Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
Drow Magic. Sorcery Of Endless Night.pdf - RoseRed
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DROW SPELLS<br />
immediately exposed to one or more virulent diseases<br />
each round. Roll 1d12 and consult the proceeding<br />
chart.<br />
The exact effects and base save DCs of the above<br />
diseases can be found in the appendix of Core Rulebook<br />
II. The bolstering power of magic makes these diseases<br />
much more lethal; add the spell’s level to the disease’s<br />
base save to determine the actual save DC.<br />
For the purposes of transmission, the diseases carried by<br />
pestilence are considered to be inhaled, meaning those<br />
who do not breathe or can successfully hold their breath<br />
for the spell’s duration do not risk infection. Likewise,<br />
there is no incubation period for diseases transmitted<br />
via the spell, so all effects are instantaneous.<br />
Beings which are immune to magical diseases are<br />
likewise immune to this spell, and pestilence has no<br />
effect on undead, constructs or on plant creatures.<br />
Material Components: A vial of stagnant water.<br />
Plague<br />
Necromancy<br />
Level: DW 9<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: 50 ft.<br />
Area of Effect: Cloud spreads in a 50 ft. radius, 50 ft.<br />
high, centred on you<br />
Duration: 1 round/2 levels<br />
Saving Throw: See text<br />
Spell Resistance: Yes<br />
A more virulent form of the pestilence spell, plague<br />
inflicts its victims with multiple, exquisitely deadly<br />
diseases. Each round any living being remains within<br />
the area of effect, he must roll twice on the following<br />
table.<br />
The exact effects and base save DCs of the above<br />
diseases can be found in the appendix of Core Rulebook<br />
II. The bolstering power of magic makes these diseases<br />
much more lethal; add the spell’s level to the disease’s<br />
base save to determine the actual save DC.<br />
The plague spell is far more insidious than pestilence.<br />
For the length of the spell’s duration, and for 1d4 rounds<br />
after, any being who comes within 5 feet of a being who<br />
spent at least one round within the spell’s radius must<br />
also save against disease, as though he himself had<br />
entered the spell’s area of effect; saves are attempted<br />
against the disease’s normal DC (meaning the spell’s<br />
36<br />
1d12 Disease<br />
1 Blinding Sickness<br />
2 Cackle Fever<br />
3 Demon Fever<br />
4 Devil Chills<br />
5 Filth Fever<br />
6 Mindfire<br />
7 Mummy Rot<br />
8 Red Ache<br />
9 Shakes<br />
10 Slimy Doom<br />
11 Roll twice on this chart, ignoring rolls<br />
of 11 or 12<br />
12 Roll three times on this chart, ignoring<br />
rolls of 11 or 12<br />
level is not added to the DC), and a failed save means<br />
the victim contracts the specific disease, or diseases,<br />
the carrier was exposed to.<br />
For the purposes of transmission, the diseases carried<br />
by plague are considered to be inhaled, meaning those<br />
who do not breathe or can successfully hold their breath<br />
for the spell’s duration do not risk infection. Likewise,<br />
there is no incubation period for diseases transmitted<br />
via the spell, so all effects are instantaneous.<br />
Beings which are immune to magical diseases are<br />
likewise immune to this spell, and pestilence has no<br />
effect on undead, on constructs or on plant creatures.<br />
Material Components: A piece of rotting flesh and a<br />
vial of pus.<br />
Razor the Vein<br />
Transmutation<br />
Level: DW 2, Sor/Wiz 2<br />
Components: V, M<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Duration: 1 round per caster level<br />
Saving Throw: See below<br />
The caster’s weapon is sharpened to a cruel edge by the<br />
means of this spell and the wounds it inflicts continue<br />
to bleed long after the injury is inflicted. Each time he<br />
successfully strikes with a piercing or slashing weapon,<br />
the wound continues to bleed at the rate of 1 hit point<br />
per round, until either the spell’s duration ends, or the