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Cloud of Stingers

School conjuration (creation); Level sorcerer/wizard 6

CASTING

Casting Time 1 standard action
Components V, S, M (stinger of a monstrous vermin)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and full of magically animated stingers. These stingers inflict 1d6 points of piercing damage per round on any creature that starts its turn within the cloud. Any living creature that takes damage from the cloud suffers 1d4 points of Constitution damage and is nauseated until the start of its next turn; a Fortitude save negates these two effects. Targets immune to poison are immune to the Constitution damage.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Unlike a fog cloud, the cloud of stingers moves away from you at 15 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 15 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.