New Spells
CHAPTER 4
ascends 10 feet vertically in a single move action. If anything dissipates the column of smoke while you are moving though it using this spell, you lose your footing and fall. Examples include a gust of wind spell and an air elemental’s whirlwind form. If the fire creating the smoke is extinguished, the smoke stairs effect lingers for 1 round before dispersing. Material Component: A handful of dried leaves.
Spell Theft
Abjuration Level: Bard 4, hexblade 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel their energy rise around you. You attempt to steal an opponent’s beneficial spell effects for yourself. Upon casting this spell, you instantly discern all spells currently affecting the target (including their effects). For each spell so discerned, you can make a dispel check (1d20 + your caster level, maximum +15) against a DC of 11 + the spell’s caster level. If the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect. Only spells capable of being dispelled can be affected by spell theft. In addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails. For example, if you cast spell theft on a dire bear affected by bull’s strength
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and animal growth, you could steal only the effect of the first spell unless you were also of the animal type.
Spore Field
Transmutation Level: Druid 1, ranger 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 10-ft.-radius spread Duration: 1 minute/level Saving Throw: Fortitude partial; see text Spell Resistance: No The ground at which you point erupts with countless puffball mushrooms. You cause the ground to become thick with spore-ridden fungus. The area affected by this spell becomes difficult terrain. Entering a square of difficult terrain costs 2 squares of movement, and creatures cannot charge or run through such squares (PH 148). The uneven surface created by this spell also increases the DCs of Balance and Tumble checks by 5 and the DC of Move Silently checks by 2. In addition, any creature that enters a square affected by this spell bursts several mushrooms, causing their choking spores to fill the air. The spores render the creature sickened for 1 round (Fortitude negates). Treat the spore cloud as an inhaled poison for the purpose of bonuses on the save or immunity to poison. Entering more than one affected square during a turn doesn’t force multiple saves. You can cast spore field on any type of ground or flooring, regardless of the material that comprises it.
Spymaster’s Coin
Divination (Scrying) Level: Bard 2, sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action
Range: Touch Effect: Magical sensor Duration: 1 hour/level or until triggered, then 1 round/level Saving Throw: None Spell Resistance: No You slide your finger over a coin, imbuing it with a tiny fraction of your own senses. You imbue a Fine object (such as a coin, stone, or other innocuous item) with a dormant magical scrying sensor. Anyone attempting to detect its magical aura must succeed on a caster level check (DC 15 + your caster level). At any one time during the spell’s duration, as a standard action you can concentrate upon the object, enabling you to hear or see (your choice) as if you were in the object’s location. This effect otherwise functions as if you had cast clairaudience/clairvoyance in the object’s area. You have no control over the object’s movement and gain no special senses. Spymaster’s coin functions only on the plane of existence you are currently occupying. You must continue to concentrate to see or hear through the spymaster’s coin. If you stop concentrating, the spell’s effect ends. Once activated, the scrying effect of the spell lasts for a maximum number of rounds equal to your caster level. Focus: One object of Fine size.
Wall of Vermin
Conjuration (Creation) Level: Druid 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall of pests whose area is up to four 5-ft. squares (S) Duration: Concentration + 1 round/level Saving Throw: Fortitude partial; see text Spell Resistance: Yes