Tentacle Walls
Tentacle walls enables the caster to enchant a
single room whose volume is less than or equal to
the area of effect. The spell activates 1d4 rounds
after any creature other than the caster enters the
room. The intruder must be larger than a normal
rat; that is, it must be larger than one-half cubic
foot or weigh more than three pounds.
When the spell is activated, six black, leathery
tentacles sprout inside the room; the tentacles are
evenly divided among the room's surfaces (for instance, if the room is a cube, one tentacle sprouts
from the floor, one sprouts from the ceiling, and
one sprouts from each of the four walls).
The whip-like tentacles grow to the length of
the room and swing wildly. Each round, a tentacle has a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage
(save vs. spell for half damage). Each tentacle has
AC 0 and 23 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of
black smoke.
If all creatures are killed or withdraw from the
room. the surviving tentacles withdraw, disappearing into the walls. If the spell is activated
again, six tentacles reappear; new tentacles are
created to replace any destroyed previously. As
long as one tentacle survives an encounter, the
tentacles will continue to be replaced. Only when
all six tentacles are destroyed is the spell permanently negated.
[Tome of Magic]
Sphere: Wards
(Enchantment)
Level: 7
(Enchantment)
Level: 7
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving Throw: None
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 50-foot cube
Saving Throw: None
the dried tentacle of an octopus
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