||An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea’s brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance.
Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).
Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges 5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
2nd (5/day)—invisibility, mirror image or Misdirection
1st (7/day)—charm person, mage armour +4 AP (already cast), silent image, sleep
0th (at will)—daze, detect magic, ghost sound, light, mage hand, resistance
Potency: as END of creature
Onset time: instant
Duration: 6 rounds (30 seconds)
Conditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.
Antidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative.
Range close POW in Metres
Target one humanoid creature
Duration: 1 turn
Saving: Opposed Willpower negates
This spell clouds the mind of a humanoid creature so that it takes no action. The creature is unable to act normally. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Target creature touched
Duration 1 minute
Saving Throw Willpower negates
Imbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).
Cost: 1 MP +1 per intensity
Target one creature
Duration 1d6+2 rounds
Saving Throw END negates
Imbuing you with negative energy, this spell allows you to paralyse a single living humanoid for the duration of the spell with a successful unarmed touch attack.
A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (-10 to all actions(Standard END negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.