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SPELLS


                                    TRAIT REMOVAL                                        VENOMFIRE
                     Transmutation                                     Transmutation [Acid]
                     Level: Sorcerer/wizard 5                          Level: Cleric 3, druid 3, ranger 4
                     Components: V, S, M                               Components: V, M
                     Casting Time: 1 hour                              Casting Time: 1 standard action
                     Range: Touch                                      Range: Touch
                     Target: One touched living creature               Target: Creature touched
                     Duration: 1 hour/level                            Duration: 1 hour/level
                     Saving Throw: Fortitude negates                   Saving Throw: Fortitude negates (harmless)
                     Spell Resistance: Yes                             Saving Throw: None
                                                                       Spell Resistance: Yes (harmless)
                     You temporarily remove one extraordinary or supernatural abil-
                     ity of your choice from the target creature. This spell does not   You cause the subject’s venom to become caustic, dealing an
                     work on constructs, oozes, or undead.             additional 1d6 points of acid damage per caster level with each
                       Material Component: A pinch of ash.             use. This spell has no effect on creatures that do not naturally
                                                                       produce poison.
                                      VENOM BOLT                         Material Component: A drop of acid.
                     Evocation [Acid]
                     Level: Cleric 4, sorcerer/wizard 4                               WHIRL OF FANGS
                     Components: V, S, M                               Evocation [Force]
                     Casting Time: 1 standard action                   Level: Cleric 6, sorcerer/wizard 7
                     Range: 100 ft.                                    Components: V, S
                     Area: 100-ft. line                                Casting Time: 1 standard action
                     Duration: Instantaneous                           Range: Close (25 ft. + 5 ft./2 levels)
                     Saving Throw: Refl ex half, Fortitude partial (see text)  Effect: Wall or plane of darting jaws up to 20 ft. long/level, or a
                     Spell Resistance: Yes                               ringed wall of whirling jaws with a radius up to 5 ft./2 levels;
                                                                         either form 20 ft. high
                     You release a beam of fell energy from your eye, mouth, fi nger-  Duration: 1 min./level (D)
                     tip, or tail tip that travels in a straight line. Every creature in   Saving Throw: Refl ex half
                     its path takes 2d8 points of acid damage, though the beam is not   Spell Resistance: Yes
                     actually composed of any acidic substance. A successful Refl ex
                     save halves this damage.                          You create an immobile curtain of snapping, serpent-fanged jaws
                       Furthermore, every creature in the path of the  venom bolt   shaped of pure force. You can choose to orient this barrier at any
                     must also make a successful Fortitude save or be paralyzed for   angle from vertical to horizontal at the time of casting. The force
                     1d4+1 rounds. Success means the subject is slowed for 1 round.   jaws race to bite at any creature other than you that comes into
                     Creatures do not block the beam, but walls and other solid   contact with them. Any creature passing through the curtain takes
                     barriers do.                                      12d4 points of damage, with a Refl ex save for half damage.
                       Yuan-ti and their creations (such as tainted ones and brood-    If you evoke the barrier so that it appears where creatures are,
                     guards) are immune to the effects of this spell, as are creatures   each creature takes damage as if passing through the curtain.
                     with the Snake Blood feat (see Feats in FORGOTTEN REALMS   Each such creature can avoid the wall (ending up on the side of
                     Campaign  Setting). Other Scaled  Ones are immune  to the   its choice, where feasible) and thus take no damage by making a
                       paralysis effect and need not save against it.  successful Refl ex save. A successful Refl ex save means the creature
                       Material Component: A drop of venom from any sort of   has reached either side of the wall without taking any damage.
                     poisonous snake.                                    A creature inside a whirl of fangs takes 2d4 points of damage
                                                                       (Refl ex save for half) on its turn each round that it remains in
                                                                       contact with the effect. You can move through or remain within
                                                                       your own whirl of fangs without taking damage. Accordingly,
                                                                       many Yuan-ti spellcasters “wear” this spell as a sort of immobile
                                                                       cloak when fi ghting formidable foes.










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             620_96566_SerpentKi144-167.indd   158                                                              5/13/04, 7:51:39 AM
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