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Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

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strands which bind the character also severely restrict<br />

his ability to breathe, and he must begin saving against<br />

suffocation (per the rules in Core Rulebook II) in the<br />

second round of the spell’s duration.<br />

The target of the spell is allowed a Reflex save; if<br />

successful he is not immobilised and need not save<br />

against suffocation, but is considered entangled for the<br />

duration of the spell. An entangled character moves<br />

at half speed, cannot run or charge and suffers a -2<br />

penalty to attack rolls and a -4 penalty to Dexterity. An<br />

entangled spellcaster must succeed at a Concentration<br />

check (DC 15 + the spell's level) or lose the spell. A<br />

successful Strength check (at the Reflex save DC -2),<br />

will free the victim from entanglement.<br />

Material Component: A length of woven spiderweb.<br />

Web Whip<br />

Conjuration (Creation)<br />

Level: DW 1<br />

Components: V, S, M<br />

Casting Time: 1 standard action<br />

Effect: Creates a whip from strands of webbing<br />

Duration: 1 round/2 levels<br />

Saving Throw: None<br />

Spell Resistance: No<br />

When this spell is cast, a thick length of woven spider’s<br />

webbing appears from the dark weaver’s palm. This<br />

strand of webbing is thick, strong and flexible enough<br />

to function as a very effective whip. The caster wields<br />

this whip as though he possessed the Exotic Weapon<br />

Proficiency (whip) feat. The whip deals normal damage<br />

and can be used normally against beings with an armour<br />

bonus of +1 or lower, or a natural armour bonus of +3<br />

or lower, but is otherwise identical in function to a<br />

normal whip.<br />

Should the caster wish, he can use the natural stickiness<br />

of the whip to ensnare objects, tearing them from his<br />

victim’s grasp. The caster can attempt a disarm<br />

attack and does not provoke an attack of opportunity<br />

when doing so. For the purposes of the disarm<br />

check, the caster is considered to be wielding a twohanded<br />

weapon. If the check is failed, the caster can<br />

immediately end the spell, so as to avoid a retaliatory<br />

disarm attempt.<br />

Material Component: A strand of spider’s web woven<br />

into rope.<br />

45<br />

DROW SPELLS<br />

Wretched Excess<br />

Necromancy<br />

Level: DW 1, Sor/Wiz 1<br />

Components: V, S, M<br />

Casting Time: 1 standard action<br />

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

Target: One or more creatures within a 20 ft. radius<br />

of each other<br />

Duration: 1 round/level<br />

Saving Throw: Fortitude negates<br />

Spell Resistance: Yes<br />

A wretched excess spell causes a magical queasiness<br />

to come upon a number of Hit Dice of creatures equal<br />

to the caster’s level. Creatures with the fewest Hit<br />

Dice are affected first. Among those with equal Hit<br />

Dice, creatures closer to the spell’s point of origin are<br />

affected first. Hit Dice which are not sufficient to affect<br />

a creature are wasted.<br />

Those who succumb to the spell are nauseated for a<br />

single round and cannot attack, cast spells, concentrate<br />

on spells or do anything else requiring attention. They<br />

may only take a move action during the round of effect.<br />

For the remainder of the spell’s duration, they are<br />

sickened, suffering a -2 penalty to attack rolls, saving<br />

throws, skill checks and ability checks.<br />

For example, a wretched excess spell is cast at a Tiny<br />

monstrous spider (½ hit die), two drow warriors (1<br />

Hit Die each) and an ogre (4 Hit Dice), by a 5 th level<br />

dark weaver. The monstrous spider and the two drow<br />

warriors are affected (½ + 1 + 1 = 2 ½ Hit Dice) but<br />

the ogre is not, since it’s 4 Hit Die are more than what<br />

the spell can effect. The same spell cast at the same<br />

targets by a 7 th level dark weaver would affect all the<br />

targets, since the total number of Hit Dice he may affect<br />

is higher than the combined Hit Die of the creatures.<br />

A remove paralysis spell will cancel the effects of<br />

wretched excess, as will delay poison or any other<br />

spell or spell-like effect which removes poison. Beings<br />

which are immune to magical poisons are likewise<br />

immune to the effects of wretched excess, though their<br />

Hit Dice count against the spell’s total as normal.<br />

Wretched excess does not target unconscious creatures,<br />

plants, constructs or undead creatures.<br />

Material Components: A gourd of alcoholic beverage,<br />

a hunk of rich food and a pinch of tobacco or other<br />

recreational drug.

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