Page 158 - Serpent Kingdoms
P. 158
SPELLS
RAZORSCALES holds the scent). This DC increases or decreases depending on
Transmutation the strength of the quarry’s odor, the number of creatures, and
Level: Cleric 2, druid 2, ranger 2, sorcerer/wizard 2 the age of the trail. For each hour that the trail is cold, the
Components: V, DF/M DC increases by 2. The ability otherwise follows the rules for
Casting Time: 1 standard action the Track feat. Creatures tracking by scent ignore the effects of
Range: Personal surface conditions and poor visibility.
Target: You Arcane material Components: A sprinkle of mustard and
Duration: 1 round/level (D) pepper, and a drop of sweat.
Your scales become razor-sharp. While this spell is in effect, you SERPENT ARROW
deal lethal instead of nonlethal damage when grappling. Transmutation
If are not a Scaled One, this spell automatically fails. Level: Sorcerer/wizard 4
Material Component: A thin-bladed Components: V, S, M
razor. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
SCENT Target: Up to eight wooden projectiles,
Transmutation all of which must be in contact with each
Level: Druid 2, ranger 2, sorcerer/ other at the time of casting
wizard 2 Duration: 10 min./level
Components: V, S, M Saving Throw: None
Casting Time: 1 standard action Spell Resistance: No
Range: Touch You imbue wooden arrows or darts
Illustration by Wayne England Saving Throw: None missiles remain rigid and harm-
Target: Creature touched
with the potential to turn into
Duration: 10 min./level
Tiny vipers (see the Snake
Spell Resistance: Yes (harmless)
entry, page 280 of the Monster
Manual for statistics). These
You give the target an enhanced sense of smell,
equivalent to the scent ability of some mon-
less until fi red or hurled. They
sters. This ability allows the creature to detect
approaching enemies, sniff out hidden foes, and track by need not be used by the caster.
If a serpent arrow hits, the snake
sense of smell. Creatures with the scent ability can identify automatically bites the target creature,
Serpent arrow
familiar odors just as humans do familiar sights. dealing 1 point of damage plus poison
The creature can detect opponents within 30 feet by sense of (injury, Fortitude DC 11, initial and
smell. If the opponent is upwind, the range increases to 60 feet; secondary damage 1d6 Con). The missile remains in snake form
if downwind, it drops to 15 feet. Strong scents, such as smoke or for the remaining duration of the spell, attacking their original
rotting garbage, can be detected at twice the ranges noted above. opponents to the best of their ability, continuing to bite it even if
Overpowering scents, such as skunk musk or troglodyte stench, the target dies. If the serpent arrow misses its target or the des-
can be detected at triple normal range. ignated opponent moves outside of the snake’s ability to attack
When a creature detects a scent, the exact location is not re- (such as via fl ying or teleportation), the creature attacks the
vealed—only its presence somewhere within range. The creature nearest opponent. If you can communicate with the viper, you
can take a partial action to note the direction of the scent. If can direct it to attack particular enemies. When the duration
it moves within 5 feet of the source, the creature can pinpoint of the spell expires, any focus that became a viper melts away,
that source. leaving nothing behind. Focuses that did not turn into serpent
A creature with the scent ability can follow tracks by smell, arrows retain their natural form.
making a Wisdom check to fi nd or follow a track. The typi- Material Component: A scale from any sort of snake.
cal DC for a fresh trail is 10 (no matter what kind of surface
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