Showing posts with label Poison. Show all posts
Showing posts with label Poison. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Poison Fog

Poison Fog (adapted from the Complete Guide to Drow)
Conjuration (Creation)[Poison]

Level: Poison 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cloud spreads 30 feet wide and 30 feet high
Duration: 1 minute per caster level
Saving Throw: See text
Spell Resistance: Yes

This spell generates a bank of fog, similar to the fog cloud and cloudkill spells, except that the cloud appears as a poisonous mold-green. This spell kills any living creature with 6 or fewer Hit Dice (no save) and forces creatures with greater than six Hit Dice to make a Fortitude save or die. Those that make their save takle 1d6 points of poison damage plus one point per caster level (maximum +20) for each round they remain in the poison fog.

Like the cloudkill spell, the poison fog rolls away from you at a speed of 10 feet per round. The cloud is heavier than air and will always seek the lowest point to move across, even pouring down small holes or fissures. The fog can also move across water at this rate of speed, but cannot be cast underwater.

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Campaign Design - Spells: Poison Armor

Poison Armor (adapted from the Complete Guide to Drow)
Conjuration (Creation)[Force, Poison]

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4, Poison 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A green-colored field of force surrounds the subject of poison armor, providing five points of poison resistance per caster level and a +6 deflection bonus to Armor Class. Like the spell mage armor, the armor created by this spell does not have an armor check penalty, arcane spell failure chance, or speed reduction. Since this armor is made of force, ethereal creatures cannot bypass it like they do normal armor.

The poison resistance comes in a form of damage reduction, removing five points per caster level from the total damage dealt to the subject of the poison armor spell. These are considered to be virtual hit points that can only be used against poison damage. If a type of poison attack has effects other than hit point damage, this armor provides the wearer a +1 enhancement bonus per caster level to the save.

Focus: A venom sac from the spider and a beetle's carapace.

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Campaign Design - Spells: Hand of Gangyn

Hand of Gangyn (adapted from the Complete Guide to Drow; originally Hand of Tororthun)
Necromancy [Poison]

Level: Poison 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

Wen this spell is cast, a great explosion of poisonous energy is released from the caster towards a single living target. if the target fails its Fortitude save, it dies in a hideous exposion of entrails and globs of sticky poison. A creature killed in this manner cannot be resurrected by any means short of a wish spell. Constructs, undead, and creatures immune to critical hits cannot be harmed by this attack.

The explosion requires all creatures within a 10-foot radius of the victim to make a reflex save. If this fails, those creatures suffer 2d12 points of damage from flying bone fragments and an additional 10d6 points of poison damage. Those who succeed at this second save take no damage. Creatures who die from this poison damage can be raised from the dead normally.

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Campaign Design - Spells: Rain of Poison

Rain of Poison (adapted from the Complete Guide to Drow)
Evocation [Poison]

Level: Cleric/Favored Soul 9, Poison 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 30-foot-radius cloud of poisonous rain
Duration: 1 round per caster level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

This spell creates a cloud of poisonous vapors that pour a rain of poison down on all those below it. The cloud moves through the air at a speed of 30 feet per round. You can concentrate on controlling the cloud's every movement or specify a simple routine, such as move straight ahead, circle, or the like. Directing the cloud's movement or changing its routine is a standard action for you. The cloud always moves during your turn in the initiative order. If the cloud moves beyond the spell's range, it will move in a random direction for 1d6 rounds and then dissipate.

The poison that rains down from the cloud is deadly to all those that come into contact with it. A successful Reflex save against the spell's DC allows the creatures under the cloud to jump out of the area of effect for that round. if the save is failed, the creatures in the rain are poisoned. The poison deals 2d6 temporary points of Constitution damage immediately and another 2d6 points of temporary Constitution damage one minute later. This poison damage has no save other than the initial Reflex save to get out of the way of the cloud. Spell resistance does keel a creature from being harmed. Continued exposure does not stack the effects of the poison.

Creatures that are reduced to a Constitution score of 0 by means of this spell can be reanimated by an animate dead spell as a special type of undead called a venom zombie.

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