Manticore Spikes
Damage: 1d6 piercing per spike, +1 for every 10 HD. The manticore fires a volley of spikes: 5, +1 for every 8 HD. The spikes are divided evenly among the hostile creatures it can see in the area, and the first target also takes any left over. Each target is hit only on a ranged touch attack, and a critical hit doubles the damage.
| School | Evocation (opposed by Conjuration) |
| Spell level | Innate level 5. No class learns it from a spellbook |
| Range | Medium (20 m) |
| Components | Somatic |
| Can be aimed at | a creature, a spot on the ground, an item or a placeable |
| Area of effect | 8.33 metre radius |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
How it works
Manticore Spikes
- The creature fires 5 spikes, +1 per 8 of its hit dice.
- Each spike does 1d6 piercing damage + 1 per 10 of its hit dice.
- The spikes are divided evenly among the hostile creatures it can see within 8.33 metres. The first one also gets any left over.
- Each target is hit only on a ranged touch attack. A critical hit doubles the damage.
Manticore Spikes
- You fire 1 spike per 3 caster levels, +2 from caster level 30.
- Each spike does 1d4 piercing damage per 2 spikes, + 1 per 2 spikes.
- The spikes are divided evenly among the hostile creatures you can see within 8.33 metres. The first one also gets any left over.
- Each target is hit only on a ranged touch attack. A critical hit doubles the damage.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
