Tuesday, November 16, 2010

Cast a Spell Tuesday - Bestial Fangs & Blacksmith’s Vengeance

Bestial Fangs
School transmutation Level druid 2, ranger 2, sorcerer/wizard 4
Casting Time 1 minute
Component V, S, M (a necklace of fangs from dogs, wolves or other wild creatures)   
Range Touch                  
Duration Permanent
Saving Throw FORT Negates (harmless) Spell Resistance Yes (harmless)

A touch from the spell caster, a whispered chant that builds in intensity, and millions of years of evolution are wiped away in an eyeblink. The recipient of the spell gains a natural bite attack as an extraordinary quality. This bite attack inflicts 1d4 + ½ STR modifier damage (small), 1d6 + ½ STR modifier (medium) or 1d8 + ½ STR modifier (large) points of slashing. This natural bite attack threatens a critical hit on a natural 19-20. You are considered armed and proficient with your natural bite attack.

When this spell is cast, the recipient permanently loses one rank in Linguistics and loses the ability to speak one language. His speech otherwise sounds slightly thickened by the animalistic fangs in his mouth. The lost Linguistics rank can’t be regained by any means, but it can be replaced. The character may never speak the sacrificed language again, but his natural bite attack inflicts +2 points of damage on other speakers of the language sacrificed.

Blacksmith’s Vengeance
School evocation Level druid 5
Casting Time 1 standard action
Component V, S, M (a chunk of iron ore and some charcoal)
Range 30 ft burst                  
Duration 1 round / level (D)
Saving Throw FORT Negates (object) Spell Resistance yes

The earth screams out for vengeance for the ores ripped from her body, and with this spell, you give the world the justice she craves. Any creature caught within the burst radius of the spell suffers fire damage equal to twice the Armor bonus their metallic armor and shield provides (maximum  20 points of fire damage) , including enhancement bonus.  Both the armor’s wearer and the armor itself suffer this damage.
For the spell’s duration, any armor damaged by the heat-pulse reduces its wielder’s base land speed by twice the normal amount, and the armor check penalty is tripled.