Complete Scoundrel - 3.5e

Page 105

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


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One Hundred Scoundrel Challenges

14min
pages 156-161

Contacts

15min
pages 152-155

Otyugh Hole

3min
page 151

Heward’s Hall

2min
page 146

Iron Wyrm Vault

2min
page 149

The Highest Spire

9min
pages 147-148

The Frog God’s Fane

2min
page 145

Olidammara’s Shell

4min
page 150

Champion’s Crown

4min
page 143

Court of Thieves

5min
page 144

Seven Ravens Clan

18min
pages 138-141

Surprise Weapons

5min
page 109

Poisons

8min
pages 111-112

Alchemical Items

3min
page 110

The Blind Tower

18min
pages 133-137

Winged Watcher

2min
page 106

Smoke Stairs

4min
page 103

Chapter 4: New Spells

9min
pages 91-93

Wand Modulation

4min
page 105

Animate Instrument

1min
page 94

Evacuation Rune

3min
page 98

Acrobatic Backstab

3min
page 84

Uncanny Trickster

16min
pages 67-70

Psibond Agent

15min
pages 60-63

Spellwarp Sniper

12min
pages 64-66

Mountebank

13min
pages 57-59

Malconvoker

15min
pages 48-51

Magical Trickster

13min
pages 45-47

Gray Guard

20min
pages 40-44

Master of Masks

22min
pages 52-56

Fortune’s Friend

9min
pages 38-39

Battle Trickster

10min
pages 28-30

Scoundrels of Any Alignment

5min
pages 8-9

Combat Trapsmith

16min
pages 34-37

Scoundrels of Any Class

4min
page 10

Playing a Scoundrel

3min
page 11

Cloaked Dancer

12min
pages 31-33

Making a Scoundrel

48min
pages 12-22

Avenging Executioner

15min
pages 24-27
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