Sunday, January 2, 2011

Campaign Design - Spells: Seþra's Serpent Hands

Seþra's Serpent Hands (adapted from Relics & Rituals; originally Mormo's Serpent Hands)
Transmutation

Level: Druid/Spirit Shaman 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)

Seþra's serpent hands turns your fingers into large poisonous vipers. On your turn following the transformation and each round thereafter, the vipers of each hand can be directed to attack opponents, allowing you to attack two different opponents with five melee attacks per round each. These attacks are each made at your base attack bonus. Each viper causes 1d4 points of damage when it strikes, and every strike injects poison. The poison causes initial and secondary damage of 1d4 Constitution, and the Fortitude save DC is the same as the save DC for this spell.

If is not possible for you to hold or pick up items while this spell is in effect. as a result, you cannot cast any spells that have a somatic component and you are unlikely to be able to hold material components until this spell expires or is dismissed.

Arcane material component: The poison glands of a viper.

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