Terra spike (3.5e Spell)
A 10ft square pillar of rock rises from the ground rapidly to a height of 10ft per 2 casterlevels high pillar of stone erupts out the surface. All creatures standing on the area must make a reflex save to move 5ft out of the area as an immediate action. All creatures in tile adjacent tiles to the pillar (Including those who just pass their saves) take 1d4 damage per 3 caster levels (Max: 5d4), bludgeoning damage from the eruption. The pillar rises till the pillar reaches its height limit or till the pillar touches a solid surface. Creatures that failed their save suffer the following effects found bellow.
Conjuration | |
Level: | Sorcerer/Wizard:3, Druid 3, Ranger 2. |
---|---|
Components: | V, S, M/DF |
Casting time: | 1 Standard Action (See text) |
Range: | Close (25ft +5 per 2/levels) |
Duration: | 1 round/level (D) |
Saving Throw: | Reflex Partial (See text) |
Spell Resistance: | No |
If the pillar is stopped by a solid surface (e.g. a ceiling or wall) any creatures remaining on the pillar are crushed between the surface and the pillar and are crushed, the spell deals 1d8 per level (Max 8d8) and the targets are considered pinned. The targets must succeed a DC 20 Strength or a DC 25 escape artist check (As a Full round action) to escape the pin. Each round at the end the wizards turn each target that remains pinned suffers non-lethal damage equal to 1d8 + the casters constitution modifier.
If the pillar reaches its max height without being interrupted the creature is launched a addtional 10ft into the air and the target fall down in a adjacent square suffering 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Note: Tumble can reduce the damage taken. (See tumble skill chart for details) The target is also knocked prone after falling.
Raising the pillar slowly: The pillar may also be raised slowly to avoid injury of those standing on top of the pillar allowing to be used as a bridge or method or upwards transportation. Doing so takes 1 round per 10ft the pillar is being raised. During this time the wizard must sustain concentration as a move action. Creatures in surrounding tiles do not take eruption damage and if the spell is interrupted it is immediately considered discharged. (See below)
Health and Hardness: Due to the pillars quick formation the pillar its cracks cause it to be slightly weaker than regular stone. The pillar has 10hp per caster level (Max of 100hp), 5 Hardness and weapons other than bludgeoning weapons do half damage. Fire and electricity also does half damage.
The pillar instantaneously crumbles into dust when destroyed, dispelled or discharged. The rock cannot be easily collected and anyone who still remains pinned at this moment falls and takes damage relative to the distance fallen. If the target is still conscious they are also knocked prone.
Note: Incorporeal creatures automatically pass their reflex saves and are also immune to the eruption damage. Creatures that may burrow do not automatically pass their saves and cannot burrow through the pillar. (Though may burrow under the pillar)
Material Component: A pinch of fine sand.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Druid
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Ranger
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Sorcerer/Wizard