Spike Thorn (616)

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Spike Thorn (616)
Mnemonic [SPIKETHORN]
Duration Immediate
Attack Magic - Damage - Disabling  
Subtype Maneuver 
Target(s) Individual 
Interval One-shot 
Damage Type Hitpoint 
State(s) Inflicted Knockdown (usually) 
Critical Type Puncture 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility


Spike Thorn (616) will cause large, spiked thorns to grow underneath the target and very likely cause damage.

The amount of damage inflicted depends not only on the ranger's level and dedication to the Ranger spell circle, but also the target's level, and the conditions under which it was cast. Targets much higher in level than the caster may completely dodge this attack altogether. Both Dexterity and Agility bonuses aid in defending against Spike Thorn.

While this spell will work indoors, it is more powerful when used where there is already vegetation present in the area. The spell Nature's Touch (625) will alleviate the penalties for casting the spell indoors.

Lore Benefits

Training in Spiritual Lore, Summoning provides a percent chance for one extra damage cycle, using (Summoning Lore skill/2)-30.

Luck Rolls

When casting Spike Thorn, there is a small chance that there will be an offset added to the d100 to determine the final result, which can be either positive or negative depending on the initial roll. It is an open roll with a maximum of one iteration in either direction. For example, a 1 or 2 would have a negative die roll added to it, and a 99 or 100 would have a positive one.

The unlucky messaging will only be shown to the target, while the caster receives the lucky messaging. When the caster gets a low roll, the target will get the lucky messaging, but there will not be any unlucky messaging for the caster. Basically, the unlucky messaging is only seen by the target when they are about to lose a leg/life.

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