Poison Vines: Difference between revisions

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  <code>'''School'''</code>:
  <code>'''School'''</code>: conjuration
  <code>'''Circle'''</code>:  
  <code>'''Circle'''</code>: [[Ancient Spells|ancient]] 7th
  <code>'''Spell Components'''</code>:  
  <code>'''Spell Components'''</code>: V, S
  <code>'''Action Time'''</code>:  
  <code>'''Action Time'''</code>: 2 actions
  <code>'''Range'''</code>:  
  <code>'''Range'''</code>: short
  <code>'''Shape'''</code>:  
  <code>'''Shape'''</code>: placed radius (medium)
  <code>'''Targe'''ting</code>:  
  <code>'''Targe'''ting</code>: all (radius)
  <code>'''Base Duration'''</code>:  
  <code>'''Base Duration'''</code>: permanent
  <code>'''Saving Throw'''</code>:  
  <code>'''Saving Throw'''</code>: fortitude (poison) reflex (status effects)
  <code>'''Spell Resistance'''</code>:  
  <code>'''Spell Resistance'''</code>: no
  <code>'''Ritual Components'''</code>:
  <code>'''Ritual Components'''</code>: n/a
Sets a viny trap not far from the caster's feet, hidden unless revealed with a <code>DC 25</code> [[Search]] check. Any creature other than the caster entering the trap causes the entire area to explode with noxious gas and vines, bestowing a predetermined mundane poison dealing <code>1d10 CON damage</code> identical to poisons brought about any other way, including persisting until cured. Those who fail their Reflex save are additionally ''<code>entangled</code>'' and ''<code>slowed</code>'' for <code>3d3+1 rounds</code>. Only one instance of ''poison vines'' may be active at a time from the caster - setting another trap will cause any active ''poison vines'' to retract harmlessly. ''Poison vines'' behaves like a mundane trap and may be disarmed with a <code>DC 34</code> [[Handle Device]] check, else the trap activates.

Latest revision as of 00:55, 6 July 2025

School: conjuration
Circle: ancient 7th
Spell Components: V, S
Action Time: 2 actions
Range: short
Shape: placed radius (medium)
Targeting: all (radius)
Base Duration: permanent
Saving Throw: fortitude (poison) reflex (status effects)
Spell Resistance: no
Ritual Components: n/a

Sets a viny trap not far from the caster's feet, hidden unless revealed with a DC 25 Search check. Any creature other than the caster entering the trap causes the entire area to explode with noxious gas and vines, bestowing a predetermined mundane poison dealing 1d10 CON damage identical to poisons brought about any other way, including persisting until cured. Those who fail their Reflex save are additionally entangled and slowed for 3d3+1 rounds. Only one instance of poison vines may be active at a time from the caster - setting another trap will cause any active poison vines to retract harmlessly. Poison vines behaves like a mundane trap and may be disarmed with a DC 34 Handle Device check, else the trap activates.