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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="JustinCase" data-source="post: 8320486" data-attributes="member: 6776182"><p>Caerth grins, despite himself, at all the big words being shouted to inspire everyone. He is grateful for the helping magics, of course, but the words don't mean much to him.</p><p></p><p>Instead, he whispers a few magical words and touches his owl friend Screech, who hoots softly in return. Then the bird of prey flies off into the darkness of the cave, ready to fly to the druid's side in combat when the time is ready.</p><p></p><p>Then, Caerth traces runes of ancient power on the pebbles he collected from the forest with his finger, chanting sylvan hymns to imbue the stones with the power and might of the giants themselves. He peeks over the pallisade to see how far away the zombies are, then ducks behind it again.</p><p></p><p>[ooc]Cast before combat:</p><p>Snare (one magical snare; placed before the pallisades, further down the cave)</p><p>Spike Growth (9x 20ft squares of spikes dealing 1d4 piercing damage per 5ft of movement, AND half speed if failing on a Reflex save; placed before and up to the pallisades)</p><p></p><p>[spoiler=descriptions]<a href="https://www.d20srd.org/srd/spells/snare.htm" target="_blank"><strong>Snare</strong></a>:</p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells" target="_blank">Rgr 2</a>, <a href="https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells" target="_blank">Drd 3</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, DF</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>3 rounds</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>Touch</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#targetorTargets" target="_blank">Target</a>:</th><td>Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>Until triggered or broken</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>None</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>No</td></tr></table><p>This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (<a href="https://www.d20srd.org/srd/skills/search.htm" target="_blank">Search</a> DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.</p><p>If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing <a href="https://www.enworld.org/javascript%3Avoid(0);" target="_blank">1d6</a> points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be <a href="https://www.d20srd.org/srd/conditionSummary.htm#entangled" target="_blank">entangled</a>.</p><p>The snare is magical. To escape, a trapped creature must make a DC 23 <a href="https://www.d20srd.org/srd/skills/escapeArtist.htm" target="_blank">Escape Artist</a> check or a DC 23 Strength check that is a <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions" target="_blank">full-round action</a>. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.</p><p></p><p>(Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p><a href="https://www.d20srd.org/srd/spells/spikeGrowth.htm" target="_blank"><strong>Spike Growth</strong></a>:</p><table style='width: 100%'><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level" target="_blank">Level</a>:</th><td><a href="https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells" target="_blank">Drd 3</a>, <a href="https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells" target="_blank">Rgr 2</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components" target="_blank">Components</a>:</th><td>V, S, DF</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">Casting Time</a>:</th><td>1 <a href="https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions" target="_blank">standard action</a></td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range" target="_blank">Range</a>:</th><td>Medium (100 ft. + 10 ft./level)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#area" target="_blank">Area</a>:</th><td>One 20-ft. square/level</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration" target="_blank">Duration</a>:</th><td>1 hour/level (D)</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow" target="_blank">Saving Throw</a>:</th><td>Reflex partial</td></tr><tr><th><a href="https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance" target="_blank">Spell Resistance</a>:</th><td>Yes</td></tr></table><p>Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.</p><p>In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes <a href="https://www.enworld.org/javascript%3Avoid(0);" target="_blank">1d4</a> points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a <a href="https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex" target="_blank">Reflex save</a> or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts 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 <a href="https://www.d20srd.org/srd/skills/usingSkills.htm#taking10" target="_blank">taking 10</a> minutes to dress the injuries and succeeding on a <a href="https://www.d20srd.org/srd/skills/heal.htm" target="_blank">Heal</a> check against the spell’s save DC.</p><p>Spike growth can’t be disabled with the <a href="https://www.d20srd.org/srd/skills/disableDevice.htm" target="_blank">Disable Device</a> skill.</p><p><em>Note:</em> Magic traps such as spike growth are hard to detect. A <a href="https://www.d20srd.org/srd/classes/rogue.htm" target="_blank">rogue</a> (only) can use the <a href="https://www.d20srd.org/srd/skills/search.htm" target="_blank">Search</a> skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a <a href="https://www.d20srd.org/srd/classes/ranger.htm" target="_blank">ranger</a>).</p><p></p><p>(Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)[/spoiler]</p><p></p><p>Surprise round: Cast Magic Fang on Screech.</p><p></p><p>Round 1: Cast Giant's Wrath, then hide behind the pallisade (+4 AC).</p><p></p><p>Current combat stats:</p><p>[spoiler=Caerth]</p><p>AC 19 (or 23 behind cover) </p><p>HP 58/58</p><p>Speed 40 (Haste + medium armor)</p><p>Base attack: +6/+1</p><p>Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+8, crit x3)</p><p>Melee attack: +13/+8 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)</p><p>Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)</p><p>Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage; Haste means extra attack when using Full Attack action</p><p></p><p>Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic</p><p>Level 1 (5): cure light wounds, entangle, <s>magic fang</s>, obscuring mist, speak with animals</p><p>Level 2 (5): flaming sphere, <s>lesser restoration</s>, mass snake’s swiftness, master air, summon swarm</p><p>Level 3 (4): <s>giant’s wrath</s>, <s>snare</s>, <s>spike growth</s>, spirit jaws</p><p>Level 4 (2): dispel magic, ice storm</p><p>Level 5 (1): baleful polymorph</p><p></p><p>Wild Shapes 3/3</p><p>[/spoiler][spoiler=Screech]</p><p>HP: 32/32</p><p>AC 24</p><p>Speed: 10 feet, fly 40 feet (average)</p><p>Base attack: +5</p><p>Melee attack: +12/+10 talons (multiattack, 1d4-1, distracting attack)</p><p>Special attacks: Flyby Attack, multiattack</p><p>Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack</p><p>Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)</p><p>Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack</p><p>Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel</p><p>[/spoiler][/ooc]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 8320486, member: 6776182"] Caerth grins, despite himself, at all the big words being shouted to inspire everyone. He is grateful for the helping magics, of course, but the words don't mean much to him. Instead, he whispers a few magical words and touches his owl friend Screech, who hoots softly in return. Then the bird of prey flies off into the darkness of the cave, ready to fly to the druid's side in combat when the time is ready. Then, Caerth traces runes of ancient power on the pebbles he collected from the forest with his finger, chanting sylvan hymns to imbue the stones with the power and might of the giants themselves. He peeks over the pallisade to see how far away the zombies are, then ducks behind it again. [ooc]Cast before combat: Snare (one magical snare; placed before the pallisades, further down the cave) Spike Growth (9x 20ft squares of spikes dealing 1d4 piercing damage per 5ft of movement, AND half speed if failing on a Reflex save; placed before and up to the pallisades) [spoiler=descriptions][URL='https://www.d20srd.org/srd/spells/snare.htm'][B]Snare[/B][/URL]: [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells']Rgr 2[/URL], [URL='https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells']Drd 3[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, DF[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]3 rounds[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]Touch[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#targetorTargets']Target[/URL]:[/TH] [TD]Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]Until triggered or broken[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]None[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]No[/TD] [/TR] [/TABLE] This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings ([URL='https://www.d20srd.org/srd/skills/search.htm']Search[/URL] DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing [URL='https://www.enworld.org/javascript%3Avoid(0);']1d6[/URL] points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be [URL='https://www.d20srd.org/srd/conditionSummary.htm#entangled']entangled[/URL]. The snare is magical. To escape, a trapped creature must make a DC 23 [URL='https://www.d20srd.org/srd/skills/escapeArtist.htm']Escape Artist[/URL] check or a DC 23 Strength check that is a [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions']full-round action[/URL]. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell. (Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two. :) ) [URL='https://www.d20srd.org/srd/spells/spikeGrowth.htm'][B]Spike Growth[/B][/URL]: [TABLE] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#level']Level[/URL]:[/TH] [TD][URL='https://www.d20srd.org/srd/spellLists/druidSpells.htm#thirdLevelDruidSpells']Drd 3[/URL], [URL='https://www.d20srd.org/srd/spellLists/rangerSpells.htm#secondLevelRangerSpells']Rgr 2[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#components']Components[/URL]:[/TH] [TD]V, S, DF[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime']Casting Time[/URL]:[/TH] [TD]1 [URL='https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions']standard action[/URL][/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range']Range[/URL]:[/TH] [TD]Medium (100 ft. + 10 ft./level)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#area']Area[/URL]:[/TH] [TD]One 20-ft. square/level[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#duration']Duration[/URL]:[/TH] [TD]1 hour/level (D)[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#savingThrow']Saving Throw[/URL]:[/TH] [TD]Reflex partial[/TD] [/TR] [TR] [TH][URL='https://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#spellResistance']Spell Resistance[/URL]:[/TH] [TD]Yes[/TD] [/TR] [/TABLE] Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes [URL='https://www.enworld.org/javascript%3Avoid(0);']1d4[/URL] 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 [URL='https://www.d20srd.org/srd/combat/combatStatistics.htm#reflex']Reflex save[/URL] or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts 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 [URL='https://www.d20srd.org/srd/skills/usingSkills.htm#taking10']taking 10[/URL] minutes to dress the injuries and succeeding on a [URL='https://www.d20srd.org/srd/skills/heal.htm']Heal[/URL] check against the spell’s save DC. Spike growth can’t be disabled with the [URL='https://www.d20srd.org/srd/skills/disableDevice.htm']Disable Device[/URL] skill. [I]Note:[/I] Magic traps such as spike growth are hard to detect. A [URL='https://www.d20srd.org/srd/classes/rogue.htm']rogue[/URL] (only) can use the [URL='https://www.d20srd.org/srd/skills/search.htm']Search[/URL] skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a [URL='https://www.d20srd.org/srd/classes/ranger.htm']ranger[/URL]). (Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)[/spoiler] Surprise round: Cast Magic Fang on Screech. Round 1: Cast Giant's Wrath, then hide behind the pallisade (+4 AC). Current combat stats: [spoiler=Caerth] AC 19 (or 23 behind cover) HP 58/58 Speed 40 (Haste + medium armor) Base attack: +6/+1 Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+8, crit x3) Melee attack: +13/+8 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft) Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3) Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage; Haste means extra attack when using Full Attack action Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic Level 1 (5): cure light wounds, entangle, [s]magic fang[/s], obscuring mist, speak with animals Level 2 (5): flaming sphere, [S]lesser restoration[/S], mass snake’s swiftness, master air, summon swarm Level 3 (4): [s]giant’s wrath[/s], [S]snare[/S], [S]spike growth[/S], spirit jaws Level 4 (2): dispel magic, ice storm Level 5 (1): baleful polymorph Wild Shapes 3/3 [/spoiler][spoiler=Screech] HP: 32/32 AC 24 Speed: 10 feet, fly 40 feet (average) Base attack: +5 Melee attack: +12/+10 talons (multiattack, 1d4-1, distracting attack) Special attacks: Flyby Attack, multiattack Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up) Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel [/spoiler][/ooc] [/QUOTE]
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