Sunday, January 2, 2011

Campaign Design - Spells: Snake Staff

Snake Staff (from Nyambe: African Adventures)

Level: Druid/Spirit Shaman 7, Serpent 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One staff
Duration: 1 round per caster level
Saving Throw: Special (see text)
Spell Resistance: No

This spell causes the caster's staff to partially animate, transforming the head into that of a poisonous snake. A staff enchanted by this spell cannot be used as a double weapon, but a successful strike by the snake staff inflicts 1d8 points of piercing, slashing, and bludgeoning damage and poisons the target. The victim must make a Fortitude save against the normal spell DC or immediately suffer 1d4 points of temporary Constitution damage. One minute after bring struck, the foe must make an additional Fortitude save or suffer an additional 1d4 points of temporary Constitution damage.

The snake staff does not run out of venom and can be used any number of times before the spell's duration ends. Dispel magic can transform the weapon back into a normal staff, but the poison is nonmagical and must be treated normally. It is not possible to "milk" the staff and extract the poison for later use.

Focus: A quarterstaff which may be magical or nonmagical.

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