Complete Scoundrel - 3.5e

Page 106

Exuding the stench of festering carrion, waves upon waves of buzzing, clambering, clicking bugs roil up from beneath the earth.

A wall of vermin is a disgusting and effective deterrent

Illus. by E. Widermann

Transmutation Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 swift action Range: Touch Target: One touched wand Duration: 1 minute/level (D) Saving Throw: Yes (harmless, object) Spell Resistance: Yes (harmless, object)

By casting wand modulation on the target wand you hold, you temporarily alter it to cast a different spell. After casting this spell, the next spell you cast upon the target wand affects the remaining charges, allowing the wand to discharge that spell instead of the one it was created to cast. The spell cast after wand modulation must be of a lower level than the spell the wand normally casts. Replacement spells cast from the affected wand are cast at the minimum caster level. Each use of an affected wand now expends 2 charges from the wand instead of the usual single charge. If the wand holds insufficient charges to invoke the new spell, it cannot be

CHAPTER 4

Wand Modulation

Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing.

New Spells

You cause a thick but porous wall, alive with hungry bugs, to buzz and scuttle into existence. It provides concealment in both directions, imposing a 20% miss chance on any attacks passing through it. You cannot conjure the wall so that it occupies the same space as a creature. Any living creature passing through the wall is subjected to hundreds of tiny bites. It takes 2d6 points of damage and must succeed on a Fortitude save or be nauseated for 1 round. Any creature becoming nauseated while moving through the wall can complete its move action, but cannot take a standard action in that round. The wall of vermin is immune to weapon damage, though it can be affected by area spells and effects (such

as burning hands or cone of cold). It has 20 hit points and automatically fails any save. Disintegrate has no effect on a wall of vermin, since it is not a single physical object, though any wind of 50 mph or greater breaks it up for 1 round. Despite its appearance, a wall of vermin is not made up of natural creatures, and thus is unaffected by spells that affect animals or vermin.

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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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