Sunday, January 2, 2011

Campaign Design - Spells: Wall of Vermin

Wall of Vermin (found in Spells & Spellcraft)
Conjuration (Creation)

Level: Druid/Spirit Shaman 5, Křižák 4, Sorcerer/Wizard 5
Components: V, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Wall of vermin whose area is up to one 5-foot square per caster level (S)
Duration: 1 minute per caster level
Saving Throw: See text
Spell Resistance: No

You create a wall composed of thousands of writhing, stinging vermin; all centipedes, scorpions, and spiders. The wall covers one 5-foot square per caster level. Each 5-foot square must be adjacent to another, but the wall can take on virtually any shape you desire so long as it is vertical.

A creature can pass through a wall of vermin with relative ease, but will suffer numerous bites and stings as a result. Moving through a wall of vermin inflicts 2d8 points of damage plus debilitating poison (initial damage 1d6 Strength; secondary damage 1d6 Strength; Fortitude save DC 23 negates). Attacking the wall with most weapons is futile. Furthermore, anyone striking the wall suffers 1d4 points of damage plus poison (initial damage 1 points of temporary Strength; secondary damage 1 point of temporary Strength; Fortitude save DC 15 negates). Large missile weapons, such as a hurled boulder, destroy a single 5-foot square. Normal fire cannot hurt the wall, but magical energy attacks destroy that portion of the wall with which they come into contact.

It is possible to catch a creature within a wall of vermin. A successful Reflex save enables the creature to avoid entrapment, whether this means being caught in the midst of the wall itself or surrounded by the wall, depending on the wall's shape and the creature's location when the wall is conjured.

Arcane material component: Any living vermin, whether monstrous or normal.

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