Sunday, January 2, 2011

Campaign Design - Spells: Serpent Arrow

Serpent Arrow (from Serpent Kingdoms)
Transmutation

Level: Sorcerer/Wizard 4
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Up to eight wooden projectiles, all of which must be in contact with one another at the time of casting
Duration: 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

You imbue wooden arrows, bolts, or darts with the potential to turn into Tiny vipers. These missiles remain rigid and harmless until loosed or hurled. They need not be used by the caster.

if a serpent arrow hits, the snake automatically bites the target creature, dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Constitution). The missile remains in snake form for the remaining duration of the spell, attacking their original opponent to the best of their ability, continuing to bite it even if the target dies. If the serpent arrow misses its target or the designated opponent moves outside of the snake's ability to attack, the creature attacks the nearest opponent. If you can communicate with the viper, you can direct it to attack particular enemies. When the duration of the spell expires, any focus that became a viper melts away, leaving nothing behind. Focuses that did not turn into serpent arrows retain their natural form.

Arcane material component: A scale from any sort of snake.

Focus: The missiles to be transformed by the spell.

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