Conjuration [Sonic, Teleportation]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You touch the target and it vanishes
in a shower of golden sparks. Almost instantly, it appears a short distance
away.
You teleport a target
to a random, safe location up to 100 feet distant and visible to you.
To randomly determine the subject’s
destination, roll 1d8 to determine the direction, then
roll 1d10×10 to determine the
distance from the subject’s previous location. Roll direction and distance
again if this new destination is outside your line of sight, within a solid
object, or more than 5 feet above the ground.
If your target is being held (whether an
object held by a character or a character being grappled by a creature), the
holding or grappling creature also receives a Will saving throw to resist.
Evocation [Force]
Level: Gnome 2, Trade 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Gem touched
Duration: 10 minutes/ level or until used
Saving Throw: Reflex half
Spell Resistance: Yes
You place a small spark of energy in
the heart of a valuable gem.
You turn a gem into a bomb that you (and
only you) can lob at enemies. You must hold the gem in your hand when casting
the spell.
You can toss the bomb with perfect accuracy
anywhere within 60 feet.
The gembomb
explodes in a 5-footradius burst dealing 1d8 points of
force damage per two caster levels (maximum 5d8). Tossing a gembomb
is a standard action.
Material Component: A gem worth at least 1 gp.
Conjuration [Teleportation]
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 round
Range: Unlimited; see text
Target: You and willing creatures totaling up to
one/3 levels; see text
Duration: Until triggered
Saving Throw: None; see text
Spell Resistance: No; see text
You mutter over the iridescent,
faceted gem. It twinkles in response, and you feel a strong link between you
and the stone.
When you speak the word, the two of
you will be reunited.
This spell teleports you to the location of a
specially prepared gem.
You initially cast gemjump upon the focus, which you must touch. As a standard action any
time after you prepare the stone, you can utter a command word and instantly
teleport to the location of the gem, provided you and the stone are on the same
plane.
The teleport is always on target (as though
you are using a greater teleport
spell). If the area
containing the gem is too small for you, you appear in the nearest sufficiently
large space.
You can transport, in addition to yourself,
one Medium or smaller creature per three caster levels, and can bring along
objects as long as their weight does not exceed your maximum load.
An unwilling creature can’t be teleported
by gemjump. Likewise, a creature’s Will save (or
spell resistance) prevents items in its possession from being teleported.
Unattended, nonmagical objects receive no saving
throw.
Focus: A gem worth 500 gp.
Necromancy [Evil]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours You focus on the
darkness within your soul, willing it to grow and grant you the power to
control a greater number of undead minions.
This spell increases the number of Hit Dice
of undead that you can control by an amount equal to
your caster level.
When the duration expires, you lose control
of the extra undead as if you had voluntarily
relinquished control of them.
Transmutation
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Armor of creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Confronted with incorporeal enemies,
you give the armor you touch the power to defend
against such foes.
The subject’s armor
gains the ghost touch special ability (DMG 219).
Material Component: A tiny shield made of resin.
Transmutation
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with
each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a few words and a gesture, you empower a
weapon to strike true against incorporeal foes.
Ghost touch weapon makes a weapon magically capable of dealing
damage normally to incorporeal creatures, regardless of its enhancement bonus.
(An incorporeal creature’s 50% chance to
avoid damage does not apply to attacks made with weapons under the effect of
this spell.) A ranged weapon affected by this spell does not bestow the ability
on its ammunition.
The weapon can be picked up and moved by an
incorporeal creature at any time. A manifesting ghost can wield the weapon
against corporeal foes. Essentially, a weapon under the
effect of this spell counts as either corporeal or incorporeal at any
given time, whichever is more beneficial to the wielder.
Abjuration
Level: Cleric 6, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Energy ripples outward from you,
rendering solid the insubstantial.
You are surrounded by a field of energy
that negates incorporeality. The radius of the field
is 5 feet per caster level.
All incorporeal creatures in this field
become corporeal. Creatures cannot turn ethereal while in this area, and
ethereal creatures cannot enter or affect the plane this spell was cast on
while in this field.
Transmutation
Level: Sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Laughing at death, you assume a
ghostly form in which you can pass through walls.
You assume a visible, incorporeal form like
that of a manifesting ghost.
You gain the incorporeal subtype for the
duration of the spell, providing you with the following abilities and
characteristics.
You have no physical body while in this
state. You can be harmed only by other incorporeal creatures, magic weapons or
creatures that strike as magic weapons, and spells, spell-like abilities, or
supernatural abilities.
You are immune to all nonmagical
attack forms. Even when hit by spells, including touch spells, or magic
weapons, you have a 50% chance to ignore any damage from a corporeal source
(except for positive energy, negative energy, force effects, or attacks made
with ghost touch weapons).
Nondamaging spell effects affect you normally unless
they require corporeal targets to function (such as implosion) or they create a corporeal effect that
incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).
Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force
effects (such as mage armor)
work normally against you. Nonmagical attacks you make with a
melee weapon have no effect on corporeal targets, and any melee attack you make
with a magic weapon against a corporeal target has a 50% miss chance, except
for attacks you make with a ghost touch weapon, which are made normally (no
miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require
you to make an attack roll (such as rays or melee touch spells).
Any equipment you are wearing or carrying
is also incorporeal as long as it remains in your possession. An object that
you relinquish loses its incorporeal quality (and you lose the ability to
manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile
becomes corporeal as soon as it is fired and can affect a corporeal target
normally (no miss chance). Magic items you possess work normally with respect
to their effects on you or on another target.
As an incorporeal creature, you have no
natural armor bonus but have a deflection bonus equal
to your Charisma bonus (always at least +1, even if your
Charisma score does not normally provide a bonus).
You can enter or pass through solid objects
while in ghostform, but you must remain
adjacent to the object’s exterior, and so you cannot pass entirely through an
object whose space is larger than your own. You can sense the presence of
creatures or objects within a square adjacent to your current location, but
enemies have total concealment from you while you are inside an object. In
order to see farther from the object you are in and attack normally, you must
emerge. While inside an object, you have total cover, but when you attack a
creature outside the object you have cover only, so a creature outside with a
readied action could strike at you as you attack. You cannot pass through a
force effect.
You can pass through and operate in water
as easily as you do in air. You cannot fall or take falling damage. You cannot
make trip or grapple attacks, nor can you be tripped or grappled.
In fact, you cannot take any physical
action that would move or manipulate an opponent or its equipment, nor are you
subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight.
You move silently and cannot be heard with
Listen checks if you don’t wish to be while in ghostform. You have no Strength score while incorporeal, so your Dexterity
modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight,
are either ineffective or only partly effective with regard to you.
You have an innate sense of direction and
can move at full speed even when you cannot see.
Divination
Level: Bard 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: 5 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You place the coin on the table,
touch it, and whisper the words of the spell. Softly the coin begins to replay
the music of the previous night’s performance.
You prepare an object that records and
replays a song previously played or sung in its vicinity. When
cast, the spell searches a radius of 50 feet for the lingering notes of a tune
played there within the last day. It records these notes and
reverberations. At your verbal command, “Play,” the ghostharp
replays the music. The tune repeats until you command it to stop, or until its
duration comes to an end. The ghostharp does not
record conversations. Its imperfect replay can’t reproduce bardic
music or other magical effects, nor can it cast spells.
Necromancy [Death, Evil]
Level: Hunger 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your touch gradually transforms a
living victim into a ravening, flesh-eating ghoul.
The subject takes 3d6 points of damage per
round while its body slowly dies and its flesh is transformed into the cold,
undying flesh of the undead.
When the victim reaches 0 hit points, it
becomes a ghoul (MM 118).
If the target fails its initial saving
throw, remove disease, dispel magic,
heal, limited wish,
miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change.
Healing spells can temporarily prolong the
process by increasing the victim’s hit points, but the transformation continues
unabated.
The ghoul that you create remains under
your control indefinitely. No matter how many ghouls you generate with this
spell, however, you can control only 4 HD worth of undead
creatures per caster level (this includes undead from
all sources under your control). If you exceed this number, all the newly
created creatures fall under your control, and any excess undead
from previous castings become uncontrolled (you choose which creatures are
released). If you are a cleric, any undead you might
command by virtue of your power to command or rebuke undead
do not count toward the limit.
Necromancy
Level: Hunger 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A green ray stabs from your pointing
finger to strike the belly of your enemy.
You must succeed on a ranged touch attack
with the ray to strike a target.
A subject that is successfully targeted
must make a Fortitude save or be paralyzed for the
duration of the spell.
A subject of the ray that succeeds on its
Fortitude save is instead sickened for the duration of the spell.
Neutralize poison removes the sickened condition.
Material Component: A small scrap of cloth taken from clothing
worn by a ghoul, or a pinch of earth from a ghoul’s lair.
Necromancy
Level: Hunger 2, sorcerer/ wizard 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes
The faint, green glow of the glyph
flares to life. A sickly green light fills the room, illuminating the paralyzed
forms of its victims, and bringing with it the stench of death.
You inscribe a glyph, approximately 1 foot
across, that paralyzes any living creature of Large or smaller size that comes
within 5 feet of the glyph.
You can scribe the glyph to be visible as
faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is
moved more than 5 feet, the glyph fades.
Conditions for triggering a ghoul glyph are stringent. It takes effect on any
creature except yourself that moves within 5 feet. It
affects invisible creatures normally but is not triggered by those that travel
past it ethereally. Only a single ghoul glyph can
be inscribed in a 5-foot square.
Ghoul glyphs cannot be affected or bypassed by such
means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.
Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft
check, if the glyph is noticed before it is activated. A rogue can use the
Search skill to find a ghoul glyph and
Disable Device to thwart it. The DC in each case is 27.
When a glyph is activated, the target is
paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion
stench that causes distress in all creatures within a 10-foot radius. Those in
the radius, including the target, must make a Fortitude
save or take a –2 penalty on attack rolls, weapon damage rolls, saving throws,
skill checks, and ability checks until the paralysis effect wears off.
Material Component: You trace the glyph with earth from a
ghoul’s lair.
Necromancy
Level: Hunger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Magical, heatless flame
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
A sickly green flame springs forth
from an object that you touch.
The effect looks like a regular flame,
equivalent in brightness to a torch, except for its green hue, but it creates
no heat and doesn’t use oxygen.
Ghoul light can be covered and hidden, but
not smothered or quenched.
All undead within
30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul
light sources do not stack.
Darkness spells of 2nd level or higher can
counter ghoul light.
Material Component: A bit of rendered fat.
Transmutation [Earth]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Targets: One pebble/ 3 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None
With your best giant’s shout you
rattle some pebbles in your closed hand, completing the spell that will allow
them to become boulders.
You infuse a handful of stone pebbles with
powerful transmutation magic.
For the duration of the spell, you can hurl
one pebble as an attack action that provokes attacks of opportunity.
The instant the pebble leaves contact with
your hand, its size and the force of your throw increase dramatically, as the
pebble transforms into a boulder.
The boulder has a range increment of 120
feet, and you must succeed on a ranged attack to strike a target with the
boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning
damage + your Str modifier.
You gain an insight bonus equal to your caster level on attack rolls and damage
rolls (maximum +10) with these boulders.
If you drop a pebble or give it to another
creature, the pebbles’ magic dissipates harmlessly.
Material Component: The pebbles to be transmuted.
Transmutation
Level: Cleric 3, druid 3, sorcerer/ wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The touched subject appears to be in
discomfort for an instant before arms erupt from its torso with a damp squelch.
You give the subject an additional pair of
arms. Each of its arms—new and old—ends in a clawed hand with fingers and an
opposable thumb. The creature’s original arms (if any) are its primary arms,
and new limbs are secondary limbs (if the subject had no arms, the arms created
by the spell are its primary arms).
The creature gains four claw attacks, each
using its base attack bonus + its Str
modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s
Str modifier, and if an opponent is struck by two or
more claws in 1 round, the subject can rend it for an additional 2d4 points of
damage + 1-1/2 times its Str modifier.
A creature cannot use normal weapons and
the claw attacks in the same round, and the subject does not gain additional
claw attacks from a high base attack bonus.
Material Component: A few strands of girallon
hair.
Transmutation
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or 4 cubic ft. of material
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The spell erupts from the surface of
the mirror you hold, striking your foe square in the chest and transforming it
to glass.
You transform the target into glass. You
can cast either of these two versions: Glass Creature:
As flesh to stone (PH 232), but the subject
becomes glass.
Glass Object: An object of up to 4 cubic feet in volume
is affected. Part of a larger object (such as a floor or wall) can be transformed
by this spell. Glass has hardness 1, and 1 hit point per inch of thickness.
Neither version of the spell affects magic
items (magic items carried by a transformed creature remain intact).
When the duration ends, the subject returns
to its original materials. If the subject was broken or damaged while in glass
form, its normal form has similar damage.
Focus: A piece of glass from a mirror.
Evocation [Light]
Level: Cleric 4, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical, controllable light source
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Calling on the limitless light of the
Positive Energy Plane, you coax a tiny portion of its power into a fragile
glass sphere.
This spell places a magical light source
inside a glass sphere roughly the size of a human fist. You can control the
light level generated by a glowing orb by mental command (a standard action),
provided that the orb is within 30 feet of you. The light level ranges from no
light at all to illumination within a 60-foot radius. There is no limit to the
number of glowing orbs you can possess, and you can control their light levels
independently or in concert.
If a glowing orb is smashed, the magic is
lost. If you die, however, an orb retains its magic. Any character with an
Intelligence or Wisdom of at least 13 can gain control of an orb simply by
touching it.
Focus: A glass sphere (50 gp)
into which the light is placed. An orb usable for this purpose has hardness 0
and 2 hit points.
Conjuration (Creation)
Level: Blackguard 1, paladin 1
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Special mount touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
With a flash, a glowing, golden suit
of barding for your special mount appears.
You create a suit of barding for your mount
to wear. The armor appears on your mount, fitting
perfectly. The golden barding you create has no armor
check penalty and has no effect on your mount’s speed. The exact nature of the
barding depends on your caster level.
2nd–3rd: Scale mail barding (+4 armor
bonus).
4th–5th: Chainmail barding (+5).
6th–7th: Splint mail barding (+6).
8th–9th: Half-plate barding (+7).
10th+: Full plate barding (+8).
You can cast magic vestment or other spells that target a suit of armor on the golden barding.
Divination
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
A dim glow fills your eyes, allowing
you to see—briefly—weak points in the magic infused within a nearby construct.
For 1 round, you can deliver sneak attacks
against constructs as if they were not immune to extra damage from sneak
attacks. To attack a construct in this manner, you must still meet the other
requirements for making a sneak attack.
This spell applies only to sneak attack
damage. It gives you no ability to affect constructs with critical hits, nor
does it confer any special ability to overcome the damage reduction or other defenses of constructs.
Transmutation [Good]
Level: Bard 2, cleric 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
With a single word, you call upon the
might and grace of your deity, bathing your body with divine energy. Your body
glows with silvery light and you feel quick and light on your feet.
You create a silvery glow around your body
that provides illumination to a radius of 60 feet. You gain a –20 circumstance
penalty on Hide checks made while under the effect of this spell.
For the duration of the spell, you gain a
+2 sacred bonus to Dexterity, and your base land speed increases by 10 feet.
Your touch attacks and any melee weapons
you wield become infused with this power as well. They are treated as
good-aligned weapons for the purpose of overcoming damage reduction.
Divination [Good]
Level: Cleric 1, paladin 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Golden motes of
light dance before your eyes. They converge on undead you look at,
hovering about them and forming wedges of positive energy.
For 1 round, you can deliver sneak attacks
against undead as if they were not immune to extra
damage from sneak attacks. To attack an undead
creature in this manner, you must still meet the other requirements for making
a sneak attack.
This spell applies only to sneak attack
damage. It gives you no ability to affect undead with
critical hits, nor does it confer any special ability to overcome the damage
reduction or other defenses of undead
creatures.
Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a cloud of sickly gray energy that streaks toward a
living creature, wrapping it in the foul essence of unlife.
A skull-shaped cloud of gray
energy strikes your target. The gray radiance is
transferred to the creature, covering it entirely. For the duration of the
spell, a living subject cannot regain hit points or ability score points by any
means (undead creatures can still gain hit points),
nor can the creature remove negative levels. Regeneration or fast healing
abilities the subject has from any source are suppressed for the duration of
the spell. Spells that heal damage do not work on that individual. The subject
can improve its current hit points by boosting its Constitution score and can
receive temporary hit points (from an aid spell, for example).
When the spell ends, automatic healing
abilities, such as a troll’s regeneration, and items that restore hit points,
such as a ring of
regeneration, begin to function
again.
Material Component: A skull.
Evocation [Sonic]
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
You grip the bell in your fist and
raise it over your head, intoning the spell and calling down a thunderous blast
in the midst of those who oppose you.
You create a loud noise equivalent to a
peal of thunder. The spell has three effects. First, all creatures in the area
must make Will saves to avoid being stunned for 1 round. Second, the creatures
must make Fortitude saves or be deafened for 1 minute. Third, they must make
Reflex saves or fall prone.
Creatures that cannot hear are not stunned,
but might still fall prone.
Focus: An iron bell.
Divination
Level: Ranger 1, sorcerer/ wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a guttural utterance made with
unmoving lips, you magically focus your attention on a distant foe. Upon aiming
your weapon, you note how clearly defined your intended target is.
While this spell is in effect, your ranged
attacks do not take a penalty due to distance.
In addition, your ranged attacks ignore the
AC bonus granted to targets by anything less than total cover, and also ignore
the miss chance granted to targets by anything less than total concealment.
This spell does not provide any ability to
exceed the maximum range of the weapon with which you are attacking, nor does
it confer any ability to attack targets protected by total cover.
Evocation [Light]
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: Creatures in a 5-ft.-radius burst
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
Across the murky plain, a beam of
radiance shoots down, highlighting your foes.
Bright lights shine at the targets. The
lights grant a +2 circumstance bonus on ranged attack rolls against any
highlighted target. If a creature gains total cover or total concealment
relative to you, or if it leaves the area, the spell ends for that target.
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You concentrate on the tooth, speak
the words, and a 15-foot-long tentacle sprouts from your stomach. The tentacle
has no eyes, but it ends in a set of snapping reptilian jaws.
The tentacle created by the gutsnake spell is equivalent to a giant constrictor snake (MM 280) except that it is completely obedient to you and moves as you
command. The snake has hit points equal to your own full normal total. Attacks
against the snake cause you no discomfort and do not disrupt your spellcasting.
If it is “killed,” the tentacle disappears
without causing harm to you. The tentacle does not interfere with spellcasting in any way.
Once each round as a free action, you can
have the tentacle attack a creature up to 10 feet away with its bite attack,
and if it successfully hits, the tentacle can use the snake’s improved grab
ability to deal damage through constriction.
In each round when the gutsnake is constricting a target, you cannot move more than 5 feet away
from that target, unless the gutsnake makes a successful grapple check to carry the opponent with you
when you move (see PH 155 for grappling rules). This is the only
way in which the tentacle restricts movement.
While the snake is present, you can use its
Balance and Climb skill modifiers instead of your own, and you gain a climb
speed of 20 feet.
Focus: A fang from any reptile.