Sunday, January 2, 2011

Campaign Design - Spells: Whirl of Fangs

Whirl of Fangs (from Serpent Kingdoms)
Evocation [Force]

Level: Cleric/Favored Soul 6, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Wall or plane of darting jaws up to 20 feet long per caster level or a ringed wall of whirling jaws with a radius up to 5 feet per 2 caster levels; either form 20 feet high
Duration: 1 minute per caster level (D)
Saving Throw: Reflex half, Reflex half
Spell Resistance: Yes

You create an immobile curtain of snapping, serpent-fanged jaws shaped of pure force. You can choose to orient this barrier at any angle from vertical to horizontal at the time of casting. The force jaws race to bite any creature other than you that comes into contact with them. any creature passing through the curtain takes 12d4 points of damage, with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the curtain. Each such creature can avoid the wall (ending up on one side of its choice, where feasible) and this take no damage by making a successful Reflex save. A successful Reflex save means the creature has reached either side of the wall without taking any damage.

A creature inside a whirl of fangs takes 2d4 points of damage on its turn each round that it remains in contact with the effect; with a Reflex save for half damage. You can move through or remain within your own whirl of fangs without taking damage. Accordingly, many scalykind spellcasters "wear" this spell as a sort of immobile cloak when fighting formidable foes.

Home     Three Worlds     Spell List

No comments:

Post a Comment