[spell] Force Spikes

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Force Spikes

Evocation (Force)

Level: Sor/Wiz 3

Components: V, S

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

Area: 30-ft., radius spread

Casting Time: 1 action

Duration: 10 rounds +1 round/2 levels

Saving Throw: See Text

Spell Resistance: No

Creatures that enter the area of this spell must make a reflex save or take 1d4+1 points of damage from the clear spikes on the ground, they must make the save or take the damage for each round they are in the area. Creatures that fly, hover or other forms of movement that don't go on land are not effected by this spell.

What do you think.
 

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Cool spell. Instant caltrop field. If clear means invisible I don't think a reflex save at the base amount is good- it should be more difficult as only feeling the spikes can help.

Maybe take out the saving throw, but make it a partial action to move through the field without taking damage, and no moving faster than a walk. Then add that spikes move, rise and fall, and so on.

Further thinking- maybe it just has a movement cap of 1/2 your speed per round- which is to say, humans can move no more than 15 ft per move action without taking damage.

I suggest this 'cause it would add even more crunchy flavor, or flavorful crunch, to the spell.

It seems balanced to me, either way.
 


I would suggest that movement through the area should be more like movement through a 'web' spell, where a successful reflex save would allow for no initial damage. A creature could only move slowly by making a successful DEX check or Escape artist, and the subject can move 5 feet per point that the check made over DC 10 or take damage.

I think the spell is a bit weak for a 3rd level, I suggest bringing down the duration to 5 rnds +1/2 levels, damage to d4 and radius to 20ft and make it a 2nd level spell.
 


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