Tentacle Walls
Enchantment
Level Cle 7, Sor/Wiz 7
Components V, S, M
Casting Time 1 round
Range Touch
Area Of Effect 50ft cube
Duration See text
Tentacle Walls enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be laarger than a normal rat, larger than one-half cubic foot or weight more than three pounds.
When the spell is activated, six black, leathery tentacles sprout inside the room. The tentacles are evenyl divided among the room’s surfaces, including walls and ceiling. The whip-like tentacles grow to the length of the room and swing wildly. Each round, each tentacle attacks a creature in the room, chosen randomly. It makes a normal attack roll with a BAB of a Fighter equal to the caster’s level with a bonus equal to the caster’s appropriate ability modifier. The tentacles do get multiple attacks at -5 to each attack as appropriate. These additional attacks are against the same target for that round. If a tentacle hits a creature, it deals 1d6 + caster’s appropriate ability modifier of bludgeoning damage. Each tentacle has AC 20 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of smoke.
If all creaturs are killed or withdraw fromt he room, the surviving tentacles withdraw, disappearing into their base surface. If the spell is activated again, (a creature enters the room, even one who had just withdrawn), six tentacles will appear, regardless of how many were destroyed before. As long as one tentacle survives an encounter, all six will reappear when the spell is reactivated. Only when all six tentacles are destroyed is the spell permanently negated.
Material Component: a dried octopus tentacle.This spell was originally from the 2e Tome of Magic