Difference between revisions of "Magic Stone (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(21 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[File:Magic Stone.PNG|thumb|520px|]]
+
[[File:Magic Stone.jpg|thumb|490px|]]
 +
'''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.
  
{| class="wikitable"
+
{{Spelltable
|-
+
| name = Magic Stone
| Range|| 20 ft.
+
| range = 20 ft.
|-
+
| duration = 10 [[Combat Round|rounds]] per [[Experience Level|level]]; see text
| Duration || 10 rounds per level; see below
+
| area of effect = 1 stone per level
|-
+
| casting time = 1 round
| Area of Effect|| 1 stone per level
+
| save = none
|-
+
| level = [[Cleric 1st Level Spells|cleric (1st)]]
| Casting Time|| 1 round
+
}}
|-
+
__TOC__
| Saving Throw|| none
+
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]]. 
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]
 
|}
 
  
Causes an ordinary stone to become a magical weapon when thrown at an opponent. Any person may throw the stone once it is made magical. The stone is hurled; the thrower of the stone must hit AC 10. Successful hits cause 3 hit points of damage.
+
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 of the stone is the same as the range of a thrown club: 1-3 hexes, short range; 4-5 hexes, medium range; 6-7 hexes, long range. Stones thrown past long range lose their magic and cause no damage.
+
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.
  
A stone that is dropped also loses its magic.
+
== Takraw Ball ==
 +
[[File:Tawkra.jpg|140px|left|thumb|'''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.
  
Up to four stones may be inserted into a tawkra ball, a wicker ball which will sustain the magical stones. Only one tawkra ball may be used per casting of the spell.
 
  
The spell cannot affect stones that are already magical.
+
See [[Action Points]]
 +
 
 +
[[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