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Whirtlestaff's Wizards' Academy Revisited, IC01
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<blockquote data-quote="Scotley" data-source="post: 4573942" data-attributes="member: 11520"><p><strong>Tylara</strong></p><p></p><p>The elven wizard speaks the words of power and casts her hand forward while crouching almost as if playing at dice. A scattering of small pointed metal objects appears on the ground before the advancing hobgoblins (Q&R 18 fill with caltrops). She then turns and takes a step toward the half-orc sword raised (to P13). Meanwhile the great beetle blasts its two foes with a cone of acidic vapor (dc13 fort or take <a href="http://invisiblecastle.com/roller/view/1836560/" target="_blank">damage (1d4+2=6)</a>) it then promptly disappears back to whatever extra-planer realm Tylara's magic called it from. </p><p></p><p>[sblock=For the DM's edification]From Spell Compendium</p><p></p><p>CALTROPS</p><p>Conjuration (Creation)</p><p>Level: Sorcerer/wizard 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: See text</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the</p><p>corridor with small four-pronged spikes.</p><p></p><p>A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered</p><p>by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not</p><p>count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.</p><p></p><p>The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. </p><p></p><p>For every two caster levels beyond 1st, you can affect an additional 5-footby-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. [/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 4573942, member: 11520"] [b]Tylara[/b] The elven wizard speaks the words of power and casts her hand forward while crouching almost as if playing at dice. A scattering of small pointed metal objects appears on the ground before the advancing hobgoblins (Q&R 18 fill with caltrops). She then turns and takes a step toward the half-orc sword raised (to P13). Meanwhile the great beetle blasts its two foes with a cone of acidic vapor (dc13 fort or take [url=http://invisiblecastle.com/roller/view/1836560/]damage (1d4+2=6)[/url]) it then promptly disappears back to whatever extra-planer realm Tylara's magic called it from. [sblock=For the DM's edification]From Spell Compendium CALTROPS Conjuration (Creation) Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes. A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-footby-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. [/sblock] [/QUOTE]
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