Shooting Spines
Priest- Level 3
Sphere: Plant, Guardian
Range: 120 yds.
Components: VSM
Casting Time: 1 round
Area of Effect: 50' cube
Duration: Until triggered
Saving Throw: 1/2
This spell allows a priest to enchant a particular vegetated area to have harmful effects on all those who enter it. The spell causes any sharp spines (such as pine needles, thorns, sharp twigs, cacti spines, etc.) on the plant material within the area of effect to suddenly shoot forth from all directions upon unsuspecting trespassers and enemies. All those within the area of effect when this occurs must initially save vs. spells at -2 or suffer 2d4+2 points of damage from the barrage of needles; a successful saving throw indicates half damage. Another such barrage will occur in each of the following two rounds; however, in these subsequent rounds, saving throws are no longer penalized and damage is reduced to 1d6 and 1d4, respectively. Note that druid characters receive a +1 bonus to the above save due to their bond with nature and their fondness for plants. Also note that the DM can adjust this damage depending on the area in which the spell is cast; for example, an area containing many cacti or pine needles might justify an increase in damage, while a lush tropical forest may cause damage to be reduced. In any case, leaving the area of effect after the first barrage allows one to escape further damage only if initiative is won the following round. Furthermore, creatures entering the area after the initial barrage has fired will still suffer damage according to the round in which they entered, but will never receive a saving throw penalty (having already seen or heard the spines once already), unless they were not anywhere near the area when it went off so as to hear or see it.
The sharp spines will shoot forth only in response to a trigger specified by the priest at the time of casting. Typical triggers, which can be fairly complex, include: the next individual (or group) entering, the entrance of any bipedal creature - save the priest, the entrance of a particular creature or race, the entrance of anyone not bearing a particular mark or symbol, or upon the priest uttering a special command word. At any given time, no more than two triggers can be placed on a particular area. The enchanted area will remain in effect until triggered or dispelled. Only the casting priest can tell by sight if the spell has been previously triggered, and only a Detect Magic, Find Traps or similar spell or magical device can tell that something is present. Druids find this spell particularly useful for protecting their groves.
The material components for this spell are the priest's holy symbol and three long, sharp spines from a cactus.
(c) 1996 by David Pindel