Spidercloak Armor (Conjuration)
Range: 0
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: the caster
Saving Throw: none
The Spidercloak Armor spell surrounds the caster
with a floating, swirling, shadowy network of non-sticky webs and magical
shadows. This magical, partially-solid
barrier helps to deflect both physical and magical attacks, improving armor
class each round as the shadows fluctuate.
Each round roll 1d3+2 and improve the caster's armor class by that
amount. Spidercloak Armor also gives a variable
aid to saving throws, of either nothing (odd roll) or +1 (even roll). Check each round for the saving throw bonus
as well as the armor class adjustment.
The saving throw bonus is cumulative with any other protective spell or
item. Spidercloak Armor also conceals
the caster's alignment aura, and any magical auras carried on his or her
person, from magical scrutiny. The
Material component of this spell is a bit of spiderweb, or living spider that
is crushed during casting.
Passweb (Abjuration/Alteration)
Range: Touch
Components: V, S
Duraton: 1 round/level
Casting Time: 4
Area of Effect: one creature
Saving Throw: special
The Passweb spell enables one creature to pass
through existing webs, both natural and magical, as though they did not
exist. It also permits passage through
barriers of rope or vine, provided the area to be passed through incorporates
only non-magical, organic materials. The
webs are not disturbed or altered in any way by this spell or the passage
through them.
A recipient of this spell may try to free creatures
or objects already trapped in a web.
Three successful Strength checks and a Dexterity check must be made in
the same round for an attempt to be successful.
If a trapped being is unwilling to be freed, and able to actively resist,
failure is automatic.
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