Table of Contents

Spike Stones

School: Transmutation [Earth]

Casting

Casting Time: 1 Half Action

Range: Medium (100 ft. + 10 ft./CL)

Effect

Target: One 20 ft. square/CL

Duration: 1 hour/CL

Saving Throw: Reflex partial

Spell Resistance: Yes

Description

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 spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage per CL 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 creature’s 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 spell’s save DC.

The DC to spot this trap is 25 + your Caster Level. Spike Stones can’t be disabled with the Disable Device skill.