[Cobwebs, Enduring Webs and Web Spheres came from this collection, so a surprisingly good showing for a world with no Lolth. :)]
Swarming
Webs.
Creates a web filled with venomous spiders.
Conjuration (Creation)
Level:
Sor/Wiz 3
Components: V, S,
M
Casting
Time: 1 action
Range: Medium
(100 ft. + 10 ft./level)
Target,
Effect or Area: Creates insect-filled webs in a 20-ft. radius
spread
Duration: 1
round/level
Saving
Throw: Special (see text)
Spell
Resistance: Yes
Description
Some prominent mages throughout history have focused
their arcane research around a particular obsession, say shadows or blood, but
the self-styled ‘Little Death’ of the Hornsaw Woods has bent her will to
developing new and deadlier variations on the web spell, as befits her status as leader of the Bloody Silk
spider-eye goblin tribe. Rumors persist
that she is not a spider-eye goblin herself, but none have returned to describe
her features. Still, it perhaps hints
as to her origins to note that the normally dour halflings of the Heteronomy of
Virduk consider her continued existence an almost personal affront…
Spell Effect
This spell functions nearly identically to the
lower-level web spell (core rulebook
I, p. 271-272), with the differences being a much lower duration, and the
inclusion within the webs area of myriad venomous spiders that attack those
trapped within the area.
These spiders inflict a single point of damage per round
to those trapped within the webs from a combination of many tiny bites. Additionally, each person within the web
must make a Fortitude check each round (DC 11) to resist their venom, which
causes 1d2 points of temporary ability damage to Strength as both initial and
secondary damage. Once a target has
been successfully poisoned, the venom cannot affect him again for a full minute
(until the secondary damage has taken effect or been resisted from the initial
bite). Ability damage from the venom of
these spiders is recovered normally, at one point / day of rest.
These spiders cannot be effectively killed by normal
attacks, as there are thousands of them within the area of the web, but they
will not leave the webbed area or pursue a target that has escaped that
area. A large area effect spell that
clears the entire webbed area of life (such as a cloudkill or cone of cold),
or that destroyed the entire web (such as a fireball
or incendiary cloud) will destroy the
spiders.
Material
Components: A spider wrapped up within its own webbing. The spider need not be alive, but it must be
physically intact.
Spiderblade.
Transforms one dagger into an eight bladed weapon.
Transmutation
Level:
Sor/Wiz 3
Components: V, S,
M
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: One size tiny bladed weapon
Duration:
Discharge (which must occur within 1 round / caster level)
Saving
Throw: None
Spell
Resistance: No
Description
While most divine race scholars would hesitate to admit
it, evidence suggests that this spell was created by a spider-eye goblin
sorcerer named Vitrik, designed to increase the power of its favored weapon, the
dagger it used to send its victims screaming to Sethris.
Spell Effect
One dagger in the casters hand shudders and warps with the
shrill groan of tortured metal, becoming an eight-bladed monstrosity. This dagger inflicts an additional 7d4 damage
on its next strike, whether in hand or hurled. If the dagger misses in melee combat, it is kept in hand and the
spells charge is not used up, but if hurled, the twisted metal splinters into
eight fragments and the spell is expended whether the blade struck its target
or fell to the floor. Only the caster
can wield this weapon, as it falls to splinters only a few moments after leaving
his grasp. The dagger has a +7 circumstance
bonus to any attack rolls while so modified, and is treated as a +1 magical
weapon for damage reduction purposes.
Bonus damage dice from this spell are added after any
weapon or damage modifiers, or multipliers for Strength, skill or critical
hits, such as a rogues Sneak Attack bonus.
No weapon larger than a dagger can be affected by this enhancement.
Material
Components: A dagger that is consumed in the casting. While a masterwork dagger may be used in the
casting, it will confer no bonus effects, as the enhancement bonus will not be
retained after the blade shudders and warps into its new form. A magical dagger cannot be affected by this
spell.
Spiderform
Warrior.
Transforms target creature into an amalgam of man and
spider.
Transmutation
Level: Drd 3
Components: V, S,
M
Casting
Time: 1 action
Range: Touch
Target,
Effect or Area: Humanoid creature touched
Duration: 1
round/level
Saving
Throw: Fortitude negates (harmless)
Spell
Resistance: Yes (harmless)
Description
A nameless druid of Khet (nameless not because history
has not recorded his name, but because he himself has forgotten it) crafted
this spell to instill the properties of his arachnid minions into his fearsome
venom-maddened barbarian cohort. It is
said that his band raids close to Albadian lands, and captures barbaric
warriors of that land in steel-hard webs, feeding them a noisome broth made
from the brain fluids of those barbarians who did not survive their captivity,
and the degenerative venom of his minions, mixed with hallucinatory herbs and
accompanied by bewildering chants and rituals.
Those will-broken warriors who survive this process are unwound from
their cocoons of webbing and serve him willingly for as long as their
venom-ravaged health endures. Rumors
that this druid has developed a ritual means to create a permanent version of
this enchantment on some of his subjects remain unconfirmed.
Spell Effect
With a firm touch, the caster causes the subject to
sprout additional pairs of arms and legs, a thin black hairy chitinous skin and
three additional pairs of eyes. The
targets clothing or armor (whether magical or mundane) parts harmlessly to
accommodate these temporary additions, but does not change to cover these new
limbs, nor do the new arms appear bearing replicas of any weapon or shield
borne by the targets original limbs.
The affected warrior can utilize these extra limbs to
gain an extra partial action each turn at the same time as his regular
action. For an additional attack
action, he must provide a weapon to his new arms (or they can attack with
natural weaponry for 1d4 damage). The
additional limbs move seamlessly with those he was born with, flowing into and
out of ‘normal’ limbs like wet clay as the situation demands, allowing him to
run faster (reflected in the extra partial action above), leap further (treat
as a temporary +6 racial modifier to Jump checks) and attack with all four
upper limbs with no added difficulties in coordination. The hook-like claws on his long shiny black
new legs and arms are able to find purchase on the sleekest surface, and he
also receives a +8 racial bonus on Climb checks.
Six black jewel-like eyes appear across the subjects
forehead, above his standard two, providing a wider than normal field of vision
and negating all flanking modifiers for anyone not directly behind the subject,
as well as allowing a +8 racial bonus to Spot checks.
Finally the black oily hide provides a +1 natural armor
bonus to AC for the duration of the transformation.
This spell will not take hold on a creature that already
has spider-like properties racially, such as a spider-eye goblin or narleth.
Material
Components: One mundane live spider, which must be crushed against
the person to be affected.