(loot breaking)
This spell creates a small, magical zone that activates when it detects the passage of enemy creatures. The caster may choose from the following list of effects:
- 3d6 cold damage per four caster levels, boosted by Lore, and (1 + (caster level / 20)) AB penalty
- 3d6 electrical damage per four caster levels, boosted by Lore, and inflicts blindness
- 3d6 acid damage per four caster levels, boosted by Lore, and (1 + (caster level / 20)) AC penalty
Damage can be resisted with a Reflex save. The additional effect lasts (1 + (caster level /10)) rounds unless resisted with a Fortitude save. If the trap field remains set for at least one round, it receives +3 Spell Penetration per focus feat in Abjuration.
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- Vine Mine now sets magical trap fields at the target point which will explode in a Huge radius if an enemy enters them, doing (CL * 3/4)d6 damage, with a Reflex save for half, boosted by Lore. In addition, creatures struck must make a Fortitude save or suffer a penalty for 1 + (CL / 10) rounds. The explosion is loot-breaking.
- If the trap field remains set for at least one round, it receives +(Abj foci * 3) SP.
- Camouflage - does electrical damage and inflicts blindness.
- Entangle - does acid damage and inflicts a 1 + (CL / 20) AC penalty.
- Hamper Movement - does cold damage and inflicts a 1 + (CL / 20) AB penalty.
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