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Monday, March 31, 2025

Spike Stones spell, 1e AD&D, 3.5e

 Super interesting. V v good as pit trap… can put on walls (dm call).

V v good for monsters to use to defend home.  

Page121 has good yt on it.  Put on walls even better for pit.  https://www.youtube.com/watch?v=hXaSzNXwV3U

1e - gotta roll to hit every step basically. 25% chance people notice the spikes, so likely you are gonna walk into it... and if the first step doesn't hit you, the deeper you go and the more trouble you might be in. Talks about what if in a pit (and Page121 talks about, what if you put it on the walls of the pit instead of floor). 

2e - sounds like 1e: https://adnd2e.fandom.com/wiki/Spike_Stones_(Priest_Spell)

3.5e and The Pathfinder version exists, but it doesn't talk about the 75% chance you don't notice and just walk into the whole thing. https://www.d20pfsrd.com/magic/all-spells/s/spike-stones/ and https://www.d20srd.org/srd/spells/spikeStones.htm

  • Notice that it does 1d8 (no roll to hit) in pathfinder. 
  • But they don't mention how visible it is, no 25% AKA 75% thing. 
  • Some weird stuff about feet injuries and can't walk full speed till Healed. 
  • Saving Throw Reflex partial; Spell Resistance yes
    • Now spell resist = yes is interesting, b/c it's so similar to Spike Growth by a regular Druid low level spell in 5e, etc. We've debated if the Spike-Growth is magical damage or normal dmg. I think magical. 

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