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202<br />
Vile Infestation (Lesser)<br />
Conjuration (Summoning)<br />
Level: Clr 5<br />
Components: V, S, DF<br />
Casting Time: 1 standard action<br />
Range: Close (25 ft. + 5 ft./2 levels)<br />
Target: One corporeal creature<br />
Duration: 1 round<br />
Saving Throw: Fortitude half<br />
Spell Resistance: Yes<br />
Lesser vile infestation infects the subject with a swarm of<br />
tiny vermin (in the case of priestesses of the Dark Mother,<br />
the infestation is of spiders, other deities of the drow have<br />
different vermin). <strong>The</strong> vermin manifest inside the target’s<br />
body, just below the skin and immediately begin eating their<br />
way out. <strong>The</strong> spell inflicts 1d4 points of damage per level<br />
of the caster (maximum 10d4), and living creatures with<br />
a circulatory system take an additional point of damage<br />
per d4 in blood loss as the vermin burst through their skin.<br />
Creatures without a circulatory system, such as undead or<br />
plant-based creatures do not take this additional damage.<br />
Damage reduction is ineffective against the vermin created<br />
by lesser vile infestation.<br />
Viper Bite<br />
Transmutation<br />
Level: Sor/Wiz 2<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Personal<br />
Target: You<br />
Duration: 1 round/level<br />
Casting viper bite causes two of the caster’s teeth to grow<br />
into fangs, which he can use to deliver a deadly poisonous<br />
bite. One of the caster’s normal unarmed attacks each<br />
round becomes a bite attack, dealing a base d4 damage. <strong>The</strong><br />
caster’s fangs inject venom into the foe on any successful<br />
bite attack. This venom is enhanced by the power of the<br />
spell and may be resisted by successful Fortitude saves (DC<br />
11 + caster level) for both initial and secondary damage<br />
(initial and secondary damage are both 1d6 Constitution).<br />
Material Component: A drop of poison from any venomous<br />
snake.<br />
New Magic Items<br />
Armour Enhancements<br />
Invisibility<br />
By simply willing the magic to activate, the wearer of this<br />
armour can become invisible, as per the spell. <strong>The</strong> wearer<br />
may still be heard if he moves about in armour.<br />
Faint Illusion; CL 5 th ; Craft Magic Arms and Armour;<br />
invisibility; Price +20,000 gp<br />
Nimble<br />
This armour is created with extra flexibility in all<br />
joints, and is enchanted to aid the wearer in performing<br />
several Dexterity-based skills. Armour with the nimble<br />
enchantment provides a +6 bonus to Balance, Escape Artist<br />
and Tumble checks. Any skill check penalties to armour<br />
still apply, according to armour type.<br />
Faint Transmutation; CL 3 rd ; Craft Magic Arms and<br />
Armour; cat’s grace; Price +18,000 gp<br />
Specific Armour<br />
Trollskin armour<br />
This armour is made from the skin of a troll. <strong>The</strong> magic<br />
expended in its creation enables the armour to retain a portion<br />
of its regenerative capabilities and pass that ability on to its<br />
wearer. Though not as impressive as the regeneration of a<br />
living troll, this ability alone makes trollskin armour highly<br />
valued among the drow. Trollskin armour protects and<br />
encumbers exactly like studded leather +1 and it imbues its<br />
wearer with Regeneration 1, taking normal damage from<br />
fire and acid like a troll.<br />
Strong Conjuration; CL 13 th ; Craft Magic Arms and<br />
Armour; animate dead, regenerate; 90,000 gp; Weight 20<br />
lb.<br />
Boneforged armour<br />
Boneforged armour derives its primary magical abilities<br />
from the undead creature whose bones were used to create<br />
the armour. Any powers of the armour which depend<br />
upon the abilities of the undead are set at the time of the<br />
armour’s creation, and may never be modified or added<br />
to in any way. However, it is still possible to add other<br />
armour enhancements (such as nimble) to the boneforged<br />
armour after the time of its creation. Magical boneforged<br />
armour must be enchanted to at least a +1 as part of the<br />
creation process; otherwise the bones will not retain any of<br />
the undead abilities. Further, the bones must be in large,<br />
contiguous pieces for the boneforged item to retain undead<br />
abilities, meaning that only armours such as the breastplate<br />
and half-plate can be made from the undead bones. Note<br />
that although armours such as half-plate and full plate<br />
consist of multiple plates of bone, the suit of armour is