Caltrops
This spell allows a priest to plant a section of
ground with magically created caltrops.
The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and
are designed to harm foot soldiers. The latter are
larger and cause serious damage to cavalry or
units composed of size L or larger creatures. Cav-
alry caltrops are so large that size M or smaller
creatures can easily step around them. This pre-
vents damage to infantry units.
Each time a unit moves into a planted area, the
unit suffers an attack of AD = 4 (for infantry caltrops) or AD =6 (for cavalry caltrops). Units
charging through a planted area suffer double
damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it
moves out of the area.
This spell can create a rectangular field of infantry caltrops up to 160 square yards in area
(e.g., 4 yards x 40 yards, 2 yards X 80 yards,
etc.), or a field of cavalry caltrops up to 90 square
yards in area (e.g.,
3 yards x 30 yards, 2
yards x 45 yards, etc.).
Ordinary caltrops make no distinction between friend or foe; all creatures entering a
caltrop-sown area suffer the same consequences.
The same is true of magical caltrops, with one exception: the casting priest can terminate the spell
at any time, causing the caltrops to vanish and
leaving the terrain clear.
Unlike normal caltrops, a region sown with
magical caltrops cannot be "swept" clear; the
magical caltrops remain in place until the spell
terminates.
[Tome of Magic]
Sphere: War
(Evocation)
Level: 3
(Evocation)
Level: 3
Range: 20 yards/ level
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
a golden caltrop
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