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SERPENT MAGIC

The sorcerers of the serpentman empire of Nessk twisted magic into the image of their progenitor, Set, the way that they were, themselves, twisted reflections of the Great Serpent. As the empire fell to ruin, many of these sorcerous secrets were lost. Centuries later only fragments of that knowledge remain, preserved by the few remaining serpentmen and in the secret rituals of Set’s priesthood. Now, human cultists of Set have also begun to uncover some of these mysteries, and delight in the possi- bilities that these serpent-summoning powers present.   SERPENT FINGERS 1st-level transmutation  Casting Time 1 action  Components V, S Range self Duration 1 minute (D) You transform the fingers of both of your hands into writhing nests of venomous serpents. Each of your digits divides and lengthens into anywhere from one to three snakes, each extending one to two feet from your hand.  Your ability to cast spells with somatic components is unimpeded, and you can use your serpent fingers to grasp and wield objects (although fine motor control such as delicate writing or lockpicking is not possible).  Your serpent fingers give you natural bite attacks using your hands. You can use your spellcasting ability instead of Strength for the bite attack rolls, and you deal 1 point of piercing damage when you hit. Any creature you bite with your serpents must make a Constitution save or become poisioned until the end of its next turn and take an additional 1d6 poison damage. If both your hands are free, you can use a bonus action to attack with your other hand, as if you are fighting two-handed (If you hit the same creature twice in the same round, it only becomes poisoned once.)  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage taken by creature that fails its Constitution save increases by 2 for each slot above 1st.   BACKBITER SHIELD 2nd-level enchantment  Casting Time 1 combat reaction, which you take when you are hit by a melee weapon attack Components V Range 5 feet Duration Instantaneous The weapon of the enemy that had the temerity to attack you turns upon its wielder. This spell causes a creature that hit you with a melee attack to repeat the attack against itself. This attack uses the same attack roll bonus, including modifiers, as the attack against you, and deals the amount of damage dealt to you by the triggering attack.   SNAKE SWARM 5th-level conjuration Casting Time 1 action Components V, S, M (a severed snake head) Range 30 feet Duration concentration, up to 1 minute You summon a mass of vipers or constrictors that fills a 10-foot square area. (You may summon the swarm so that it shares the area of other creatures.) The swarm has 30 hit points and AC 14. You can direct the swarm with a bonus action to move up to 20 feet; the swarm otherwise remains where you it was summoned. The snakes are either venomous vipers or entangling constrictors (you choice when you cast the spell). When the swarm is first cast, and as an action once on each of your turns thereafter, the swarm attacks each creature in its area. Use your spellcasting ability to make a melee attack against each target in the swarm, the effect of which depends upon the type of swarm you summon.     Vipers: Any creature in a swarm of vipers is poisoned until it ends its turn outside the swarm. When you hit with a swarm attack, the target takes 1d6 piercing damage and must make a Constitution save or also take 4d6 poison damage (or half as much poison damage on a successful save).   Constrictors: Any creature in a swarm of constrictors moves at half speed until it ends its turn outside the swarm. When you hit with a swarm attack, the target takes 3d6 bludgeoning damage and is restrained until the end of its next turn.

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