Stumble Gap

All right, my young students of the craft this is a very useful spell for many small reasons… but I already know my class clowns, pranksters, and tricksters are going to love it even more than the rest.   Stumble Gap creates a small, momentary magical gapjust enough to make someone trip. Its most practical use is simple: interrupt someone chasing you, disrupt an enemy’s movement, or throw off their balance at the perfect moment. Used correctly, it can buy you a precious second to escape, reposition, or stop someone from completing an action.   Of course, the more mischievous among you will immediately think of making someone slip, fall, spill their drink, or embarrass themselves in front of an audience. And yesit can do that.   But remember: the same instincts that make a good prank can also make an excellent distraction. A well-placed stumble can create a blind spot, break someone’s focus, or draw attention away from where you truly need it. Used wisely, it can give you breathing room. Used foolishly, it can also earn you a long afternoon learning how to write the words “I will not misuse magic” a thousand times.   So learn the spell. Respect the spell. And if you insist on being cleverbe clever in a way that keeps you alive.

Effect

You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a –1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.
Components V, S, F (miniature shovel costing 10 gp)
Gestures & Ritual
When casting Stumble Gap, hold your magical focus (or the required material component) in one hand. Make a small downward motion, then a quick upward flick as you speak the incantation. As you do, push your mana outward toward the spot you’re watching, shaping a brief gap exactly where you want the target’s foot to land.
Related School
Related Element
Dark, Earth, Wind, Will
Effect Duration
+ 1 round/level
Effect Casting Time
1 standard action
Range
close (25 ft. + 5 ft./2 levels)
Level
Lv1
Saving Throw Reflex partial; Spell Resistance no


Cover image: by Valcin (Marc Zipper)

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