When you are busy or are laid up, time can go by rather quickly. Health matters coupled with some other things has completely monopolized my free time. So hopefully now I will start posting on a more frequent and consistent schedule.

So anyhow, I was watching TV the other day and a commercial for Raid, the insect killing spray, aired. Well, my mind got to thinking and came up with these babies that could make for some interesting times.



School: Conjuration (creation)           Level: 3

Casting Time: 1 standard action

Components: V, S, M (a leg of a mouse, spider or insect)

Range: Long (400 ft. + 40 ft./level)

Target: Any creature(s) with the Vermin type

Duration: One hour/level

Saving Throw: Will negates (DC 15 + 1/level)       Spell Resistance: No

Raid is a spell designed to kill a large amount of vermin in as little time as possible. The spell can be utilized in two ways, the caster can directly focus on a single individual or pick a spot in a swarm and unleashing the spell like a bomb. If a single target is chosen, the caster must make an attack roll to see if the target is directly hit (1d6 + 1/level damage). If the spell is used on a swarm, a white mist explodes in the center and engulfs 1d10 + 6 vermin. Creatures who fail a Will saving throw incur 1d8 + 1d6/level suffocation damage plus they are poisoned and must make a DC 12 Fortitude save every round or die. (GM’s can make a single roll for the entire swarm rather than for each individual vermin).


Chemical Camouflage           Level: 4

School: Conjuration (creation)

Casting Time: 1 standard action

Components: V, S

Range: Short (10ft. + 10/level)

Target: 1 person or self

Duration: 1 hour/level

Saving Throw: Will negates                 Spell Resistance: No

Chemical camouflage covers the scent of an individual and blocks it from detection on olfactory and chemical pheromone levels. The individual can literally walk a past a creature that relies upon its scent ability to “see” and find food. A creature is allowed to make a saving throw (DC 15 + 1/caster level). If the creature succeeds then it is able to detect the presence of the individual but not necessarily the exact location. To do this, it must make a Perception skill role (DC 15).


What do you think? All comments and feedback welcome.