The Tome Of Drow Lore.pdf - RoseRed
The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed
190 Scrolls Roll Effect 1-16 Scroll functions as intended 17-18 Scroll is gibberish 19 Scroll is cursed 20 Explosive runes Effect Descriptions for Potions � Potion functions normally: The potion is in all ways indistinguishable from one created without the lifebinding ritual. � Potion functions normally, but with additional unwanted effect: Essentially, the potion works as planned (a potion of cure light wounds, for example, will heal hit point damage). However, there is some unplanned and unwanted side effect which accompanies the potion’s function, such as causing the imbiber’s hair to fall out or changing the colour of his skin. These side effects are minor, and do not directly damage the caster (though a drow whose skin turns pale may soon have a host of other problems). These effects may be undone with dispel magic or remove curse. � Potion is inert: The potion is simply a phial of oddly coloured, foul-tasting liquid with no magical properties whatsoever. This can be determined before drinking by casting detect magic. � Poison I: Ingested poison, DC 11. Initial damage 1 Con, secondary damage 1d6 Con � Poison II: Ingested poison, DC 15. Initial damage 1d4 Int, secondary damage 1d4 Con, 1d4 Int � Poison III: Ingested poison, DC 20. Initial damage 1d6 Wis, secondary damage 1d6 Wis, 1d6 Int. This poison cannot be detected by the detect poison spell. Scrolls Like potions, scrolls are rarely created through lifebinding, for much the same reasons. However, it is not unknown for a wiza rd or a temple with the need to create a large number of scrolls as soon as possible to shepherd dozens of unwilling slaves onto the sacrificial altar to aid in the fabrication of the needed scrolls. Effect Descriptions for Scrolls � Scroll functions as intended: The scroll is in all ways indistinguishable from one created without the lifebinding ritual. � Scroll is gibberish: The scroll is an insane mess of lines and characters that mean nothing, and certainly cannot be used to cast a spell.� Potion is inert: The potion is simply a phial of oddly coloured, foul-tasting liquid with no magical properties whatsoever. This can be determined before drinking by casting detect magic. � Scroll is cursed: The scroll functions, but in a way totally opposite of the reader’s wishes. For example, a scroll of fireball would create a fireball that burst in the same square as the reader, rather than travelling to the intended target. Likewise, a scroll of heal would actually inflict harm on the target. It is impossible to tell the scroll is anything other than what it was intended to be until it is read and the curse manifests. � Explosive runes: The scroll has no spell on it, merely explosive runes that detonate as a maximised spell upon reading. Armour and Weapons Armour and weapons are among the most common items created through lifebinding, but due to the number of things that can go wrong with them, it is usually only the most accomplished and powerful drow spellcasters who feel comfortable creating them for their own use. More often, armour and weapons created by lifebinding an unwilling sacrifice are given to servants or sold. Effect Descriptions for Armour and Weapons � Item functions as intended: The armour or weapon is in all ways indistinguishable from one created without the lifebinding ritual. � Item is non-magical: The experience points invested in the item by both the sacrifice and the caster are lost, leaving only a non-magical item. The item is still considered enchantable, if the spellcaster wishes to try again. � Item has a drawback: The resistance of the sacrifice has altered the enchantment of the item in some minor way. Roll on the drawback table (see DMG) to see what effect manifests. � Item has half the expected effect: The ‘plus’ of the armour or weapon is only half of what was intended. For example, a spellcaster attempting to make a +2 longsword with lifebinding will find it is only a +1 longsword. The item’s cost in gold and experience,
Armour and Weapons Roll Effect 1-11 Item functions as intended 12-13 Item is non-magical 14-15 Item has a drawback 16 Item has half the expected effect 17 Item is cursed 18 Item is intelligent 19 Item is insane 20 Ghost anchor however, is still that of a +2 longsword. In the case of a caster only making a +1 item, or in the case of a special set of armour or weapon, the Games Master should give the item a drawback instead. � Item is cursed: Much more dangerous than a mere drawback, this item’s function was shaped by the last, cursing shrieks of the sacrifice. It has the ‘opposite effect or target’ curse upon it (see DMG), which cannot be removed from the item by any means, save destroying its enchantment. � Item is intelligent: Some part of the unwilling sacrifice’s soul and intellect has passed into the item, making the new magical creation intelligent and forever inimical to the spellcaster who performed the lifebinding and anyone it perceives as aligned with or related to the spellcaster in any way. To determine the exact abilities of the new, intelligent item, consult the DMG. Games Masters may consider giving this item a Special Purpose (see DMG) to defeat/slay the spellcaster’s race or any members of the religion to which he adheres. � Item is insane: As an intelligent item, but the terror and hate felt by the sacrifice in his last moments have infused the item, making it completely and hopelessly mad. This item will ferociously resist being used by anyone, and will strike with all its power against any wielder overcome by its Ego (see DMG). Additionally, Games Masters may consider boosting the Ego of the insane item by five or even 10 points, to reflect its overwhelming hate and rage. Even someone strong enough to master the item’s Ego will be subjected a constant bombardment of insane babbling, feelings or even thoughts, depending upon the insane item’s means of communication (see DMG). � Ghost anchor: The item works normally, but holds a significant and unseen danger. Rather than travelling on to whatever afterlife awaits it, the fury of the unwilling sacrifice at the spellcaster has caused it to linger on this plane as a ghost (see MM). The ghost is tied to the item it unwillingly helped create, though it now spends most of its time in the ethereal plane. Every day, there is a five percent chance the ghost will appear and attack the possessor of the item for which its experience was used. The creator of the item suffers a –4 penalty to all saving throws against the ghost’s special attacks. The ghost may be turned, though it enjoys an additional +4 to its turn resistance (granting it a total of +8). However, it may never be permanently destroyed or banished as long as the item it is tied to still exists; the item anchors it to this world and to its undead existence. Note that destroying the item does not, in and of itself, destroy the ghost; rather, it makes it possible to destroy the ghost. Rods, Staves and Wondrous Items Like armour and weapons, rods, staves and wondrous items are among the most common items created through lifebinding, but there are almost as many potential side effects with these as with armour and weapons. These items are commonly created through lifebinding only by the very powerful who feel certain of overwhelming any sacrifice, and by the inexperienced who have no other option to create the powerful items they crave. Effect Descriptions for Rods, Staves and Wondrous Items � Item functions as intended: The item is in all ways indistinguishable from one created without the lifebinding ritual. � Item is non-magical: The experience points invested in the item by both the sacrifice and the caster are lost, leaving only a non-magical item. The item is still considered enchantable, if the spellcaster wishes to try again. � Item has a drawback: The resistance of the sacrifice has altered the enchantment of the item in some minor way. Roll on the drawback table (see DMG) to see what effect manifests. 191
- Page 142 and 143: 140 Player Characters may be more w
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- Page 150 and 151: 148 The Explorer Class Levels Base
- Page 152 and 153: 150 The Fist of Nazrakoth Class Lev
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- Page 156 and 157: 154 The Pitiless Blade Class Levels
- Page 158 and 159: 156 raiders, drow who are charged w
- Page 160 and 161: 158 creature of sexual orientation
- Page 162 and 163: 160 Shadow of Mu’Ushket Class Lev
- Page 164 and 165: 162 The Talon of the Dark Mother Cl
- Page 166 and 167: 164 The Taskmaster of Olyet’Naru
- Page 168 and 169: 166 Tormentor of Polshoath The wors
- Page 170 and 171: 168 Grip of Torment (Su): By the ti
- Page 172 and 173: 170 widely known varies with the lo
- Page 174 and 175: 172 effect is identical to the inse
- Page 176 and 177: 174 Worm Friendship (Ex): The Wormr
- Page 178 and 179: 176 The Elven Avenger Class Levels
- Page 180 and 181: 178 The Elven Infiltrator Class Lev
- Page 182 and 183: 180 Normal: When you climb any surf
- Page 184 and 185: 182 Normal: Normally drow have spel
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- Page 188 and 189: 186 Drow Magic and Equipment In the
- Page 190 and 191: 188 A Final Word on Boneforging Bon
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- Page 224 and 225: 222 Hulurn Medium Animal Hit Dice:
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- Page 228 and 229: 226 The males of the Lorgreln tend
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- Page 232 and 233: 230 The Sulzthul, also known as the
- Page 234 and 235: 232 can before slaying those who re
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- Page 240 and 241: 238 Sithil Hwerzel Sulzthul male, S
Armour and Weapons<br />
Roll Effect<br />
1-11 Item functions as intended<br />
12-13 Item is non-magical<br />
14-15 Item has a drawback<br />
16 Item has half the expected effect<br />
17 Item is cursed<br />
18 Item is intelligent<br />
19 Item is insane<br />
20 Ghost anchor<br />
however, is still that of a +2 longsword. In the case of a<br />
caster only making a +1 item, or in the case of a special<br />
set of armour or weapon, the Games Master should give<br />
the item a drawback instead.<br />
� Item is cursed: Much more dangerous than a mere<br />
drawback, this item’s function was shaped by the last,<br />
cursing shrieks of the sacrifice. It has the ‘opposite<br />
effect or target’ curse upon it (see DMG), which cannot<br />
be removed from the item by any means, save destroying<br />
its enchantment.<br />
� Item is intelligent: Some part of the unwilling sacrifice’s<br />
soul and intellect has passed into the item, making the<br />
new magical creation intelligent and forever inimical<br />
to the spellcaster who performed the lifebinding and<br />
anyone it perceives as aligned with or related to the<br />
spellcaster in any way. To determine the exact abilities<br />
of the new, intelligent item, consult the DMG. Games<br />
Masters may consider giving this item a Special Purpose<br />
(see DMG) to defeat/slay the spellcaster’s race or any<br />
members of the religion to which he adheres.<br />
� Item is insane: As an intelligent item, but the terror<br />
and hate felt by the sacrifice in his last moments have<br />
infused the item, making it completely and hopelessly<br />
mad. This item will ferociously resist being used by<br />
anyone, and will strike with all its power against any<br />
wielder overcome by its Ego (see DMG). Additionally,<br />
Games Masters may consider boosting the Ego of the<br />
insane item by five or even 10 points, to reflect its<br />
overwhelming hate and rage. Even someone strong<br />
enough to master the item’s Ego will be subjected a<br />
constant bombardment of insane babbling, feelings or<br />
even thoughts, depending upon the insane item’s means<br />
of communication (see DMG).<br />
� Ghost anchor: <strong>The</strong> item works normally, but holds a<br />
significant and unseen danger. Rather than travelling on<br />
to whatever afterlife awaits it, the fury of the unwilling<br />
sacrifice at the spellcaster has caused it to linger on this<br />
plane as a ghost (see MM). <strong>The</strong> ghost is tied to the item<br />
it unwillingly helped create, though it now spends most<br />
of its time in the ethereal plane. Every day, there is a<br />
five percent chance the ghost will appear and attack the<br />
possessor of the item for which its experience was used.<br />
<strong>The</strong> creator of the item suffers a –4 penalty to all saving<br />
throws against the ghost’s special attacks. <strong>The</strong> ghost<br />
may be turned, though it enjoys an additional +4 to its<br />
turn resistance (granting it a total of +8). However, it<br />
may never be permanently destroyed or banished as<br />
long as the item it is tied to still exists; the item anchors<br />
it to this world and to its undead existence. Note that<br />
destroying the item does not, in and of itself, destroy the<br />
ghost; rather, it makes it possible to destroy the ghost.<br />
Rods, Staves and Wondrous<br />
Items<br />
Like armour and weapons, rods, staves and wondrous<br />
items are among the most common items created through<br />
lifebinding, but there are almost as many potential side<br />
effects with these as with armour and weapons. <strong>The</strong>se<br />
items are commonly created through lifebinding only by<br />
the very powerful who feel certain of overwhelming any<br />
sacrifice, and by the inexperienced who have no other<br />
option to create the powerful items they crave.<br />
Effect Descriptions for Rods, Staves and<br />
Wondrous Items<br />
� Item functions as intended: <strong>The</strong> item is in all ways<br />
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 />
191