
New Magic Item – Spike Seeds
November 6, 2009Beware the dangers of the forest paths.
The elf reached for a pouch at his belt and dodged behind a tree. The ogre lumbered after him, a moment later, it cried out in pain, its huge feet pierced by clusters of thorns that had sprung up as though by magic.
Spike Seeds
These magicked seeds when cast to the ground grow into small bundles of painfully sharp thorns in an eyeblink. Each handful of seeds covers a 5 foot square in the equivalent of caltrops. For the first 1d4+1 minutes, they are fresh and exceptionally sharp gaining a +1 bonus to their attack rolls, for the next hours they are as normal caltrops then they dry up and blow away as dust.
By using the careful prepared seeds from poisonous plants, an envenomed variant of the spike seeds that is especially dangerous can be created. Anyone struck by an envenomed spike seed must make a Fortitude Save (DC 15) or suffer 1d2 Constitution damage and be Slowed for the next round.
Spike Seed: Faint transmutation: CL: 5th; Prerequisites: Brew Potion or Craft Wondrous Item, Spike Growth; Market Price: 75 (37.5 + 3 xp) per handful. Weight: 1/4 lbs per handful.
Envenomed Spike Seed: Faint necrourgy and transmutation: CL: 5th; Prerequisites: Brew Potion or Craft Wondrous Item, Poison, Spike Growth; Market Price: 250 (125 + 10 xp) per handful. Weight: 1/4 lbs per handful.
