In One’s Blood
In a few days, the In One’s Blood Preview will be available for free download from the Spes Magna store at Paizo.com. The In One’s Blood Preview includes:
* 3 new sorcerer bloodlines: ooze, plant, and vermin
* 9 new spells, such as cloud of stingers and ooze shape
* 1 new monster: the dreaded behemoth pudding
Here’s some content to preview the preview:
Cloud of Stingers
School conjuration (creation); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (stinger of a monstrous vermin)
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
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.
Ooze Shape I
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a bit of an ooze)
Duration 1 minute/level (D)
When you cast this spell, you assume the form of a Small or Medium ooze-like creature. While in ooze shape, you cannot speak. You cannot cast spells with verbal, material, or focus components. You move at half your base speed (minimum 5 feet).
You are blind but have the blindsight special quality with a range of 30 feet. This grants immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. You are also immune to poison, sleep effects, paralysis, polymorph, and stunning. You are not subject to critical hits or flanking, and you do not take additional damage from precision-based attacks, such as sneak attack. You cannot be tripped.
You gain a slam attack that does 1d6 points of damage (1d4 if Small) plus a like amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your acid does not damage stone. You gain any two of the following traits:
* climb (at your modified base speed)
* immune to cold, electricity, or fire (your choice)
If you take the form of a Small ooze, you gain +2 size bonus to your Constitution. If you take the form of a Medium ooze, you gain a +2 size bonus to both your Strength and Constitution. In either case, you halve your Dexterity.
Fourth of July Sale!
Also, from 2 through 5 July, everything in the Spes Magna store is on sale for 50% of the normal price. The discount code is patria.
Happy Fourth of July!