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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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DROW SPELLS<br />

† Flurry of Blows as a monk of caster’s level and may<br />

use unarmed attacks to inflict either bludgeoning<br />

or slashing damage. These attacks are considered<br />

to be both magical and evil for the purposes of<br />

defeating damage reduction.<br />

† Base movement is increased by 30 feet.<br />

† +2 inherent bonus to Jump checks and can move<br />

along walls and ceilings as though under the effects<br />

of a spider climb spell, the recipient may move at<br />

their full movement rate, however.<br />

† +4 inherent bonus to all saves to resist spells or<br />

spell-like abilities which restrict movement in<br />

any way, for example hold person, web or flesh to<br />

stone.<br />

These powerful benefits are not gained without cost.<br />

The recipient loses all access to spellcasting, save<br />

those spells gained from a favoured path and suffers a<br />

-4 penalty to their Intelligence score for the duration<br />

of the spell.<br />

Wall of Spiders<br />

Conjuration (Creation)<br />

Level: DW 6<br />

Components: V, S, M<br />

Casting Time: 1 standard action<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Effect: Wall of spiders whose area is up to one 5 ft.<br />

cube/level, see text<br />

Duration: Instantaneous<br />

Saving Throw: See text<br />

Spell Resistance: No<br />

The caster causes a writhing mass of tiny poisonous<br />

spiders to appear, which instantaneously coalesces<br />

into the shape of an impenetrable wall. This wall can<br />

be used to close a passage, to channel opponents or<br />

protect from the elements. The wall cannot, however,<br />

be conjured so that it occupies the same space as a<br />

creature or another object.<br />

Unlike a wall of iron, a wall of spiders can be formed<br />

into almost any shape desired. It need not be vertical,<br />

nor must it rest upon a firm foundation, it can even be<br />

laid horizontally. A wall of spiders is pliant and moves<br />

at a touch, but is firm enough to walk upon, should<br />

someone desire to do so.<br />

Any creature which touches the wall suffers 25<br />

– their Armour Class points of damage. Dexterity<br />

and dodge bonuses to Armour Class do not count for<br />

this calculation. Creatures with an Armour Class of<br />

25 or higher, without considering Dexterity or dodge<br />

bonuses, suffer no damage. In addition, the virulent<br />

44<br />

contact poison which covers the wall and fills the<br />

fangs of the spiders which compose it is deadly in<br />

the extreme; those who touch the wall must attempt a<br />

Fortitude save to avoid suffering 1d6 points of initial<br />

and secondary Constitution damage. Those who are<br />

immune to poison need not attempt to save.<br />

Living beings can attempt to force themselves through<br />

a wall of spiders, but they suffer a -2 circumstance to<br />

their saves to resist the wall’s poison when doing so.<br />

To push through the wall, the being must attempt a<br />

Strength check as a full round action. The DC of the<br />

check is 20 and a successful check allows the being to<br />

move 5 feet for every full 5 points by which the check<br />

succeeds, the being can move an additional 5 feet.<br />

A creature trapped in the wall can choose to remain<br />

absolutely still and does not suffer damage, and need<br />

not attempt to save versus poison, when doing so. It is<br />

not possible to simply breach a section of wall with a<br />

Strength check, as the wall is simply too pliable.<br />

Like any other wall, a wall of spiders can be destroyed<br />

by means of a disintegrate spell or by attacking the wall<br />

with weapons. Each 5 foot section of wall has 50 hit<br />

points and a hardness of 5.<br />

Though the wall of spiders is entirely composed of<br />

spiders, it cannot be destroyed or controlled by spells<br />

which affect vermin, nor is it subject to the effects of<br />

spells like harm. The spiders which make up the wall<br />

are entirely magical in nature and are not living in any<br />

real sense.<br />

Material Components: A petrified spider’s egg sack.<br />

Web Bind<br />

Conjuration (Creation)<br />

Level: DW 1<br />

Components: V, S, M<br />

Casting Time: 1 standard action<br />

Range: Close (25 ft. + 5 ft. per level)<br />

Target: One creature<br />

Duration: 1 round/2 levels<br />

Saving Throw: Reflex partial<br />

Spell Resistance: Yes<br />

With a quick gesture and a few skittering, guttural<br />

words, the dark weaver causes a jet of webbing to<br />

erupt from his hand, wrapping an unlucky target in<br />

thick, rope-like strands of sticky silk. A victim who is<br />

enveloped is rendered immobile and may take no action<br />

other than attempting to struggle free of the binding<br />

– breaking loose requires a successful Strength check<br />

against a DC equal to the spell’s save DC. The sticky

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