Spike Stones

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NameSpike Stones
SchoolTransmutation [Earth]
LevelArc 4, Drd 4, Earth 4, Shu 4
ComponentsV, S, DF
Casting Time1 standard action
Recharge Time6 hours
RangeMedium (100 ft. + 10 ft./level)
AreaOne 20-ft. square/level
Duration1 hour/level (D)
Saving ThrowReflex partial
Spell ResistanceYes
VersionSRD
SourcesSystem Reference Document on page 283
Short Description

Creatures in area take 1d8 damage, may be lowed.

Living GreyhawkOpen

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spells area moves at half speed.

In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creatures speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spells save DC.

Spike stones is a magic trap that can't be disabled with the Disable Device skill.

Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.