Spike Stones

Transmutation [Earth]
Level: Earth 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Spell Points: 7

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spike stones impede progress through an area and deal damage. Only squares where the surface already consists of rock or metal (worked or unworked), or otherwise contains it in significant amounts, are affected by spike stones.

Any creature moving on foot into a square covered in spike stones takes 4d8 points of damage (or double damage if the creature entered by running or charging). This automatically makes the creature aware of the spell’s area, as with most sprung traps.

If the creature entered the square via running or charging, the creature’s turn ends immediately. If it moved normally, it can continue moving at half speed (the spike stones count as difficult terrain), taking the spell’s damage every time it moves into a square covered by the spell. A creature who is aware of the spike stones can navigate through the area safely (avoiding the damage) by taking a full-round action to move 5’ at a time.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s land speed to be reduced to half normal (minimum 5’) for 24 hours or until the injured creature receives a Cure Wounds or similar spell to restore the lost hit points. Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.

Spike stones is a magic trap that can’t be disabled with the Disable Device skill.

Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

Augment: For every 2 additional spell points you spend, this spell’s damage increases by one die (d8).