.PNG|thumb|420px|]]
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[[File:Magic Stone.jpg|thumb|490px|]]
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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.  The spell has no effect on stones that are already magical.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Magic Stone
 
| name = Magic Stone
 
| range = 20 ft.
 
| range = 20 ft.
| duration = 10 rounds per level; see below
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| duration = 10 [[Combat Round|rounds]] per [[Experience Level|level]]; see text
 
| area of effect = 1 stone per level
 
| area of effect = 1 stone per level
 
| casting time = 1 round
 
| casting time = 1 round
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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]]. 
  
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 the magic dissipates.  If it is hurled at an enemy, however, the stone will automatically cause 3 [[Hit Points|hit points]] of [[Damage (hit points)|damage]]Because of the dweomer, the thrower need only hit AC 10 to cause this 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.
  
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 damageAs well, a stone that is [[Critical Hits & Fumbles|fumbled]] and dropped also loses its magic.
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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.
  
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.
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== Takraw Ball ==
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[[File:Tawkra.jpg|140px|left|thumb|'''takraw ball''']]
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This wicker ball made from woven rattan and other materials, is a lightweight orb crafted to sustain the enchantment of up to four stones, so long as the ball is held by the thrower.  Once case, up to four magic stones can be inserted into the ball.  Only one ball can be used per casting of the spell.  The ball has the same chance to hit as any other throw, but if it connects then it causes all it's contained stones to affect the target with a single hit.
  
The spell cannot affect stones that are already magical.
 
  
[[File:Tawkra.jpg|220px|left|thumb|'''tawkra ball''']]
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See [[Action Points]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 20:22, 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. The spell has no effect on stones that are already magical.

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.

Takraw Ball

takraw ball

This wicker ball made from woven rattan and other materials, is a lightweight orb crafted to sustain the enchantment of up to four stones, so long as the ball is held by the thrower. Once case, up to four magic stones can be inserted into the ball. Only one ball can be used per casting of the spell. The ball has the same chance to hit as any other throw, but if it connects then it causes all it's contained stones to affect the target with a single hit.


See Action Points