[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.