Stonehold

3.5th Edition
When the energy of this spell bursts forth, the ground erupts with multiple human-sized arms made of solid rock. As you finish casting, they retreat beneath the stone surface, a trap set for future trespassers.   This spell conjures thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell's area contains one stone arm.   Any creature that enters the area of the spell is immobilized by the arms unless it succeeds on a Reflex save. Such a creature is rooted in place and unable to move. It can take actions normally; it just can't move from the space it currently occupies. Held creatures take 1d6+5 points of damage each round, at the beginning of your turn. Creatures that succeed on the Reflex save can move through the area normally. Creatures that start their turn in the affected area must attempt another Reflex save or be affected by the spell.   A held creature can attempt a DC 20 Strength check or a DC 25 Escape Artist check to break free, and can also break free by dealing enough damage to destroy the arm. An arm has AC 15, hardness 8, and 15 hit points.   Before they attack, the arms remain beneath the surface of the stone. They can be discovered (but not disarmed) as a magic trap can be.
 
5th Edition
This spell conjures thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell's are contains one stone arm. Choose three 10-foot squares in range to be affected.   Any creature that enters the spell's area for the first time each round or starts its turn in an affected space while the arm does not have a creature grappled must make a Strength saving throw, being Grappled by the stone arm on a failure. Creatures Grappled in this way take 1d6 + 5 Bludgeoning damage at the beginning of each of their turns. A held creature can attempt a DC 15 Strength check or can attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC as an action to break free. An arm has AC 15, hardness 8, and 15 hit points.   Before they attack, the arms remain beneath the surface of the stone.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the number of 10-foot squares affected by two for each slot level above its base level.
 

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Spell Descriptors
Earth
2nd Edition
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AoE
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3.5th Edition
Level
Druid 6
Components
V, S
Casting Time
1 Action
Range
60 Feet
Area
One 10-foot Square/Level
Duration
24 Hours/Level
Saving Throw
See text
Spell Resistance
Yes (Object)

 
4th Edition

 
5th Edition
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Pathfinder 2e
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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