The Tome Of Drow Lore.pdf - RoseRed
The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed
196 If the victim makes his initial saving throw, he is unaffected except for his memories of a troubling dream. However, for each successive, consecutive night in which the caster sends the victim a dream of dark desire, the DC of the Will save will increase by one. The Will saves are considered separate for multiple castings of dreams of dark desire, even if it takes five attempts with the spell for the target to fail his initial Will saving throw (with the –4 penalty to the save which has accrued through multiple castings), there is no initial penalty on the second saving throw. If the caster continues to send the victim dreams of dark desire after the first Will saving throw has failed, however, the DC of the second save, to avoid acting on the desire, will increase by one for each successive casting after the first. This spell is most devastating when used against good characters. A good character who fails both saving throws and acts upon the hidden desire may find his alignment shifting one degree toward evil. The caster of dreams of dark desire does not need to know what the hidden desire is; the spell discovers that information for itself. Dreams of dark desire may be blocked by anything that would prevent mind-affecting magic, though once the subject of the spell has failed his initial saving throw, he has already become obsessed with the fulfilment of the desire. Material Component: A personal possession of the target. Earthgrinder Evocation (Earth) Level: Clr 8, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No When the spellcaster creates the earthgrinder, he causes chasms to rip open in the ground beneath the feet of his enemies. Since the amount of mass this spell can move is limited, the caster can only entrap one Large creature, three Medium creatures, five Small creatures or 10 Tiny creatures. The new chasms are two feet deep per level of the caster. The target(s) of the spell must be standing on the ground to be affected by earthgrinder. Anyone flying, on the deck of a ship, or even standing on a wooden platform is immune to the spell’s effects. After the target(s) of the spell falls in, taking regular falling damage, the chasms slam shut and grind the fallen victim, inflicting 10d8 points of damage. After the spell’s completion, the ground is so mangled and soft that any survivors can easily dig themselves out in 1d4 rounds. Characters who succeed in making a Reflex save are considered to have grabbed the lip of the chasm before falling, avoiding all falling damage and taking only half grinding damage. Though devastating, earthgrinder is an extremely dangerous spell to cast in the Underdeep. At the Games Masters’ discretion, earthgrinder might cause a cave-in or collapse if cast underground (see DMG). Arcane Material Component: One badly-flawed gem worth at least 100 gp, which bursts into powder when the spell is cast. Endure the Light Transmutation Level: Clr 1, Rgr 2, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Creatures touched Target: 1 creature/4 levels Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell allows a creature with a special vulnerability to bright light to withstand light as bright as sunshine without suffering any penalties. A drow under the effects of endure the light, for example, would not be blinded or dazzled when exposed to bright light. This does not eliminate any effects that exceptionally bright light would have on creatures without a vulnerability to bright light (for example, any light that would adversely affect a human will also affect a creature under the effects of endure the light), nor does it eliminate any damage from a light-based attack. Undead
with a vulnerability to sunlight, such as vampires, gain no benefit from this spell. Flay Evocation Level: Clr 4, Sor/Wiz4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Target: 1 creature Duration: 1 round/level (maximum 15 rounds) Saving Throw: See text Spell Resistance: Yes This spell was originally created by the clergy of Polshoath merely as a means of bringing their goddess’ gift of pain to others, but other drow soon learned of the potential of the spell for uses both in combat and in interrogation. If the spellcaster hits the target with a ranged touch attack, flay strips away the skin of its victim one layer at a time. This causes only 1d8 hit points of damage per round, but the process is so exquisitely painful that the victim of the spell must make a Fortitude saving throw every round or be unable to take any action at all that round, immobilised by the agony. There is no saving throw against the spell’s damage. The damage from this spell may be healed normally, and it may be dropped by the caster at any time. Material Component: A small razor. Freshen Air Transmutation Level: Clr 2, Rgr 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10 ft. cube/level Duration: Instantaneous Saving Throw: None Spell Resistance: No Initially developed as a means of keeping the air in drow cities clean and breathable, freshen air was later discovered to have other uses as well. This spell removes all harmful gasses from the air in its area of effect, rendering it clean and safe to breathe. Additionally, it removes all airborne poisons and diseases in the area of effect. It has no effect on any magical poisons or diseases. Maw of the Earth Evocation (Earth) Level: Clr 7, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 10 ft. square area of a passageway per 2 levels of caster Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No This spell is designed to be cast on enemies inside an underground passage, of which there is no lack in the Underdeep. It will work equally well in a tunnel of rough stone or a corridor of finely-carved rock, so long as both floor and ceiling are made of stone. Maw of the earth causes stalactites and stalagmites to grow from the roof and floor of the passageway, crushing the spellcaster’s enemies between them like the jaws of a gigantic beast. All creatures in the affected area take 1d6 damage per level of the caster (maximum 15d6), with a Reflex save for half damage. Material Component: The tip of a stalactite or stalagmite. Mirror Allies Illusion (Shadow) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/2 levels This more powerful variant of mirror image allows the created doubles to engage in combat alongside the spellcaster. Mirror allies creates one duplicate of the spellcaster for every four levels he possesses (maximum five). These figments separate from the spellcaster and remain in a cluster, each within five feet of at least one other figment or the spellcaster. When the spellcaster and the mirror allies separate, observers cannot use vision or hearing to tell which is the spellcaster and which are the mirror allies. The mirror allies may fight alongside the spellcaster, mimicking his actions. They may not cast spells, nor may they use magic items, though they will appear to do so. If the spellcaster engages in a melee attack against an opponent, however, the mirror allies will strike at that same 197
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with a vulnerability to sunlight, such as vampires, gain no<br />
benefit from this spell.<br />
Flay<br />
Evocation<br />
Level: Clr 4, Sor/Wiz4<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Close (25 ft. + 5 ft./2 levels)<br />
Effect: Ray<br />
Target: 1 creature<br />
Duration: 1 round/level (maximum 15 rounds)<br />
Saving Throw: See text<br />
Spell Resistance: Yes<br />
This spell was originally created by the clergy of Polshoath<br />
merely as a means of bringing their goddess’ gift of pain to<br />
others, but other drow soon learned of the potential of the<br />
spell for uses both in combat and in interrogation.<br />
If the spellcaster hits the target with a ranged touch attack,<br />
flay strips away the skin of its victim one layer at a time.<br />
This causes only 1d8 hit points of damage per round, but<br />
the process is so exquisitely painful that the victim of the<br />
spell must make a Fortitude saving throw every round or<br />
be unable to take any action at all that round, immobilised<br />
by the agony. <strong>The</strong>re is no saving throw against the spell’s<br />
damage. <strong>The</strong> damage from this spell may be healed<br />
normally, and it may be dropped by the caster at any time.<br />
Material Component: A small razor.<br />
Freshen Air<br />
Transmutation<br />
Level: Clr 2, Rgr 3, Sor/Wiz 3<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Effect: 10 ft. cube/level<br />
Duration: Instantaneous<br />
Saving Throw: None<br />
Spell Resistance: No<br />
Initially developed as a means of keeping the air in drow<br />
cities clean and breathable, freshen air was later discovered<br />
to have other uses as well. This spell removes all harmful<br />
gasses from the air in its area of effect, rendering it clean<br />
and safe to breathe. Additionally, it removes all airborne<br />
poisons and diseases in the area of effect. It has no effect<br />
on any magical poisons or diseases.<br />
Maw of the Earth<br />
Evocation (Earth)<br />
Level: Clr 7, Sor/Wiz 6<br />
Components: V, S, M/DF<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Effect: 10 ft. square area of a passageway per 2 levels of<br />
caster<br />
Duration: Instantaneous<br />
Saving Throw: Reflex half<br />
Spell Resistance: No<br />
This spell is designed to be cast on enemies inside an<br />
underground passage, of which there is no lack in the<br />
Underdeep. It will work equally well in a tunnel of rough<br />
stone or a corridor of finely-carved rock, so long as both<br />
floor and ceiling are made of stone. Maw of the earth<br />
causes stalactites and stalagmites to grow from the roof<br />
and floor of the passageway, crushing the spellcaster’s<br />
enemies between them like the jaws of a gigantic beast.<br />
All creatures in the affected area take 1d6 damage per level<br />
of the caster (maximum 15d6), with a Reflex save for half<br />
damage.<br />
Material Component: <strong>The</strong> tip of a stalactite or stalagmite.<br />
Mirror Allies<br />
Illusion (Shadow)<br />
Level: Sor/Wiz 4<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 1 round/2 levels<br />
This more powerful variant of mirror image allows<br />
the created doubles to engage in combat alongside the<br />
spellcaster. Mirror allies creates one duplicate of the<br />
spellcaster for every four levels he possesses (maximum<br />
five). <strong>The</strong>se figments separate from the spellcaster and<br />
remain in a cluster, each within five feet of at least one<br />
other figment or the spellcaster. When the spellcaster and<br />
the mirror allies separate, observers cannot use vision or<br />
hearing to tell which is the spellcaster and which are the<br />
mirror allies.<br />
<strong>The</strong> mirror allies may fight alongside the spellcaster,<br />
mimicking his actions. <strong>The</strong>y may not cast spells, nor<br />
may they use magic items, though they will appear to do<br />
so. If the spellcaster engages in a melee attack against an<br />
opponent, however, the mirror allies will strike at that same<br />
197