Page 156 - Serpent Kingdoms
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any spells in common use today were
once exclusively associated with ser-
Mpentfolk or scalykind. Examples include
blinding spittle PGtF , greater mage hand MoF , greater
magic fang, gutsnake MoF , mage hand, magic fang, ERUPT
many jaws PGtF , poison, snakebite MoF , and vipergout PGtF . The fol- Transmutation [Fire]
lowing spells are still exclusively (or nearly so) associated with Level: Cleric 9
the Scaled Ones. Components: V, S, DF
Casting Time: 1 minute
ABILITY RIP Range: Touch
Transmutation Area: Burst with a radius of 100 ft./level
Level: Sorcerer/wizard 7 Duration: Instantaneous
Components: V, S, M Saving Throw: Fortitude half
Casting Time: 1 hour Spell Resistance: Yes
Range: Touch
Targets: Two living creatures You draw molten lava up through the ground. Every creature
Duration: 1 hour/level within the area that fails a Fortitude saving throw takes 10
Saving Throw: Fortitude negates (see text) points of fi re damage per caster level and catches on fi re (see
Spell Resistance: Yes Catching on Fire, page 303 of the Dungeon Master’s Guide).
Furthermore, anyone wearing metal armor who fails the
You rip a supernatural ability of your choice away from one saving throw is also affected as though by a heat metal spell.
creature and transfer it to another. The two creatures must be A successful saving throw negates the heat metal effect and
within 30 feet of each other and remain conscious throughout halves the damage. Structures and unattended objects auto-
the casting of the spell. In exchange for this new ability, the matically take full damage (no save). Erupt leaves its entire
recipient permanently loses a supernatural ability it already pos- area a blackened ruin incapable of supporting plant or animal
sesses. If it has none to exchange, it instead loses two class levels life for a full year.
(or 2 Hit Dice if it has no class levels).
Class features cannot be transferred by means of this spell. FANG TRAP
The spell fails if used to transfer an ability to a creature that Abjuration
lacks the proper body parts, size, or other criterion for its use, Level: Cleric 4, sorcerer/wizard 4
or if the target creature has fewer than 2 Hit Dice and no super- Components: V, S, DF/M
natural abilities to trade. Either subject may negate the transfer Casting Time: 1 standard action
with a successful Fortitude save. Range: Touch
Material Component: A caterpillar in a cocoon. Target or Area: Object touched or area up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
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