Caltrops
- SchoolEvocation
- SphereWar
- ComponentsV, S, M
- Range20 yards/level
- AreaSpecial
- Casting time1 turn
- Duration1 turn/level
- SaveNone
(See also: Master Weapon List (POCT))
Tome of Magic Text
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. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents 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.
The material component is a golden caltrop.
Priest's Spell Compendium Text
This spell plants a section of ground with magically created spikes that damage units moving though the affected area.
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. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents 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. A unit ending its move in a caltrop-sown region suffers another attack when it moves out of the area.
This spell creates a rectangular field of infantry caltrops up to 1600 square yards in area (for example, 40 yards x 40 yards, 20 yards x 80 yards, and so on), or a field of cavalry caltrops up to 900 square yards (for example, 30 yards x 30 yards, 20 yards x 45 yards, and so on).
Caltrops make no distinction between friend and foe; all creatures entering a caltrop-sown area suffer the same consequences. However, the casting priest can end 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 ends.
The material component is a golden caltrop.
Notes: Common for priests with access to the sphere of War.
Sources: Tome of Magic · Priest's Spell Compendium