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The Tome Of Drow Lore.pdf - RoseRed

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190<br />

Scrolls<br />

Roll Effect<br />

1-16 Scroll functions as intended<br />

17-18 Scroll is gibberish<br />

19 Scroll is cursed<br />

20 Explosive runes<br />

Effect Descriptions for Potions<br />

� Potion functions normally: <strong>The</strong> potion is in all ways<br />

indistinguishable from one created without the lifebinding<br />

ritual.<br />

� Potion functions normally, but with additional unwanted<br />

effect: Essentially, the potion works as planned (a<br />

potion of cure light wounds, for example, will heal hit<br />

point damage). However, there is some unplanned and<br />

unwanted side effect which accompanies the potion’s<br />

function, such as causing the imbiber’s hair to fall out<br />

or changing the colour of his skin. <strong>The</strong>se side effects<br />

are minor, and do not directly damage the caster (though<br />

a drow whose skin turns pale may soon have a host of<br />

other problems). <strong>The</strong>se effects may be undone with<br />

dispel magic or remove curse.<br />

� Potion is inert: <strong>The</strong> potion is simply a phial of oddly<br />

coloured, foul-tasting liquid with no magical properties<br />

whatsoever. This can be determined before drinking by<br />

casting detect magic.<br />

� Poison I: Ingested poison, DC 11. Initial damage 1<br />

Con, secondary damage 1d6 Con<br />

� Poison II: Ingested poison, DC 15. Initial damage 1d4<br />

Int, secondary damage 1d4 Con, 1d4 Int<br />

� Poison III: Ingested poison, DC 20. Initial damage 1d6<br />

Wis, secondary damage 1d6 Wis, 1d6 Int. This poison<br />

cannot be detected by the detect poison spell.<br />

Scrolls<br />

Like potions, scrolls are rarely created through lifebinding,<br />

for much the same reasons. However, it is not unknown<br />

for a wiza rd or a temple with the need to create a large<br />

number of scrolls as soon as possible to shepherd dozens<br />

of unwilling slaves onto the sacrificial altar to aid in the<br />

fabrication of the needed scrolls.<br />

Effect Descriptions for Scrolls<br />

� Scroll functions as intended: <strong>The</strong> scroll is in all<br />

ways indistinguishable from one created without the<br />

lifebinding ritual.<br />

� Scroll is gibberish: <strong>The</strong> scroll is an insane mess of lines<br />

and characters that mean nothing, and certainly cannot<br />

be used to cast a spell.� Potion is inert: <strong>The</strong><br />

potion is simply a phial of oddly coloured, foul-tasting<br />

liquid with no magical properties whatsoever. This<br />

can be determined before drinking by casting detect<br />

magic.<br />

� Scroll is cursed: <strong>The</strong> scroll functions, but in a way<br />

totally opposite of the reader’s wishes. For example,<br />

a scroll of fireball would create a fireball that burst in<br />

the same square as the reader, rather than travelling to<br />

the intended target. Likewise, a scroll of heal would<br />

actually inflict harm on the target. It is impossible to<br />

tell the scroll is anything other than what it was intended<br />

to be until it is read and the curse manifests.<br />

� Explosive runes: <strong>The</strong> scroll has no spell on it, merely<br />

explosive runes that detonate as a maximised spell upon<br />

reading.<br />

Armour and Weapons<br />

Armour and weapons are among the most common items<br />

created through lifebinding, but due to the number of things<br />

that can go wrong with them, it is usually only the most<br />

accomplished and powerful drow spellcasters who feel<br />

comfortable creating them for their own use. More often,<br />

armour and weapons created by lifebinding an unwilling<br />

sacrifice are given to servants or sold.<br />

Effect Descriptions for Armour and Weapons<br />

� Item functions as intended: <strong>The</strong> armour or weapon is in<br />

all ways indistinguishable from one created without the<br />

lifebinding ritual.<br />

� Item is non-magical: <strong>The</strong> experience points invested in<br />

the item by both the sacrifice and the caster are lost,<br />

leaving only a non-magical item. <strong>The</strong> item is still<br />

considered enchantable, if the spellcaster wishes to try<br />

again.<br />

� Item has a drawback: <strong>The</strong> resistance of the sacrifice has<br />

altered the enchantment of the item in some minor way.<br />

Roll on the drawback table (see DMG) to see what<br />

effect manifests.<br />

� Item has half the expected effect: <strong>The</strong> ‘plus’ of the<br />

armour or weapon is only half of what was intended.<br />

For example, a spellcaster attempting to make a +2<br />

longsword with lifebinding will find it is only a +1<br />

longsword. <strong>The</strong> item’s cost in gold and experience,

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