Spiked Ball


Homebrew and House Rules


Spiked Ball

School Evocation; Level Wizard/Sorcerer 4, Magus 4, Druid 4
CASTING
Casting Time 1 standard action
Components V, S, M (a caltrop [wooden or metal])
EFFECT
Range medium (100 ft. + 10 ft./level)
Area see text
Duration 1rd/level
Saving Throw Reflex partial, see text; Spell Resistance yes
DESCRIPTION
You conjure forth a nearly weightless small ball of either wood or metal, chosen when casting the spell, and point it to the desired spot where spikes burst forth 20 feet in four directions, no two of which can be adjacent to another. The spikes deal 1d6 per caster level, up to 15d6 at 15th, Reflex for half.
The creatures hit by the spikes are impaled and cannot move except along the spike itself, which does 1 point of damage per caster level per move action, maximum 15 at 15th, not subject to damage resistance. The creature takes no damage on a 5-foot step. The creature can take a full-round action to break the spike and remove it from himself, which has hardness according to the material it is made of, and 20 hit points (regardless of material). This effect is not avoided by a successful reflex save against the damaging effects of this spell.


To clarify how the spell works in case the wording is a little weird:

With the grid, you choose the 4 directions the spikes go

1 2 3
4 5 6
7 8 9

Lets say you put it at 5
You can choose either 2, 4, 6, and 8 to extend that way because no two spikes are adjacent to another, or 1, 3, 7, and 9 to go diagonally

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