tzor
12th February 2005, 02:20 AM
Conjuration (Creation) Force
Level: Brd 3, Clr 3, Wiz/Sor 3
Components: VS
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Armed Arms appear on a wall at 2 arms per 5’, for a distance along the wall of 5’ per level of the caster.
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes arms to spring forth from the wall, each bearing a small arm (mace, sword or axe) randomly determined. The arms do not get attacks but do threaten the 5’ square in front of them. Their BAB is equal to the BAB of the caster -2 , and only do 1d6 points of damage. The type of damage done can be randomly determined, as some arms will have swords, some axes, and others will have maces. The critical level is x2 for bludgeoning, x3 for slashing or 18-20/x2 for piercing.
The arms have an AC of 12. There are two ways to defeat a single arm. Either by doing 8 points of damage to the arm, or through a successful disarm attempt. In either case the arm and the weapon vanishes.
Placing this spell on either side of a 5’ corridor can be a very effective way to slow down an opponent, as the opponent either has to run through the gauntlet taking all those attacks of opportunity, or has to go through the hallway 5’ at a time, or has to destroy all the arms on both sides of the hallway.
Level: Brd 3, Clr 3, Wiz/Sor 3
Components: VS
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Armed Arms appear on a wall at 2 arms per 5’, for a distance along the wall of 5’ per level of the caster.
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes arms to spring forth from the wall, each bearing a small arm (mace, sword or axe) randomly determined. The arms do not get attacks but do threaten the 5’ square in front of them. Their BAB is equal to the BAB of the caster -2 , and only do 1d6 points of damage. The type of damage done can be randomly determined, as some arms will have swords, some axes, and others will have maces. The critical level is x2 for bludgeoning, x3 for slashing or 18-20/x2 for piercing.
The arms have an AC of 12. There are two ways to defeat a single arm. Either by doing 8 points of damage to the arm, or through a successful disarm attempt. In either case the arm and the weapon vanishes.
Placing this spell on either side of a 5’ corridor can be a very effective way to slow down an opponent, as the opponent either has to run through the gauntlet taking all those attacks of opportunity, or has to go through the hallway 5’ at a time, or has to destroy all the arms on both sides of the hallway.