Venom Gout
Conjuration (Creation) [Acid, Venom]
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/level)
Area: 15-ft cone
Duration: 3 rounds
Saving Throw: Ref negates; see text
Spell Resistance: None
You spit a torrent of caustic acid and stinging venom at your opponents, dousing them with your deadly vitriol.
This poisonous brew inflicts 6d6 acid damage. A successful Reflex save negates this damage and ends the effects of the spell.
On a failed save, targets must make a Fortitude save in the following round, or suffer 1d10 Constitution damage. If the target succeeds, the spell ends. If he fails, he must make a Fortitude save in the third round, or be struck blind for 1d4 rounds.
In order to use this spell, the caster must be able to secrete venom naturally. Using this spell renders the caster's venom inert, preventing the use of spells with the venom descriptor for 5 rounds.
Material Component: A serpent's scale, and a drop of snake venom.
Arcane Focus: An elaborate tattoo, inscribed on the caster's tongue with special inks worth 250 gp.
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Serpent Darts
Conjuration (Creation) [Acid, Venom]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/level)
Effect: One or more missiles
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: None
Inks and sigils scribed upon your fingernails bleed into the air, coalescing into wispy, serpentine missiles that streak towards your enemies, biting them and inflicting them with a debilitating poison.
You can conjure one missile for every three caster levels you possess (up to a maximum of 5 missiles).
Each missile inflicts 1d4+1 acid damage, and bites for an additional 1d6 points of Constitution damage on a successful Ranged Touch Attack. A Fortitude save negates the Constitution damage. Missiles may be directed at the same target, or at as many targets as you have missiles, so long as they are within range, and within 15-ft of each other.
In order to use this spell, the caster must be able to secrete venom naturally. Using this spell renders the caster's venom inert, preventing the use of spells with the venom descriptor for 1 round.
Arcane Focus: A litany of sigils, inscribed onto the caster's and fingernails with jade inks worth 150 gp.
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Animate Scales
Transmutation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your scales peel themselves from your body, sloughing off your skin and taking on a life of its own.
This animated husk has 1 hp/caster level for every point of Natural Armor you possess, an AC of 13 and a speed of 30-ft. It follows your mental commands, and can perform simple tasks such as moving and fetching.
It can flank opponents (though it cannot be flanked), and it can make one single grapple attack each round with an attack roll equal to your caster level +4. If it succeeds, it can constrict an opponent, dealing 1d8 points of damage each round it maintains the pin. Additionally, a victim grappled in this way is considered entangled, suffering the resultant penalties.
While this spell is in effect, you lose your natural armor bonus.
In order to use this spell, the caster must have natural scales, and possess at least a natural armor bonus of +1 or better.
Arcane Focus: Arcane symbols painted on the chest and back of the caster in mineral inks worth 300 gold.
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Toughen Scales
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
This spell renders your scales rock hard, toughening them and rendering you impervious to most conventional attacks at the expense of suppleness and mobility.
You gain DR 2/Blunt. For every point of natural armor bonus that you possess, this DR increases by 1 (up to a maximum of DR 7/Blunt). Conversely, your movement speed is reduced by 10-ft, and you suffer a -2 penalty to Dexterity checks and Reflex saves.
In order to use this spell, the caster must have natural scales, and possess at least a natural armor bonus of +1 or better.
Arcane Focus: Symbols, in the shape of a gauntlet, inscribed on the forearms with enchanted inks worth 150 gold.
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